cad-editor/src/scene/camera_ops.rs

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// Camera / view operations on `Scene`: zoom, fit-all, named-view restore,
// camera<->document sync, and per-tile grid/snap. (The actual screen-space
// hit-testing lives in `scene::pick::hit_test`.)
use super::*;
/// The model-space active viewport is reserved as `*Active`, but that name is
/// case-insensitive in DXF/DWG — a file may store it as `*ACTIVE`. Match it
/// accordingly, otherwise an uppercased record reads as a *distinct* viewport:
/// on save it survives the "drop the old *Active" filter and sits next to the
/// fresh entry we add, so the file gets two overlapping full-window viewports
/// that render "one on top of the other". (#319)
fn is_active_vport_name(name: &str) -> bool {
name.eq_ignore_ascii_case("*Active")
}
impl Scene {
// ── Hit-test convenience: wire name → Handle ──────────────────────────
pub fn handle_from_wire_name(name: &str) -> Option<Handle> {
name.parse::<u64>().ok().map(Handle::new)
}
/// Restore camera to a named view from the document view table.
pub fn restore_named_view(&mut self, view: &acadrust::tables::View) {
use glam::Vec3;
let cam = &mut *self.camera.borrow_mut();
// view.target is the look-at point; view.direction is eye→target direction.
cam.target = glam::DVec3::new(view.target.x, view.target.y, view.target.z);
// direction in acadrust = from-target-to-eye (same as AutoCAD convention).
let eye_dir = Vec3::new(
view.direction.x as f32,
view.direction.y as f32,
view.direction.z as f32,
);
let eye_dir = if eye_dir.length_squared() > 1e-10 {
eye_dir.normalize()
} else {
Vec3::Z
};
// Build rotation: canonical eye is +Z, rotate to eye_dir.
cam.rotation = glam::Quat::from_rotation_arc(Vec3::Z, eye_dir);
// Sync yaw/pitch from new rotation (for ViewCube).
let pitch = eye_dir.z.clamp(-1.0, 1.0).asin();
let yaw = eye_dir.x.atan2(eye_dir.y);
cam.yaw = yaw;
cam.pitch = pitch;
// Derive distance from view height and fov.
let h = view.height as f32;
cam.distance = if h > 0.0 {
h / (2.0 * (cam.fov_y * 0.5).tan())
} else {
cam.distance
};
self.camera_generation += 1;
}
/// Save the current camera state into a new named view entry.
/// Returns the view; caller must push it into document.views.
pub fn current_as_named_view(&self, name: &str) -> acadrust::tables::View {
use acadrust::types::Vector3;
let cam = self.camera.borrow();
let eye_dir = cam.rotation * glam::Vec3::Z;
let height = cam.ortho_size() * 2.0;
let width = height; // caller can adjust; rough square
acadrust::tables::View {
handle: acadrust::types::Handle::NULL,
name: name.to_string(),
center: Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: 0.0,
},
target: Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: cam.target.z as f64,
},
direction: Vector3 {
x: eye_dir.x as f64,
y: eye_dir.y as f64,
z: eye_dir.z as f64,
},
height: height as f64,
width: width as f64,
lens_length: 50.0,
front_clip: 0.0,
back_clip: 0.0,
twist_angle: 0.0,
}
}
/// Zoom the model-space camera in/out by a percentage.
/// factor > 1 = zoom out, factor < 1 = zoom in.
pub fn zoom_camera(&mut self, factor: f32) {
let mut cam = self.camera.borrow_mut();
cam.distance = (cam.distance * factor).max(0.001);
drop(cam);
self.camera_generation += 1;
}
/// Fit the camera to a world-space bounding box (corners p1, p2).
