cad-editor/src/snap/mod.rs

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//! OpenCADStudio-style object snap (OSNAP) engine.
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//!
//! Implemented modes:
//! Endpoint, Midpoint, Center, Node, Quadrant, Intersection,
//! Extension, Insertion, Perpendicular, Nearest, ApparentIntersection, Grid, Tangent
use glam::{Mat4, Vec3};
use iced::time::Instant;
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use iced::{Point, Rectangle};
use crate::command::TangentObject;
use crate::scene::model::wire_model::{SnapHint, TangentGeom, WireModel};
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use crate::ui::overlay::CROSSHAIR_ARM;
// ── Snap type ─────────────────────────────────────────────────────────────
/// Every OSNAP mode — mirrors the OpenCADStudio list.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum SnapType {
Endpoint,
Midpoint,
Center,
Node,
Quadrant,
Intersection,
Extension,
Insertion,
Perpendicular,
Tangent,
Nearest,
ApparentIntersection,
Parallel,
Grid,
/// Object acquisition (domain-object pick, e.g. network structure) — orange marker.
ObjectPick,
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}
/// Ordered list used by the popup and snap engine.
pub const ALL_SNAP_MODES: &[(SnapType, &str, &str)] = &[
(SnapType::Endpoint, "◻", "Endpoint"),
(SnapType::Midpoint, "△", "Midpoint"),
(SnapType::Center, "◯", "Center"),
(SnapType::Node, "◆", "Node"),
(SnapType::Quadrant, "◇", "Quadrant"),
(SnapType::Intersection, "✕", "Intersection"),
(SnapType::Extension, "—", "Extension"),
(SnapType::Insertion, "⊾", "Insertion"),
(SnapType::Perpendicular, "⊥", "Perpendicular"),
(SnapType::Tangent, "⌒", "Tangent"),
(SnapType::Nearest, "✧", "Nearest"),
(SnapType::ApparentIntersection, "✗", "Apparent Intersection"),
(SnapType::Parallel, "∥", "Parallel"),
(SnapType::Grid, "⊞", "Grid"),
];
// ── Snap result ───────────────────────────────────────────────────────────
#[derive(Debug, Clone, Copy)]
pub struct SnapResult {
pub world: Vec3,
pub screen: Point,
pub snap_type: SnapType,
/// Set when `snap_type == Tangent`; provides entity geometry for TTR/TTT.
pub tangent_obj: Option<TangentObject>,
}
/// Object-snap-tracking alignment: the cursor projected onto a ray from an
/// acquired tracking point.
#[derive(Debug, Clone, Copy)]
pub struct OtrackHit {
/// Cursor projected onto the tracking ray.
pub aligned: Vec3,
/// Unit ray direction toward the cursor side (for typed-distance entry).
pub dir: Vec3,
/// The tracking point the ray emanates from.
pub base: Vec3,
}
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// ── Snapper ───────────────────────────────────────────────────────────────
use rustc_hash::FxHashSet as HashSet;
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pub struct Snapper {
/// Global snap on/off toggle. When false, all snapping is bypassed
/// but the `enabled` set is preserved so it can be restored.
pub snap_enabled: bool,
/// Which snap modes are configured (used when `snap_enabled` is true).
pub enabled: HashSet<SnapType>,
/// World-space grid spacing.
pub grid_spacing: f32,
/// Pixel-radius snap aperture, shared by OSNAP, tracking, polar and
/// extension so the catch distance is the same everywhere.
pub osnap_radius_px: f32,
/// Object Snap Tracking on/off (F11).
pub otrack_enabled: bool,
/// Acquired OST points (world XZ, Y=0 plane).
pub tracking_points: Vec<Vec3>,
/// Last snap world position (for dwell detection).
pub last_snap_world: Option<Vec3>,
/// When the cursor first rested near `last_snap_world`.
pub dwell_since: Option<Instant>,
/// Whether the current dwell already acquired/removed a point (fire once).
pub dwell_acquired: bool,
/// The point the in-progress command is drawing *from* (the rubber-band
/// origin), if any. Perpendicular snap drops its foot from here so the new
/// segment is genuinely perpendicular to the target — without it, perp
/// would just give the nearest point on the line. Set before each `snap`.
