forked from 1b-agent/opencadstudio-upstream
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
192 lines
8.5 KiB
Rust
192 lines
8.5 KiB
Rust
// Command system — trait for interactive CAD commands.
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//
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// Each tool that requires user interaction (point picks, object selection,
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// numeric input) implements `CadCommand`. The active command receives
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// viewport events from main.rs and returns `CmdResult` tokens that tell
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// the host what to do next.
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use crate::scene::hatch_model::HatchModel;
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use crate::scene::wire_model::WireModel;
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use acadrust::{EntityType, Handle};
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use glam::Vec3;
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// ── Transform ─────────────────────────────────────────────────────────────
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/// A geometric transformation applied to existing entities.
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#[derive(Clone)]
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pub enum EntityTransform {
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/// Move every point by the given world-space delta (Y-up XZ plane).
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Translate(Vec3),
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/// Rotate around `center` by `angle_rad` in the XZ plane (Y-up).
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Rotate { center: Vec3, angle_rad: f32 },
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/// Uniform scale from `center` by `factor`.
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Scale { center: Vec3, factor: f32 },
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/// Mirror across the line through `p1`→`p2` in the XZ plane (Y-up).
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Mirror { p1: Vec3, p2: Vec3 },
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}
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// ── Tangent object ─────────────────────────────────────────────────────────
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/// Geometric representation of a tangent-snap target.
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#[derive(Clone, Copy, Debug)]
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pub enum TangentObject {
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/// Infinite line through two world-space XZ-plane points.
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Line { p1: Vec3, p2: Vec3 },
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/// Circle in the XZ plane.
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Circle { center: Vec3, radius: f32 },
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}
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// ── Result token ──────────────────────────────────────────────────────────
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/// Returned by every `CadCommand` method to tell main.rs what to do.
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#[allow(dead_code)]
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pub enum CmdResult {
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/// Command is still waiting for the next point; show updated prompt.
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NeedPoint,
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/// Update the committed-segment wire (normal colour) and keep collecting points.
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InterimWire(WireModel),
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/// Update the in-progress (cyan) preview wire in the viewport.
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Preview(WireModel),
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/// Commit an acadrust entity to the document; keep the command active.
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CommitEntity(EntityType),
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/// Commit an acadrust entity to the document and end the command.
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CommitAndExit(EntityType),
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/// Create a block definition from existing entities and insert one reference.
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CreateBlock {
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handles: Vec<Handle>,
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name: String,
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base: Vec3,
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},
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/// Apply a transform to selected entities and end the command.
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TransformSelected(Vec<Handle>, EntityTransform),
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/// Copy selected entities with a transform; command stays active for more copies.
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CopySelected(Vec<Handle>, EntityTransform),
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/// Commit a hatch fill (stored in Scene::hatches, not the DXF document).
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CommitHatch(HatchModel),
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/// Copy selected entities with multiple transforms (e.g. rectangular array); end command.
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BatchCopy(Vec<Handle>, Vec<EntityTransform>),
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/// Erase `handle` and replace with new entities; command stays active.
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ReplaceEntity(Handle, Vec<EntityType>),
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/// Replace / delete multiple entities and add new ones; command ends.
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/// Each pair: (handle_to_erase, replacement_entities) — empty vec = delete only.
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ReplaceMany(Vec<(Handle, Vec<EntityType>)>, Vec<EntityType>),
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/// Cancel: discard any preview and end the command.
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Cancel,
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/// End the selection-gather phase and re-dispatch the named command
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/// with the gathered handles installed as the active scene selection.
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Relaunch(String, Vec<Handle>),
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/// Move `dest` entities to the layer of the `src` entity; end command.
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MatchEntityLayer { dest: Vec<Handle>, src: Handle },
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/// Copy all visual properties (layer/color/linetype/lineweight) from `src` to `dest`; end command.
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MatchProperties { dest: Vec<Handle>, src: Handle },
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/// Create a named group from the given entity handles; end command.
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CreateGroup { handles: Vec<Handle>, name: String },
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/// Dissolve all groups that contain any of the given handles; end command.
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DeleteGroups { handles: Vec<Handle> },
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/// Freeze or thaw layers by name in the given viewport; command stays active.