pub fn zoom_to_window(&mut self, p1: glam::Vec3, p2: glam::Vec3) {
let min = p1.min(p2);
let max = p1.max(p2);
if min == max {
return;
}
self.camera.borrow_mut().fit_to_bounds(min, max);
self.camera_generation += 1;
}
/// Apply camera state from an acadrust View table entry, through the shared
/// `camera_from_view` decoder so the twist round-trips like every other
/// saved view. `model_space`: if true, subtracts world_offset from target
/// (wire-space); paper-space entries carry no offset.
fn apply_camera_from_view_entry(
&mut self,
view: &acadrust::tables::View,
model_space: bool,
) -> bool {
let _ = model_space;
let Some(cam) = self.camera_from_view(
view.direction,
view.target,
acadrust::types::Vector2 {
x: view.center.x,
y: view.center.y,
},
view.height,
view.twist_angle,
) else {
return false;
};
*self.camera.borrow_mut() = cam;
self.camera_generation += 1;
true
}
/// Set the model-space camera from the VPORT table's *Active entry.
/// Returns true if the entry was found and the camera was set.
fn apply_active_vport_camera(&mut self) -> bool {
// Restore the single tile's visual style + grid/snap from the *Active
// entry, independent of where the camera itself comes from below.
if let Some(vp) = self.document.vports.iter().find(|v| is_active_vport_name(&v.name)) {
let mode = vp.render_mode;
let (grid_on, snap_on) = (vp.grid_on, vp.snap_on);
let mut tiles = self.model_tiles.borrow_mut();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
if let Some(t) = tiles.get_mut(active) {
t.render_mode = mode;
t.grid_on = grid_on;
t.snap_on = snap_on;
}
}
// Restore from the standard *Active VPORT entry. (Earlier builds also
// wrote an app-specific "OpenCADStudio_Camera_Model" View record and
// preferred it here — that polluted the file for other CAD programs and
// is no longer written or read; the view round-trips fine via VPORT.)
let vp = match self.document.vports.iter().find(|v| is_active_vport_name(&v.name)) {
Some(v) => v.clone(),
None => return false,
};
let Some(new_cam) = self.camera_from_vport(&vp) else {
return false;
};
*self.camera.borrow_mut() = new_cam;
self.camera_generation += 1;
true
}
/// Decode a saved view into a `Camera`. This is the single shared decoder
/// for both a model-space VPORT table entry (tiled) and a paper-space
/// VIEWPORT entity (floating): tiled vs floating only changes *where* the
/// fields come from and the floating auto-fit fallback — the projection
/// math (view direction → yaw/pitch, twist → roll, view_center fold,
/// view_height → distance) is identical, so it lives here once. Callers pass
/// their already-effective `view_target` / `view_center` / `view_height`.
///
/// Returns `None` for a zero `view_height` (an uninitialised entry).
pub(super) fn camera_from_view(
&self,
view_direction: acadrust::types::Vector3,
view_target: acadrust::types::Vector3,
view_center: acadrust::types::Vector2,
view_height: f64,
twist: f64,
// Subtracted from `view_target` to reach wire-space. Model views pass
// `[0.0_f64; 3]`; paper-space views (whose entities carry no
// offset) pass `[0; 3]`.
) -> Option<Camera> {
if view_height.abs() < 1e-9 {
return None;
}
let vd = glam::Vec3::new(
view_direction.x as f32,
view_direction.y as f32,
view_direction.z as f32,
)
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-1.0, 1.0).asin();
// view_dir = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
// → yaw = atan2(x, -y), but when looking straight up/down cos(pitch)≈0
// both x and y are near zero and atan2(0, -0.0) = π due to IEEE 754.
let yaw = if vd.x.abs() < 1e-6 && vd.y.abs() < 1e-6 {
0.0_f32 // plan/nadir view: yaw is undefined, default to 0
} else {
vd.x.atan2(-vd.y)
};
// The saved view can carry a twist (rotation about the view axis), set
// when the view was aligned to a rotated UCS. The twist is the angle
// that rotates world-X onto screen-right, so the world direction that
// ends up horizontal is its negative; feed that in as the camera roll
// so the drawing opens square, the way it was saved, instead of in raw
// world orientation (which looks tilted).
let rotation = view::camera::yaw_pitch_to_quat(yaw, pitch, -twist as f32);
let view_right = rotation * glam::Vec3::X;
let view_up = rotation * glam::Vec3::Y;
// view_target is WCS; wire-space subtracts world_offset. view_center is
// a DCS (screen-plane) offset, so fold it through the view basis.