pub from_point: Option<Vec3>,
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}
impl Default for Snapper {
fn default() -> Self {
let mut enabled = HashSet::default();
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enabled.insert(SnapType::Endpoint);
enabled.insert(SnapType::Midpoint);
enabled.insert(SnapType::Center);
enabled.insert(SnapType::Node);
enabled.insert(SnapType::Quadrant);
enabled.insert(SnapType::Intersection);
enabled.insert(SnapType::Nearest);
Self {
snap_enabled: false,
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enabled,
grid_spacing: 1.0,
osnap_radius_px: CROSSHAIR_ARM * 0.25,
otrack_enabled: false,
tracking_points: Vec::new(),
last_snap_world: None,
dwell_since: None,
dwell_acquired: false,
from_point: None,
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}
}
}
impl Snapper {
/// True when snap is globally on AND at least one mode is configured.
pub fn is_active(&self) -> bool {
self.snap_enabled && !self.enabled.is_empty()
}
pub fn is_on(&self, t: SnapType) -> bool {
self.enabled.contains(&t)
}
pub fn toggle_global(&mut self) {
self.snap_enabled = !self.snap_enabled;
}
pub fn toggle(&mut self, t: SnapType) {
if !self.enabled.remove(&t) {
self.enabled.insert(t);
}
}
pub fn all_on(&self) -> bool {
ALL_SNAP_MODES
.iter()
.all(|(t, _, _)| self.enabled.contains(t))
}
pub fn none_on(&self) -> bool {
self.enabled.is_empty()
}
pub fn enable_all(&mut self) {
for &(t, _, _) in ALL_SNAP_MODES {
self.enabled.insert(t);
}
}
pub fn disable_all(&mut self) {
self.enabled.clear();
}
/// Update dwell tracking and possibly acquire a new OST point.
/// Should be called on every ViewportMove when snap is active.
/// `snap_world` is the current snap result world point (if any).
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pub fn update_otrack_dwell(
&mut self,
snap_world: Option<Vec3>,
view_proj: glam::Mat4,
bounds: iced::Rectangle,
now: Instant,
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) {
if !self.otrack_enabled {
self.last_snap_world = None;
self.dwell_since = None;
self.dwell_acquired = false;
return;
}
// The cursor must rest near a snap point for this long before it is
// acquired, so that brushing past snap points while moving the mouse
// does not create accidental tracking points.
const DWELL_MS: u128 = 250;
const DWELL_PX: f32 = 8.0;
match snap_world {
None => {
self.last_snap_world = None;
self.dwell_since = None;
self.dwell_acquired = false;
}
Some(p) => {
// Convert to screen to measure pixel distance.
let is_same = if let Some(prev) = self.last_snap_world {
let dp = world_to_screen(p, view_proj, bounds);
let dp2 = world_to_screen(prev, view_proj, bounds);
let dx = dp.x - dp2.x;
let dy = dp.y - dp2.y;
(dx * dx + dy * dy).sqrt() < DWELL_PX
} else {
false
};
if is_same {
let elapsed = self
.dwell_since
.map_or(0, |t| now.duration_since(t).as_millis());
if !self.dwell_acquired && elapsed >= DWELL_MS {
self.dwell_acquired = true;
// Dwelling over an already-acquired point removes it;
// otherwise acquire it (max 4 tracked points).
let existing = self.tracking_points.iter().position(|t| {
let d = (*t - p).length();
d < self.grid_spacing * 0.1
});
match existing {
Some(idx) => {
self.tracking_points.remove(idx);
}
None => {
if self.tracking_points.len() >= 4 {
self.tracking_points.remove(0);
}
self.tracking_points.push(p);
}
}
}
} else {
self.last_snap_world = Some(p);
self.dwell_since = Some(now);
self.dwell_acquired = false;
}
}
}
}
/// Project the cursor onto a tracking ray emanating from one of the
/// acquired tracking points, in the XY plane. Without `polar_step_deg` the
/// rays are horizontal / vertical (0° / 90°); with it, every polar
/// increment is a candidate so the user can track along POLAR angles.
///
/// When the cursor sits near the crossing of two active vectors from
/// different origins the intersection point wins, so the cursor locks onto
/// the exact crossing rather than a free point along one vector:
/// * two OTRACK vectors from different tracking points (#112), and
/// * a POLAR vector from `last_point` crossing an OTRACK vector (#111).
