forked from 1b-agent/opencadstudio-upstream
Single-click selection only tested wire-edge proximity, so clicking a solid's face missed — only its thin projected edges were selectable. Add mesh_click_hit: project each mesh triangle to screen and test the cursor against it (front-most wins), wired as a fallback after the wire and hatch hit-tests. Works for any meshed solid. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
553 lines
18 KiB
Rust
553 lines
18 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::mesh_model::MeshModel;
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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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// Q: lazy projection — no Vec allocation per wire; NaN resets the segment chain.
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for wire in wires {
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let mut prev: Option<Point> = None;
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for &[px, py, pz] in &wire.points {
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if px.is_nan() {
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prev = None;
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continue;
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}
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let cur = world_to_screen(Vec3::new(px, py, pz), view_proj, bounds);
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if let Some(p0) = prev {
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let d = dist_point_to_segment(cursor, p0, cur);
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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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prev = Some(cur);
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}
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}
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best
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}
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/// Pick a 3D solid by clicking anywhere on its shaded body: project each
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/// mesh triangle to screen space and test whether the cursor lands inside it.
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/// Returns the front-most hit (smallest projected depth). Lets meshed solids
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/// (whose only wire geometry is thin edges) be selected on their faces.
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pub fn mesh_click_hit<'a>(
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cursor: Point,
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meshes: impl Iterator<Item = (Handle, &'a MeshModel)>,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<Handle> {
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let mut best: Option<(f32, Handle)> = None;
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for (handle, mesh) in meshes {
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let v = &mesh.verts;
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let idx = &mesh.indices;
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let mut t = 0;
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while t + 2 < idx.len() {
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let tri = [
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v[idx[t] as usize],
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v[idx[t + 1] as usize],
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v[idx[t + 2] as usize],
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];
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t += 3;
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let mut sp = [Point::ORIGIN; 3];
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let mut depth = 0.0f32;
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for (j, w) in tri.iter().enumerate() {
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let ndc = view_proj.project_point3(Vec3::new(w[0], w[1], w[2]));
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sp[j] = 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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depth += ndc.z;
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}
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if point_in_polygon(cursor, &sp) {
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let d = depth / 3.0;
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if best.map_or(true, |(bd, _)| d < bd) {
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best = Some((d, handle));
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}
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break; // one hit per mesh is enough
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}
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}
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}
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best.map(|(_, h)| h)
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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, OR any wire segment crosses the box
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/// boundary (so large entities like viewport frames are caught even when
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/// no corner falls inside the selection rectangle).
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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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// Box corners for segment-intersection tests (crossing mode only).
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let box_tl = Point { x: min_x, y: min_y };
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let box_tr = Point { x: max_x, y: min_y };
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let box_bl = Point { x: min_x, y: max_y };
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let box_br = Point { x: max_x, y: max_y };
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// Q: lazy projection — accumulate screen points without allocating per-wire Vec.
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wires
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.iter()
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.filter_map(|wire| {
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// Fallback: when wire has no line geometry (e.g. greek text emits
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// only fill_tris) treat the AABB rectangle as the hit-test shape
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// so low-LOD text stays selectable. See #19.
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let aabb_pts: Vec<[f32; 3]>;
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let pts: &[[f32; 3]] = if !wire.points.is_empty() {
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&wire.points
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} else if wire.aabb != WireModel::UNBOUNDED_AABB {
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let [ax, ay, bx, by] = wire.aabb;
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aabb_pts = vec![
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[ax, ay, 0.0],
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[bx, ay, 0.0],
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[bx, by, 0.0],
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[ax, by, 0.0],
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[ax, ay, 0.0],
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];
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&aabb_pts
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} else {
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return None;
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};
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let mut hit = false;
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let mut all_inside = true;
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let mut prev: Option<Point> = None;
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for &[px, py, pz] in pts {
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if px.is_nan() {
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prev = None;
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continue;
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}
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let sp = world_to_screen(Vec3::new(px, py, pz), view_proj, bounds);
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if crossing {
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if inside(sp) {
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hit = true;
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}
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if let Some(p0) = prev {
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if !hit {
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hit = segments_intersect(p0, sp, box_tl, box_tr)
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|| segments_intersect(p0, sp, box_tr, box_br)
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|| segments_intersect(p0, sp, box_br, box_bl)
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|| segments_intersect(p0, sp, box_bl, box_tl);
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}
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}
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} else {
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if !inside(sp) {
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all_inside = false;
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}
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}
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prev = Some(sp);
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}
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let result = if crossing {
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hit
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} else {
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all_inside && prev.is_some()
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};
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if result {
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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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// Q: lazy projection — no Vec allocation per wire.
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wires
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.iter()
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.filter_map(|wire| {
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// Same AABB fallback as `box_hit`: when a wire has no line
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// geometry (e.g. greek-LOD text emits only fill_tris) treat the
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// AABB rectangle as the hit-test shape so low-LOD text stays
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// selectable. See #19.