// Keep the target in f64: casting it to f32 first quantizes the camera
// to ~0.5 m at UTM scale, so panning/zooming inside a floating viewport
// (which nudges view_target by sub-metre f64 steps) made the content
// jump on the f32 grid. The axis directions stay f32 (orientation only);
// only the position must stay precise — matching the model camera.
let base = glam::DVec3::new(
view_target.x,
view_target.y,
view_target.z,
);
let target = base
+ view_right.as_dvec3() * view_center.x
+ view_up.as_dvec3() * view_center.y;
let fov_y = 45.0_f32.to_radians();
let distance = ((view_height as f32 / 2.0) / (fov_y * 0.5).tan()).max(0.001);
Some(Camera {
target,
rotation,
distance,
fov_y,
projection: view::camera::Projection::Orthographic,
yaw,
pitch,
// Sized from the saved view height rather than a zoom-scaled range,
// so a restored view keeps stable depth precision. `view_height` is
// the visible extent; a few multiples cover the drawing's depth.
depth_half_range: (view_height as f32 * 4.0).max(1.0),
})
}
/// Decode a VPort table entry (model-space tiled view) into a `Camera`.
fn camera_from_vport(&self, vp: &acadrust::tables::VPort) -> Option<Camera> {
self.camera_from_view(
vp.view_direction,
vp.view_target,
vp.view_center,
vp.view_height,
vp.view_twist,
)
}
/// Reverse of `camera_from_vport`: write `cam`'s view target / direction
/// / height onto a fresh VPort entry with the given `name` and screen
/// rectangle (0..1 normalized, DXF bottom-left origin convention).
fn vport_from_camera(
&self,
name: &str,
cam: &Camera,
lower_left: acadrust::types::Vector2,
upper_right: acadrust::types::Vector2,
) -> acadrust::tables::VPort {
let view_dir = cam.rotation * glam::Vec3::Z;
let view_height = cam.ortho_size() * 2.0;
let target_wcs = acadrust::types::Vector3 {
x: (cam.target.x as f64) + [0.0_f64; 3][0],
y: (cam.target.y as f64) + [0.0_f64; 3][1],
z: (cam.target.z as f64) + [0.0_f64; 3][2],
};
let mut entry = acadrust::tables::VPort::new(name);
entry.lower_left = lower_left;
entry.upper_right = upper_right;
entry.view_target = target_wcs;
entry.view_direction = acadrust::types::Vector3 {
x: view_dir.x as f64,
y: view_dir.y as f64,
z: view_dir.z as f64,
};
entry.view_height = view_height as f64;
entry.view_center = acadrust::types::Vector2::ZERO;
// Stored twist = -roll, matching the decoder (roll = -twist).
entry.view_twist = -cam.roll() as f64;
entry
}
/// Convert a `ModelTile`'s normalized iced rectangle (top-left origin) to
/// the (lower_left, upper_right) pair the VPort table uses (bottom-left
/// origin).
fn tile_rect_to_vport(rect: iced::Rectangle) -> (acadrust::types::Vector2, acadrust::types::Vector2) {
let lower_left = acadrust::types::Vector2 {
x: rect.x as f64,
y: (1.0 - rect.y - rect.height) as f64,
};
let upper_right = acadrust::types::Vector2 {
x: (rect.x + rect.width) as f64,
y: (1.0 - rect.y) as f64,
};
(lower_left, upper_right)
}
/// Inverse of `tile_rect_to_vport`.
fn vport_to_tile_rect(lower_left: acadrust::types::Vector2, upper_right: acadrust::types::Vector2) -> iced::Rectangle {
iced::Rectangle {
x: lower_left.x as f32,
y: (1.0 - upper_right.y) as f32,
width: (upper_right.x - lower_left.x) as f32,
height: (upper_right.y - lower_left.y) as f32,
}
}
/// Restore `model_tiles` from VPort entries that a previous save left in
/// the document. Native AutoCAD tiled model-space layouts are represented
/// by duplicate `*Active` VPort entries.