///
/// Returns the aligned point, the unit ray direction (pointing toward the
/// cursor side, used for typed-distance entry), and the originating point.
pub fn otrack_snap(
&self,
cursor_world: Vec3,
view_proj: glam::Mat4,
bounds: iced::Rectangle,
polar_step_deg: Option<f32>,
last_point: Option<Vec3>,
// UCS→world rotation: tracking rays run along the UCS axes, matching
// ortho/polar. Identity = world-aligned rays.
ucs: glam::Mat4,
) -> Option<OtrackHit> {
if !self.otrack_enabled || self.tracking_points.is_empty() {
return None;
}
let cursor_screen = world_to_screen(cursor_world, view_proj, bounds);
// Use the same aperture as OSNAP so the catch distance is uniform.
let r = self.osnap_radius_px;
let screen_dist = |w: Vec3| {
let s = world_to_screen(w, view_proj, bounds);
((s.x - cursor_screen.x).powi(2) + (s.y - cursor_screen.y).powi(2)).sqrt()
};
// Candidate angles in [0,180); each ray extends both ways via the
// signed projection `t`, so 0°/90° cover horizontal/vertical.
let mut angles: Vec<f32> = Vec::new();
match polar_step_deg.filter(|s| *s > 1e-3) {
Some(step) => {
let mut a = 0.0_f32;
while a < 180.0 - 1e-3 {
angles.push(a);
a += step;
}
}
None => {
angles.push(0.0);
angles.push(90.0);
}
}
// Build candidate rays tagged by origin group so two rays sharing an
// origin (a parallel pencil that only meets at that origin) are never
// intersected with each other.
struct Ray {
origin: Vec3,
dir: Vec3,
group: usize,
}
let mut rays: Vec<Ray> = Vec::new();
for (gi, &tp) in self.tracking_points.iter().enumerate() {
for &adeg in &angles {
let ar = adeg.to_radians();
rays.push(Ray {
origin: tp,
dir: ucs.transform_vector3(Vec3::new(ar.cos(), ar.sin(), 0.0)),
group: gi,
});
}
}
// OTRACK rays come first; polar rays (appended below) only participate
// in intersection locking, never in single-ray fallback.
let otrack_ray_count = rays.len();
const POLAR_GROUP: usize = usize::MAX;
if let (Some(step), Some(lp)) = (polar_step_deg.filter(|s| *s > 1e-3), last_point) {
let mut a = 0.0_f32;
while a < 180.0 - 1e-3 {
let ar = a.to_radians();
rays.push(Ray {
origin: lp,
dir: ucs.transform_vector3(Vec3::new(ar.cos(), ar.sin(), 0.0)),
group: POLAR_GROUP,
});
a += step;
}
}
// ── Intersection lock — crossing of two vectors from distinct origins.
let mut best_x: Option<(f32, OtrackHit)> = None;
for i in 0..rays.len() {
for j in (i + 1)..rays.len() {
if rays[i].group == rays[j].group {
continue;
}
let Some(x) =
line_intersect_xy(rays[i].origin, rays[i].dir, rays[j].origin, rays[j].dir)
else {
continue;
};
let sd = screen_dist(x);
if sd < r && best_x.as_ref().map_or(true, |(bd, _)| sd < *bd) {
// Report an OTRACK ray as base/dir for typed-distance entry.
let ot = if rays[i].group != POLAR_GROUP {
&rays[i]
} else {
&rays[j]
};
let t = (x.x - ot.origin.x) * ot.dir.x + (x.y - ot.origin.y) * ot.dir.y;
let dir_out = if t >= 0.0 { ot.dir } else { -ot.dir };
best_x = Some((
sd,
OtrackHit {
aligned: x,
dir: dir_out,
base: ot.origin,
},
));
}
}
}
if let Some((_, h)) = best_x {
return Some(h);
}
// ── Single-ray alignment (OTRACK rays only) ──
let mut best: Option<(f32, OtrackHit)> = None;
for ray in rays.iter().take(otrack_ray_count) {
let t = (cursor_world.x - ray.origin.x) * ray.dir.x
+ (cursor_world.y - ray.origin.y) * ray.dir.y;
let aligned = Vec3::new(
ray.origin.x + ray.dir.x * t,
ray.origin.y + ray.dir.y * t,
ray.origin.z,
);
let sd = screen_dist(aligned);
if sd < r && best.as_ref().map_or(true, |(bd, _)| sd < *bd) {
let dir_out = if t >= 0.0 { ray.dir } else { -ray.dir };
best = Some((
sd,
OtrackHit {
aligned,
dir: dir_out,
base: ray.origin,
},
));
}
}
best.map(|(_, h)| h)
}
/// Clear all acquired tracking points (e.g. when command ends).
pub fn clear_tracking(&mut self) {
self.tracking_points.clear();
self.last_snap_world = None;
self.dwell_since = None;
self.dwell_acquired = false;
}
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/// Only runs Tangent snap — used when a command needs object picks via tangent.
