forked from 1b-agent/opencadstudio-upstream
340 lines
10 KiB
Rust
340 lines
10 KiB
Rust
//! CPU-side hit-testing for wire geometry.
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//!
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//! All tests are performed in **screen space** — wire vertices are projected
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//! to 2-D pixel coordinates, then compared against the cursor or selection box.
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//! This matches the visual result the user sees.
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use std::collections::HashMap;
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use acadrust::Handle;
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use glam::{Mat4, Vec3};
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use iced::{Point, Rectangle};
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use super::hatch_model::HatchModel;
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use super::wire_model::WireModel;
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/// Pixel radius used for single-click wire detection.
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const CLICK_THRESHOLD_PX: f32 = 8.0;
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// ── Single-click hit test ─────────────────────────────────────────────────
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/// Return the `name` of the closest wire whose screen-space segments pass
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/// within `CLICK_THRESHOLD_PX` pixels of `cursor`.
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///
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/// Returns `None` when no wire is close enough.
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pub fn click_hit<'a>(
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cursor: Point,
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wires: &'a [WireModel],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<&'a str> {
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let mut best_dist = CLICK_THRESHOLD_PX;
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let mut best: Option<&str> = None;
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for wire in wires {
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let screen: Vec<Point> = wire
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.points
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.iter()
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.map(|&p| world_to_screen(Vec3::from(p), view_proj, bounds))
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.collect();
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for seg in screen.windows(2) {
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let d = dist_point_to_segment(cursor, seg[0], seg[1]);
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if d < best_dist {
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best_dist = d;
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best = Some(&wire.name);
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}
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}
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}
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best
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}
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// ── Box / window selection ────────────────────────────────────────────────
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/// Return the names of wires selected by a completed rectangular selection box.
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///
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/// - **Window mode** (`crossing = false`, left→right drag):
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/// ALL projected points must lie inside the box.
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/// - **Crossing mode** (`crossing = true`, right→left drag):
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/// ANY projected point inside the box is sufficient.
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pub fn box_hit<'a>(
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corner_a: Point,
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corner_b: Point,
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crossing: bool,
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wires: &'a [WireModel],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Vec<&'a str> {
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let min_x = corner_a.x.min(corner_b.x);
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let max_x = corner_a.x.max(corner_b.x);
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let min_y = corner_a.y.min(corner_b.y);
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let max_y = corner_a.y.max(corner_b.y);
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// Ignore zero-area boxes.
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if (max_x - min_x) < 1.0 || (max_y - min_y) < 1.0 {
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return vec![];
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}
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let inside = |sp: Point| sp.x >= min_x && sp.x <= max_x && sp.y >= min_y && sp.y <= max_y;
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wires
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.iter()
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.filter_map(|wire| {
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if wire.points.is_empty() {
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return None;
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}
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let screen: Vec<Point> = wire
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.points
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.iter()
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.map(|&p| world_to_screen(Vec3::from(p), view_proj, bounds))
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.collect();
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let hit = if crossing {
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screen.iter().any(|&sp| inside(sp))
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} else {
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screen.iter().all(|&sp| inside(sp))
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};
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if hit {
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Some(wire.name.as_str())
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} else {
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None
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}
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})
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.collect()
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}
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// ── Polygon / lasso selection ─────────────────────────────────────────────
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/// Return the names of wires selected by a freehand polygon lasso.
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///
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/// - **Window mode** (`crossing = false`): ALL projected points inside polygon.
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/// - **Crossing mode** (`crossing = true`): ANY point inside OR any wire
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/// segment crosses a polygon edge.
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pub fn poly_hit<'a>(
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poly: &[Point],
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crossing: bool,
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wires: &'a [WireModel],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Vec<&'a str> {
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if poly.len() < 3 {
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return vec![];
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}
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wires
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.iter()
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.filter_map(|wire| {
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if wire.points.is_empty() {
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return None;
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}
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let screen: Vec<Point> = wire
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.points
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.iter()
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.map(|&p| world_to_screen(Vec3::from(p), view_proj, bounds))
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.collect();
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let hit = if crossing {
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// Any vertex inside OR any wire segment crosses any polygon edge.
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screen.iter().any(|&sp| point_in_polygon(sp, poly))
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|| screen
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.windows(2)
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.any(|seg| segment_crosses_polygon(seg[0], seg[1], poly))
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} else {
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screen.iter().all(|&sp| point_in_polygon(sp, poly))
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};
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if hit {
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Some(wire.name.as_str())
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} else {
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None
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}
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})
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.collect()
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}
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// ── Helpers ───────────────────────────────────────────────────────────────
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fn world_to_screen(world: Vec3, view_proj: Mat4, bounds: Rectangle) -> Point {
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let ndc = view_proj.project_point3(world);
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Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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)
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}
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/// Even-odd ray-casting test: is `p` inside the polygon?
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fn point_in_polygon(p: Point, poly: &[Point]) -> bool {
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let n = poly.len();
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let mut inside = false;
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let (mut xi, mut yi) = (poly[n - 1].x, poly[n - 1].y);
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for &pt in poly {
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let (xj, yj) = (pt.x, pt.y);
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if ((yi > p.y) != (yj > p.y)) && (p.x < (xj - xi) * (p.y - yi) / (yj - yi) + xi) {
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inside = !inside;
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}
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(xi, yi) = (xj, yj);
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}
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inside
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}
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/// Does segment `[a, b]` cross any edge of the polygon?