/// Returns true on success — the caller skips `apply_active_vport_camera`
/// in that case because the active tile's camera has already been loaded
/// into `self.camera`.
fn restore_model_tiles_from_vports(&mut self) -> bool {
let active_vports: Vec<acadrust::tables::VPort> = self
.document
.vports
.iter()
.filter(|v| is_active_vport_name(&v.name))
.cloned()
.collect();
if active_vports.len() <= 1 {
return false;
}
let tiles: Vec<ModelTile> = active_vports
.iter()
.filter_map(|vp| {
self.camera_from_vport(vp).map(|cam| ModelTile {
rect: Self::vport_to_tile_rect(vp.lower_left, vp.upper_right),
camera: cam,
render_mode: vp.render_mode,
grid_on: vp.grid_on,
snap_on: vp.snap_on,
})
})
.collect();
if tiles.len() <= 1 {
return false;
}
let active_cam = tiles[0].camera.clone();
*self.model_tiles.borrow_mut() = tiles;
self.active_model_tile.set(0);
*self.camera.borrow_mut() = active_cam;
// Rebuild the pane_grid layout from the restored tile rects so the panes
// match (the renderer / input iterate panes, not tiles).
self.rebuild_panes_from_tiles();
self.camera_generation += 1;
true
}
/// Persist `model_tiles` to the VPort table. Native AutoCAD tiled model
/// viewports are written as duplicate `*Active` entries.
fn save_model_tiles_to_vports(&mut self) {
// Stash the live camera into the active tile so the about-to-write
// snapshot reflects the user's most recent orbit / pan / zoom.
{
let live_cam = self.camera.borrow().clone();
let mut tiles = self.model_tiles.borrow_mut();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
if let Some(t) = tiles.get_mut(active) {
t.camera = live_cam;
}
}
let table_handle = self.document.vports.handle();
let preserved_vps: Vec<acadrust::tables::VPort> = self
.document
.vports
.iter()
.filter(|v| !is_active_vport_name(&v.name))
.cloned()
.collect();
let mut new_vports = acadrust::tables::Table::with_handle(table_handle);
for vp in preserved_vps {
new_vports.add_or_replace(vp);
}
self.document.vports = new_vports;
let tiles = self.model_tiles.borrow().clone();
if tiles.is_empty() {
return;
}
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
let mut ordered_tiles = Vec::with_capacity(tiles.len());
ordered_tiles.push(tiles[active].clone());
for (i, tile) in tiles.iter().enumerate() {
if i != active {
ordered_tiles.push(tile.clone());
}
}
for tile in ordered_tiles {
let (ll, ur) = Self::tile_rect_to_vport(tile.rect);
let mut entry = self.vport_from_camera("*Active", &tile.camera, ll, ur);
entry.render_mode = tile.render_mode;
// Each viewport persists its own grid display + grid-snap (#121).
entry.grid_on = tile.grid_on;
entry.snap_on = tile.snap_on;
entry.handle = self.document.allocate_handle();
self.document.vports.add_allow_duplicate(entry);
}
}
/// Mirror the live grid/snap toggles onto the active view's own store so the
/// state stays independent per viewport: a model tile in model space, the
/// layout's sheet viewport in paper space. (#121)
pub fn set_active_tile_grid_snap(&mut self, grid_on: bool, snap_on: bool) {
if self.current_layout != "Model" {
// Paper space: target the active floating viewport if the user is
// working inside one, otherwise the layout's sheet viewport. Each
// viewport keeps its own grid/snap (round-tripped via status flags).