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let aabb_pts: Vec<[f32; 3]>;
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let pts: &[[f32; 3]] = if !wire.points.is_empty() {
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&wire.points
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} else if wire.aabb != WireModel::UNBOUNDED_AABB {
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let [ax, ay, bx, by] = wire.aabb;
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aabb_pts = vec![
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[ax, ay, 0.0],
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[bx, ay, 0.0],
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[bx, by, 0.0],
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[ax, by, 0.0],
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[ax, ay, 0.0],
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];
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&aabb_pts
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} else {
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return None;
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};
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let mut hit = false;
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let mut all_inside = true;
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let mut prev: Option<Point> = None;
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for &[px, py, pz] in pts {
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if px.is_nan() {
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prev = None;
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continue;
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}
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let sp = world_to_screen(Vec3::new(px, py, pz), view_proj, bounds);
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if crossing {
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if point_in_polygon(sp, poly) {
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hit = true;
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}
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if !hit {
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if let Some(p0) = prev {
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if segment_crosses_polygon(p0, sp, poly) {
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hit = true;
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}
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}
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}
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} else {
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if !point_in_polygon(sp, poly) {
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all_inside = false;
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}
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}
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prev = Some(sp);
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}
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let result = if crossing {
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hit
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} else {
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all_inside && prev.is_some()
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};
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if result {
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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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///
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/// Handles multi-path boundaries: NaN points (used as path separators by
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/// hatches with islands / holes) reset the previous-vertex tracking so
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/// that the ray-cast doesn't draw a spurious closing edge between the
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/// end of one sub-path and the start of the next. Each sub-path with at
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/// least 2 finite vertices contributes its segments to the parity flip.
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fn point_in_polygon(p: Point, poly: &[Point]) -> bool {
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let mut inside = false;
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let mut prev: Option<Point> = None;
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let mut path_start: Option<Point> = None;
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for &pt in poly {
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if !pt.x.is_finite() || !pt.y.is_finite() {
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// Close the just-finished sub-path before starting the next.
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if let (Some(prev_v), Some(start_v)) = (prev, path_start) {
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if ((prev_v.y > p.y) != (start_v.y > p.y))
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&& (p.x
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< (start_v.x - prev_v.x) * (p.y - prev_v.y) / (start_v.y - prev_v.y)
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+ prev_v.x)
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{
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inside = !inside;
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}
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}
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prev = None;
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path_start = None;
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continue;
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}
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if let Some(prev_v) = prev {
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if ((prev_v.y > p.y) != (pt.y > p.y))
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&& (p.x < (pt.x - prev_v.x) * (p.y - prev_v.y) / (pt.y - prev_v.y) + prev_v.x)
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{
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inside = !inside;
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}
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} else {
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path_start = Some(pt);
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}
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prev = Some(pt);
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}
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// Close the final sub-path.
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if let (Some(prev_v), Some(start_v)) = (prev, path_start) {
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if ((prev_v.y > p.y) != (start_v.y > p.y))
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&& (p.x
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< (start_v.x - prev_v.x) * (p.y - prev_v.y) / (start_v.y - prev_v.y) + prev_v.x)
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{
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inside = !inside;
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}
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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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if hatch_contains_screen_point(hatch, cursor, view_proj, bounds) {
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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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/// Same as `click_hit_hatch` but iterates `(Handle, HatchModel)` pairs
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/// where the Handle is the parent Insert handle (block-internal
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/// hatches). The first matching pair returns its Insert handle so
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/// clicking a sub-hatch of a block selects the Insert, matching
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/// AutoCAD's behaviour for block sub-entities.
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pub fn click_hit_insert_hatch(
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cursor: Point,
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insert_hatches: &[(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 insert_hatches {
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if hatch_contains_screen_point(hatch, cursor, view_proj, bounds) {
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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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fn hatch_contains_screen_point(
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hatch: &HatchModel,
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cursor: Point,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> bool {
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// boundary verts are stored as small f32 offsets from
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// `world_origin` (f64). Reconstruct offset-rel WCS before
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// projecting to screen.
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let ox = hatch.world_origin[0] as f32;
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let oy = hatch.world_origin[1] as f32;
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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]| {
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if x.is_finite() && y.is_finite() {
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world_to_screen(Vec3::new(x + ox, y + oy, 0.0), view_proj, bounds)
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} else {
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// Preserve path separators for the NaN-aware
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// point_in_polygon ray-cast.
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Point::new(f32::NAN, f32::NAN)
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}
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})
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.collect();
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screen.len() >= 3 && point_in_polygon(cursor, &screen)
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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 ox = hatch.world_origin[0] as f32;
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let oy = hatch.world_origin[1] as f32;
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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 + ox, y + oy, 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 {
|
|
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 ox = hatch.world_origin[0] as f32;
|
|
let oy = hatch.world_origin[1] as f32;
|
|
let screen: Vec<Point> = hatch
|
|
.boundary
|
|
.iter()
|
|
.map(|&[x, y]| world_to_screen(Vec3::new(x + ox, y + oy, 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()
|
|
}
|