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fn segment_crosses_polygon(a: Point, b: Point, poly: &[Point]) -> bool {
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let n = poly.len();
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for i in 0..n {
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let c = poly[i];
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let d = poly[(i + 1) % n];
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if segments_intersect(a, b, c, d) {
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return true;
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}
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}
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false
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}
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/// Do segments `[a,b]` and `[c,d]` intersect?
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fn segments_intersect(a: Point, b: Point, c: Point, d: Point) -> bool {
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let cross = |o: Point, p: Point, q: Point| -> f32 {
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(p.x - o.x) * (q.y - o.y) - (p.y - o.y) * (q.x - o.x)
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};
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let d1 = cross(c, d, a);
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let d2 = cross(c, d, b);
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let d3 = cross(a, b, c);
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let d4 = cross(a, b, d);
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if ((d1 > 0.0 && d2 < 0.0) || (d1 < 0.0 && d2 > 0.0))
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&& ((d3 > 0.0 && d4 < 0.0) || (d3 < 0.0 && d4 > 0.0))
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{
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return true;
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}
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false
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}
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// ── Hatch hit-testing ─────────────────────────────────────────────────────
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/// Return the Handle of the first hatch whose screen-space boundary polygon
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/// contains `cursor`.
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pub fn click_hit_hatch(
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cursor: Point,
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hatches: &HashMap<Handle, HatchModel>,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<Handle> {
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for (&handle, hatch) in hatches {
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let screen: Vec<Point> = hatch
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.boundary
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.iter()
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.map(|&[x, y]| world_to_screen(Vec3::new(x, y, 0.0), view_proj, bounds))
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.collect();
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if screen.len() >= 3 && point_in_polygon(cursor, &screen) {
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return Some(handle);
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}
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}
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None
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}
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/// Return Handles of hatches selected by a completed rectangular selection box.
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pub fn box_hit_hatch(
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corner_a: Point,
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corner_b: Point,
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crossing: bool,
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hatches: &HashMap<Handle, HatchModel>,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Vec<Handle> {
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let min_x = corner_a.x.min(corner_b.x);
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let max_x = corner_a.x.max(corner_b.x);
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let min_y = corner_a.y.min(corner_b.y);
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let max_y = corner_a.y.max(corner_b.y);
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if (max_x - min_x) < 1.0 || (max_y - min_y) < 1.0 {
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return vec![];
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}
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let inside = |sp: Point| sp.x >= min_x && sp.x <= max_x && sp.y >= min_y && sp.y <= max_y;
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hatches
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.iter()
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.filter_map(|(&handle, hatch)| {
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if hatch.boundary.is_empty() {
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return None;
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}
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let screen: Vec<Point> = hatch
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.boundary
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.iter()
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.map(|&[x, y]| world_to_screen(Vec3::new(x, y, 0.0), view_proj, bounds))
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.collect();
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let hit = if crossing {
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screen.iter().any(|&sp| inside(sp))
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} else {
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screen.iter().all(|&sp| inside(sp))
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};
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if hit {
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Some(handle)
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} else {
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None
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}
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})
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.collect()
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}
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/// Return Handles of hatches selected by a freehand polygon lasso.
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pub fn poly_hit_hatch(
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poly: &[Point],
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crossing: bool,
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hatches: &HashMap<Handle, HatchModel>,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Vec<Handle> {
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if poly.len() < 3 {
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return vec![];
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}
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hatches
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.iter()
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.filter_map(|(&handle, hatch)| {
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if hatch.boundary.is_empty() {
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return None;
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}
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let screen: Vec<Point> = hatch
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.boundary
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.iter()
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.map(|&[x, y]| world_to_screen(Vec3::new(x, y, 0.0), view_proj, bounds))
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.collect();
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let hit = if crossing {
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screen.iter().any(|&sp| point_in_polygon(sp, poly))
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|| screen
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.windows(2)
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.any(|seg| segment_crosses_polygon(seg[0], seg[1], poly))
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} else {
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screen.iter().all(|&sp| point_in_polygon(sp, poly))
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};
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if hit {
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Some(handle)
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} else {
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None
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}
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})
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.collect()
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}
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/// Minimum distance from point `p` to line segment `[a, b]` in 2-D.
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fn dist_point_to_segment(p: Point, a: Point, b: Point) -> f32 {
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let abx = b.x - a.x;
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let aby = b.y - a.y;
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let len2 = abx * abx + aby * aby;
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let t = if len2 < 1e-6 {
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0.0
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} else {
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let apx = p.x - a.x;
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let apy = p.y - a.y;
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((apx * abx + apy * aby) / len2).clamp(0.0, 1.0)
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};
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let cx = a.x + t * abx;
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let cy = a.y + t * aby;
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let dx = p.x - cx;
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let dy = p.y - cy;
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(dx * dx + dy * dy).sqrt()
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}
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