let h = self
.active_viewport
.filter(|h| h.is_valid())
.unwrap_or_else(|| self.current_layout_sheet_viewport_handle());
if h.is_valid() {
if let Some(EntityType::Viewport(vp)) = self.document.get_entity_mut(h) {
vp.status.grid_on = grid_on;
vp.status.snap_on = snap_on;
}
}
return;
}
let mut tiles = self.model_tiles.borrow_mut();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
if let Some(t) = tiles.get_mut(active) {
t.grid_on = grid_on;
t.snap_on = snap_on;
}
}
/// The active view's grid display + grid-snap, adopted into the live toggles
/// on load and whenever the active viewport / tab / layout changes. Reads the
/// model tile in model space, the sheet viewport in paper space. (#121)
pub fn active_tile_grid_snap(&self) -> Option<(bool, bool)> {
if self.current_layout != "Model" {
let h = self
.active_viewport
.filter(|h| h.is_valid())
.unwrap_or_else(|| self.current_layout_sheet_viewport_handle());
if h.is_valid() {
if let Some(EntityType::Viewport(vp)) = self.document.get_entity(h) {
return Some((vp.status.grid_on, vp.status.snap_on));
}
}
return Some((false, false));
}
let tiles = self.model_tiles.borrow();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
tiles.get(active).map(|t| (t.grid_on, t.snap_on))
}
/// Set the paper-space camera from the sheet viewport's stored view.
/// Returns true if a valid sheet viewport was found and the camera was set.
///
/// The sheet viewport entity is the authoritative paper-space view (it
/// round-trips through both the DXF and DWG writers). An older
/// `OpenCADStudio_Camera_<layout>` named View is honoured only as a
/// backward-compatible fallback for files saved under the previous scheme.
fn apply_sheet_viewport_camera(&mut self) -> bool {
let layout_block = self.current_layout_block_handle();
let sheet_vp = if layout_block.is_null() {
None
} else {
self.document
.entities()
.filter_map(|e| {
if let EntityType::Viewport(vp) = e {
Some(vp)
} else {
None
}
})
.find(|vp| {
vp.common.owner_handle == layout_block
&& !self.is_content_viewport_in_layout(vp, layout_block)
})
.cloned()
};
let vp = match sheet_vp {
Some(v) if v.view_height.abs() >= 1e-9 => v,
_ => {
// Back-compat: files OCS saved with the named-View side-channel.
let view_name = format!("OpenCADStudio_Camera_{}", self.current_layout);
let fallback =
self.document.views.iter().find(|v| v.name == view_name).cloned();
if let Some(view) = fallback {
return self.apply_camera_from_view_entry(&view, false);
}
return false;
}
};
// Paper-space entities carry no world_offset → decode with a zero
// offset, through the same shared decoder (twist included).
let Some(cam) = self.camera_from_view(
vp.view_direction,
vp.view_target,
acadrust::types::Vector2 {
x: vp.view_center.x,
y: vp.view_center.y,
},
vp.view_height,
vp.twist_angle,
) else {
return false;
};
*self.camera.borrow_mut() = cam;
self.camera_generation += 1;
true
}
/// Write the current camera back into the document (VPort or sheet viewport)
/// so it is saved with the file. Returns true if the document was modified.
pub fn sync_camera_to_document(&mut self) -> bool {
let cam = self.camera.borrow().clone();
let view_dir = cam.rotation * glam::Vec3::Z;
let view_height = cam.ortho_size() * 2.0;
// Stored twist is the negative of the camera roll (the decoder applies
// roll = -twist), so the saved view round-trips square.