pub fn snap_tangent_only(
&self,
cursor_world: Vec3,
cursor_screen: Point,
wires: &[WireModel],
view_proj: Mat4,
bounds: Rectangle,
) -> Option<SnapResult> {
let tmp = Snapper {
snap_enabled: true,
enabled: {
let mut s = HashSet::default();
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s.insert(SnapType::Tangent);
s
},
grid_spacing: self.grid_spacing,
osnap_radius_px: self.osnap_radius_px,
otrack_enabled: false,
tracking_points: Vec::new(),
last_snap_world: None,
dwell_since: None,
dwell_acquired: false,
from_point: None,
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};
// Tangent-only: Grid is disabled here, so the grid basis is irrelevant.
tmp.snap(
cursor_world,
cursor_screen,
wires,
view_proj,
bounds,
Vec3::ZERO,
Mat4::IDENTITY,
)
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}
/// Find the best snap candidate near the cursor.
pub fn snap(
&self,
cursor_world: Vec3,
cursor_screen: Point,
wires: &[WireModel],
view_proj: Mat4,
bounds: Rectangle,
// Grid origin (render/wire space) and UCS→world rotation, so grid snap
// lands on the UCS grid the user sees. `(ZERO, IDENTITY)` = world grid.
grid_origin: Vec3,
grid_rot: Mat4,
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) -> Option<SnapResult> {
if !self.snap_enabled {
return None;
}
// Object-snap selection is priority-then-distance, NOT nearest-wins.
// "Continuous" snaps (Nearest, Perpendicular, …) sit on the geometry
// and are therefore almost always closer to the cursor than a discrete
// Endpoint/Midpoint/Center, so a pure-distance pick would let them mask
// every other enabled snap. Instead a higher-priority snap inside the
// snap circle wins even when a lower-priority one is closer; distance
// only breaks ties within the same priority. See #118.
let radius2 = self.osnap_radius_px * self.osnap_radius_px;
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let mut best: Option<SnapResult> = None;
let mut best_rank = u8::MAX;
let mut best_d2 = f32::MAX;
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// World-space snap radius — derived from the view scale so wires whose
// entire extent is clearly outside the snap circle can be skipped cheaply
// before projecting any of their vertices to screen space.
// view_proj col-0 x = 2*zoom / viewport_width for an orthographic camera,
// so scale_x * (width/2) = pixels per world unit.
let world_snap_r = {
let s = view_proj.col(0).x.abs() * bounds.width * 0.5;
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if s > 1e-6 {
self.osnap_radius_px / s
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} else {
f32::MAX
}
};
// Returns false when the wire's AABB does not overlap the snap circle —
// safe to skip all vertex work for this wire.
// UNBOUNDED_AABB (±infinity) passes through automatically without a
// special-case branch because the arithmetic is exact for infinities.
let wire_in_range = |wire: &WireModel| -> bool {
let r = world_snap_r;
cursor_world.x + r >= wire.aabb[0]
&& cursor_world.x - r <= wire.aabb[2]
&& cursor_world.y + r >= wire.aabb[1]
&& cursor_world.y - r <= wire.aabb[3]
};
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let mut try_pt = |world: Vec3, snap_type: SnapType| {
let screen = world_to_screen(world, view_proj, bounds);
let d2 = dist2(screen, cursor_screen);
// `!(d2 < radius2)` (not `d2 >= radius2`) so a NaN distance from
// degenerate geometry is rejected: with priority selection a NaN
// would otherwise pass the gate and be chosen on rank alone,
// feeding a NaN snap point to the renderer. (#118)
if !(d2 < radius2) {
return;
}
let rank = snap_priority(snap_type);
if rank < best_rank || (rank == best_rank && d2 < best_d2) {
best_rank = rank;
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best_d2 = d2;
best = Some(SnapResult {
world,
screen,
snap_type,
tangent_obj: None,
});
}
};
// ── Pre-baked snap points (Center, Node, Quadrant, Insertion) ──────
for wire in wires {
for &(world, hint) in &wire.snap_pts {
let snap_type = match hint {
SnapHint::Center => SnapType::Center,
SnapHint::Node => SnapType::Node,
SnapHint::Quadrant => SnapType::Quadrant,
SnapHint::Insertion => SnapType::Insertion,
SnapHint::Midpoint => SnapType::Midpoint,
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};
if self.is_on(snap_type) {
try_pt(world, snap_type);
}
}
}
// ── Endpoint ───────────────────────────────────────────────────────
if self.is_on(SnapType::Endpoint) {
for wire in wires {
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if !wire_in_range(wire) {
continue;
}
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if !wire.key_vertices.is_empty() {
// Use explicit vertices (Line, LwPolyline): every vertex is an endpoint.