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VpLayerUpdate {
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vp_handle: Handle,
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freeze: Vec<String>,
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thaw: Vec<String>,
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},
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/// Paste clipboard entities translated so their centroid lands at `base_pt`; end command.
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PasteClipboard { base_pt: Vec3 },
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/// Zoom the model-space camera to fit the given corner points; end command.
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ZoomToWindow { p1: Vec3, p2: Vec3 },
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}
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// ── Trait ─────────────────────────────────────────────────────────────────
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/// An interactive CAD command that collects user input step-by-step.
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pub trait CadCommand: Send {
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/// Short name shown in the command line prompt, e.g. `"LINE"`.
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#[allow(dead_code)]
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fn name(&self) -> &'static str;
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/// Current prompt string to display in the command line.
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fn prompt(&self) -> String;
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/// Called when the user left-clicks in the viewport (point pick).
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fn on_point(&mut self, pt: Vec3) -> CmdResult;
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/// Called when the user presses Enter (finalize / next option).
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fn on_enter(&mut self) -> CmdResult;
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/// Called when the user presses Escape (cancel).
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#[allow(dead_code)]
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fn on_escape(&mut self) -> CmdResult {
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CmdResult::Cancel
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}
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/// Returns `true` when the command needs entity picking (hit-test) instead of point picking.
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fn needs_entity_pick(&self) -> bool {
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false
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}
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/// Called when the user clicks and `needs_entity_pick()` is true.
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/// `handle` is the nearest wire's entity handle (Handle::NULL if nothing found).
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fn on_entity_pick(&mut self, _handle: Handle, _pt: Vec3) -> CmdResult {
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CmdResult::Cancel
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}
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/// Called after `CmdResult::ReplaceEntity` is applied to the document.
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/// `old` is the erased handle; `new_handles` are the handles assigned to the replacement entities.
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/// Commands that stay active across replaces should update their internal snapshots here.
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fn on_entity_replaced(&mut self, _old: Handle, _new_handles: &[Handle]) {}
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/// Called on every mouse-move when `needs_entity_pick()` is true.
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/// Return preview wires showing the operation result under the cursor.
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/// Default: empty (no preview).
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fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
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vec![]
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}
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/// Called on every mouse-move in the viewport.
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/// Return `Some(WireModel)` to update the rubber-band preview, `None` to skip.
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fn on_mouse_move(&mut self, _pt: Vec3) -> Option<WireModel> {
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None
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}
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/// Called on every mouse-move; return all preview wires to show (object ghosts + rubber-band).
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/// Default: forwards to `on_mouse_move` for backwards compatibility.
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fn on_preview_wires(&mut self, pt: Vec3) -> Vec<WireModel> {
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self.on_mouse_move(pt).into_iter().collect()
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}
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/// Returns `true` when the command is waiting for text typed in the command line.
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fn wants_text_input(&self) -> bool {
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false
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}
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/// Called when the user submits text via the command line while `wants_text_input` is true.
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fn on_text_input(&mut self, _text: &str) -> Option<CmdResult> {
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None
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}
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/// Returns `true` when the command is in a selection-gathering phase.
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/// While true, viewport clicks are routed through the normal selection
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/// system (single / box / polygon) instead of the command's point-pick path.
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/// After each completed selection action the host calls `on_selection_complete`.
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fn is_selection_gathering(&self) -> bool {
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false
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}
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/// Called after a selection action completes while `is_selection_gathering` is true.
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/// `handles` is the full set of currently selected entities.
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/// Return `Relaunch` to fire the pending command, or `NeedPoint` to keep gathering.
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fn on_selection_complete(&mut self, _handles: Vec<Handle>) -> CmdResult {
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CmdResult::Cancel
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}
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/// Returns `true` when the command wants object picks via Tangent snap.
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fn needs_tangent_pick(&self) -> bool {
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false
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}
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/// Called instead of `on_point` when the command needs a tangent pick
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/// and the snap system found a tangent object.
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fn on_tangent_point(&mut self, obj: TangentObject, hit: Vec3) -> CmdResult {
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let _ = obj;
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self.on_point(hit)
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}
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}
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