let twist = -cam.roll() as f64;
let vd3 = acadrust::types::Vector3 {
x: view_dir.x as f64,
y: view_dir.y as f64,
z: view_dir.z as f64,
};
if self.current_layout == "Model" {
let target_wcs = acadrust::types::Vector3 {
x: (cam.target.x as f64) + [0.0_f64; 3][0],
y: (cam.target.y as f64) + [0.0_f64; 3][1],
z: (cam.target.z as f64) + [0.0_f64; 3][2],
};
// Write back to the *Active VPort entry (may be overridden by DWG writer).
if let Some(vp) = self
.document
.vports
.iter_mut()
.find(|v| is_active_vport_name(&v.name))
{
vp.view_target = target_wcs;
vp.view_center = acadrust::types::Vector2::ZERO;
vp.view_direction = vd3;
vp.view_height = view_height as f64;
vp.view_twist = twist;
}
// Persist the tiled layout as duplicate `*Active` VPort entries.
// The view lives entirely in the standard VPORT table now — no
// app-specific View record.
self.save_model_tiles_to_vports();
true
} else {
let target_wcs = acadrust::types::Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: cam.target.z as f64,
};
// The sheet viewport entity is the authoritative paper-space view;
// it round-trips natively, so no named-View side-channel is needed.
let layout_block = self.current_layout_block_handle();
if !layout_block.is_null() {
let sheet_handle = self
.document
.entities()
.filter_map(|e| {
if let EntityType::Viewport(vp) = e {
Some(vp)
} else {
None
}
})
.find(|vp| {
vp.common.owner_handle == layout_block && !self.is_content_viewport_in_layout(vp, layout_block)
})
.map(|vp| vp.common.handle);
if let Some(handle) = sheet_handle {
if let Some(EntityType::Viewport(vp)) = self.document.get_entity_mut(handle) {
// AutoCAD stores the paper-space view position in
// `view_center` (DCS) with `view_target` at the origin —
// writing it the other way round shifts the layout and
// crashes nothing but renders the sheet off-place. Paper
// space is always a plan view, so DCS == WCS XY here.
vp.view_center =
acadrust::types::Vector3::new(target_wcs.x, target_wcs.y, 0.0);
vp.view_target = acadrust::types::Vector3::ZERO;
vp.view_direction = vd3;
vp.view_height = view_height as f64;
vp.twist_angle = twist;
}
}
}
true
}
}
/// Restore the camera from the file's saved view (called once on open).
/// Falls back to fit_all() if no saved view is available.
pub fn restore_saved_camera(&mut self) {
let restored = if self.current_layout == "Model" {
// Tiled-layout restore takes precedence — it sets the camera too.
// Single-tile files fall through to the *Active branch.
self.restore_model_tiles_from_vports() || self.apply_active_vport_camera()
} else {
// Every paper layout has a full-screen sheet viewport that holds
// its view; create one if a loaded file lacks it.
let layout = self.current_layout.clone();
self.ensure_sheet_viewport(&layout);
self.apply_sheet_viewport_camera()
};
if restored {
// The pose is the file's and must not move — but nothing has sized
// its near/far, so `depth_half_range` stays unset and the
// projection falls back to a guess scaled from the zoom distance.
// On a drawing whose geometry reaches far off its plane that guess
// is far too narrow and the geometry is silently clipped away.
self.fit_depth_to_saved_extents();
} else {
self.fit_all();
}
}
/// Size the camera's near/far from the drawing's own recorded extent,
/// leaving its pose alone.
///
/// `$EXTMIN`/`$EXTMAX` is untrustworthy for *positioning* — stale after an
/// edit, or the 1e20 sentinel when the writer never computed it (see the
/// `world_offset` selection notes) — which is why `fit_all` scans entities
/// instead. It is the right input *here*: a near/far that is too wide only
/// costs a little depth precision, while one that is too narrow deletes
/// geometry outright, so erring on the drawing's own claim is the safe
/// direction. It also costs nothing — no tessellation pass on open.
fn fit_depth_to_saved_extents(&mut self) {
// Same bound `model_space_extents`'s header fallback uses; rejects the
// sentinel and any garbage that would blow the range up.
