Files
OneCAD-Draft/src/scene/hit_test.rs
T
2026-03-22 14:56:27 +03:00

340 lines
10 KiB
Rust

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