const SANE_EXTENT: f64 = 1.0e16;
let h = &self.document.header;
let (lo, hi) = (h.model_space_extents_min, h.model_space_extents_max);
let ok = lo.x <= hi.x
&& lo.y <= hi.y
&& lo.z <= hi.z
&& [lo.x, lo.y, lo.z, hi.x, hi.y, hi.z]
.iter()
.all(|v| v.is_finite() && v.abs() < SANE_EXTENT);
if !ok {
return;
}
let min = glam::Vec3::new(lo.x as f32, lo.y as f32, lo.z as f32);
let max = glam::Vec3::new(hi.x as f32, hi.y as f32, hi.z as f32);
self.camera.borrow_mut().fit_depth_to_bounds(min, max);
}
pub fn fit_all(&mut self) {
// Use the FULL, un-culled wire set — not `entity_wires()`, which is
// frustum-culled to the current view. Culled input would fit only the
// entities already on screen, so each call would zoom out a little and
// reveal more, converging on the true extent only after several uses
// (issue #51). `wpp = None` also tessellates at a fixed tolerance so
// the bounds don't drift with zoom-adaptive curve sampling.
let layout_block = self.current_layout_block_handle();
let mut wires = self.wires_for_block_culled(layout_block, None, None, None, None);
if self.current_layout != "Model" {
wires.extend(self.viewport_content_wires(layout_block, None, None));
}
// Ray / XLine tessellate as ±DISPLAY_EXTENT display segments
// (entities/ray.rs) — their endpoints are rendering artifacts, not
// drawing extent. A construction line through the drawing defeats
// both rejects below: its centroid sits at the base point (inside
// the consensus cluster), and in a fresh drawing `local_extent_max`
// is still the 1e9 default, so the far points pass the `lim` filter
// too (issue #284). Exclude them up front — an infinite construction
// line should never contribute to ZOOM Extents — and fall back to their
// base points if the drawing holds nothing else.
let mut infinite_base_pts: Vec<glam::Vec3> = Vec::new();
wires.retain(|w| {
let is_infinite = Self::handle_from_wire_name(&w.name)
.and_then(|h| self.document.get_entity(h))
.map(|e| matches!(e, EntityType::XLine(_) | EntityType::Ray(_)))
.unwrap_or(false);
if is_infinite {
infinite_base_pts.extend(
w.key_vertices
.iter()
.map(|v| glam::Vec3::new(v[0] as f32, v[1] as f32, v[2] as f32)),
);
}
!is_infinite
});
// 3D solids render as meshes, not wires, so collect their (offset-rel)
// XY AABBs separately — a drawing of only solids has no wires to fit.
let mesh_aabbs: Vec<[f32; 4]> = self
.meshes
.iter()
.filter(|(h, _)| {
self.document
.get_entity(**h)
.map(|e| e.common().owner_handle == layout_block)
.unwrap_or(false)
})
.map(|(_, set)| set.world_aabb)
.filter(|a| a[0].is_finite() && a[2].is_finite())
.collect();
if wires.is_empty() && mesh_aabbs.is_empty() && infinite_base_pts.is_empty() {
return;
}
// Per-wire centroid pass — used both for the absolute-magnitude reject
// (`local_extent_max`) and for the IQR-based outlier reject below.
// A wire whose centroid sits far outside the drawing's consensus
// cluster is an orphan (block-defn entity that leaked into MSPACE,
// bogus hatch boundary, Ray/XLine far point) and must not poison the
// bounding box.
struct WireCent {
idx: usize,
cx: f32,
cy: f32,
}
let lim = self.local_extent_max;
let mut cents: Vec<WireCent> = Vec::with_capacity(wires.len());
for (idx, wire) in wires.iter().enumerate() {
let mut sx = 0.0_f64;
let mut sy = 0.0_f64;
let mut n = 0_usize;
for &[x, y, _] in &wire.points {
if !x.is_finite() || !y.is_finite() {
continue;
}
sx += x as f64;
sy += y as f64;
n += 1;
}
if n > 0 {
cents.push(WireCent {
idx,
cx: (sx / n as f64) as f32,
cy: (sy / n as f64) as f32,
});
}
}
if cents.is_empty() && mesh_aabbs.is_empty() && infinite_base_pts.is_empty() {
return;
}
// Robust drawing centre (median centroid). `lim` is a span RELATIVE to
// this centre, so every reject below is distance-from-centre — geometry
// now reaches fit_all as absolute coordinates (no world_offset), which
// at UTM scale are ~5.7e6; an absolute `|x| > lim` test would reject the
// entire drawing and make ZOOM Extents a no-op.
let (mcx, mcy) = {
let mut xs: Vec<f32> = cents.iter().map(|c| c.cx).collect();
let mut ys: Vec<f32> = cents.iter().map(|c| c.cy).collect();
if xs.is_empty() {
(0.0_f32, 0.0_f32)
} else {
xs.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
ys.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
(xs[xs.len() / 2], ys[ys.len() / 2])
}
};
// IQR-based reject only kicks in with enough samples for the quartiles
// to be meaningful. Below that, the centre-relative `lim` filter is the
// only gate (legacy behavior).
let (rx_lo, rx_hi, ry_lo, ry_hi) = if cents.len() >= 8 {
let mut xs: Vec<f32> = cents.iter().map(|c| c.cx).collect();
let mut ys: Vec<f32> = cents.iter().map(|c| c.cy).collect();
xs.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
ys.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
let q = |v: &[f32], frac: f32| v[((v.len() as f32 - 1.0) * frac) as usize];
let q1x = q(&xs, 0.25);
let q3x = q(&xs, 0.75);
let q1y = q(&ys, 0.25);
let q3y = q(&ys, 0.75);
// k=10× the inter-quartile span is permissive enough to keep
// legitimate sparse outlying geometry (annotation labels, scattered
// dim leaders) but tight enough to drop a single wire stranded at
// -world_offset. `max(1.0)` guards against a degenerate IQR=0
// (e.g. all wires at the same centroid).
const K: f32 = 10.0;
let dx = (q3x - q1x).max(1.0) * K;
let dy = (q3y - q1y).max(1.0) * K;
(q1x - dx, q3x + dx, q1y - dy, q3y + dy)
} else {
(mcx - lim, mcx + lim, mcy - lim, mcy + lim)
};
let mut min = glam::Vec3::splat(f32::MAX);
let mut max = glam::Vec3::splat(f32::MIN);
for c in &cents {
if c.cx < rx_lo || c.cx > rx_hi || c.cy < ry_lo || c.cy > ry_hi {
continue;
}
let wire = &wires[c.idx];
for &[x, y, z] in &wire.points {
if !x.is_finite() || !y.is_finite() || !z.is_finite() {
continue;
}
if (x - mcx).abs() > lim || (y - mcy).abs() > lim {
continue;
}
min = min.min(glam::Vec3::new(x, y, z));
max = max.max(glam::Vec3::new(x, y, z));
}
}
// Fold in 3D-solid mesh AABBs (not subject to the wire IQR reject).
for [ax, ay, bx, by] in &mesh_aabbs {
min = min.min(glam::Vec3::new(*ax, *ay, 0.0));
max = max.max(glam::Vec3::new(*bx, *by, 0.0));
}
// Drawing holds only infinite construction geometry: fit the view to
// its base points rather than leaving the camera unchanged.
if min.x > max.x {
for p in &infinite_base_pts {
min = min.min(*p);
max = max.max(*p);
}
}
// If no usable points found, leave the camera unchanged.
if min.x > max.x {
return;
}
if min == max {
max += glam::Vec3::splat(1.0);
}
self.camera.borrow_mut().fit_to_bounds(min, max);
self.camera_generation += 1;
}
pub fn update(&mut self, _dt: Duration) {}
}