for &p in &wire.key_vertices {
try_pt(Vec3::from(p), SnapType::Endpoint);
}
} else {
// Tessellated curves (Circle, Arc, Ellipse): only arc endpoints.
if let Some(&p) = wire.points.first() {
try_pt(Vec3::from(p), SnapType::Endpoint);
}
if wire.points.len() > 1 {
if let Some(&p) = wire.points.last() {
try_pt(Vec3::from(p), SnapType::Endpoint);
}
}
}
}
}
// ── Midpoint ───────────────────────────────────────────────────────
// Only explicit vertex sets (Line, LwPolyline) contribute per-segment
// midpoints. Tessellated curves (Circle, Arc, Ellipse, Spline) emit a
// single `SnapHint::Midpoint` snap_pt where one exists — iterating
// every chord here would otherwise turn a circle's tessellation into
// a haze of false midpoint hits. See #34.
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if self.is_on(SnapType::Midpoint) {
for wire in wires {
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if !wire_in_range(wire) {
continue;
}
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if !wire.key_vertices.is_empty() {
for seg in wire.key_vertices.windows(2) {
let a = Vec3::from(seg[0]);
let b = Vec3::from(seg[1]);
if a.distance_squared(b) > 1e-12 {
try_pt((a + b) * 0.5, SnapType::Midpoint);
}
}
}
}
}
// ── Nearest — closest point on any segment (clamped) ──────────────
if self.is_on(SnapType::Nearest) {
for wire in wires {
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if !wire_in_range(wire) {
continue;
}
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for seg in wire.points.windows(2) {
let p =
nearest_on_segment(cursor_world, Vec3::from(seg[0]), Vec3::from(seg[1]));
try_pt(p, SnapType::Nearest);
}
}
}
// ── Perpendicular — foot of perpendicular from the drawing base ──
// Drop the foot from the point the command is drawing *from* (so the
// new segment is truly perpendicular to the target). Only when there
// is no base point — e.g. picking the very first point — does it fall
// back to the cursor (a plain nearest-on-line). The candidate is gated
// on its screen distance to the cursor like every other snap, so it
// offers when the cursor is near the perpendicular foot. (#118)
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if self.is_on(SnapType::Perpendicular) {
let q = self.from_point.unwrap_or(cursor_world);
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for wire in wires {
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if !wire_in_range(wire) {
continue;
}
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for seg in wire.points.windows(2) {
if let Some(foot) = perp_foot(q, Vec3::from(seg[0]), Vec3::from(seg[1])) {
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try_pt(foot, SnapType::Perpendicular);
}
}
}
}
// ── Intersection — segment-segment intersections ──────────
if self.is_on(SnapType::Intersection) {
for i in 0..wires.len() {
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if !wire_in_range(&wires[i]) {
continue;
}
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for j in (i + 1)..wires.len() {
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if !wire_in_range(&wires[j]) {
continue;
}
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for seg_a in wires[i].points.windows(2) {
// S: pre-convert outside inner loop
let a0 = Vec3::from(seg_a[0]);
let a1 = Vec3::from(seg_a[1]);
let a_min_x = a0.x.min(a1.x);
let a_max_x = a0.x.max(a1.x);
let a_min_y = a0.y.min(a1.y);
let a_max_y = a0.y.max(a1.y);
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for seg_b in wires[j].points.windows(2) {
let b0 = Vec3::from(seg_b[0]);
let b1 = Vec3::from(seg_b[1]);
// O: tight per-segment AABB overlap cull
if a_max_x < b0.x.min(b1.x)
|| a_min_x > b0.x.max(b1.x)
|| a_max_y < b0.y.min(b1.y)
|| a_min_y > b0.y.max(b1.y)
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{
continue;
}
if let Some(pt) = seg_intersect_xy(a0, a1, b0, b1) {
try_pt(pt, SnapType::Intersection);
}
}
}
}
}
}
// ── Extension — along the extension of a segment beyond endpoints ──
if self.is_on(SnapType::Extension) {
for wire in wires {
let n = wire.points.len();
if n < 2 {
continue;
}
// Extend beyond the first point.
{
let p0 = Vec3::from(wire.points[0]);
let p1 = Vec3::from(wire.points[1]);
if let Some(ext) = extension_snap(
cursor_world,
p0,
p0 - p1,
view_proj,
bounds,
self.osnap_radius_px,
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) {
try_pt(ext, SnapType::Extension);
}
}
// Extend beyond the last point.
{
let p_last = Vec3::from(wire.points[n - 1]);
let p_prev = Vec3::from(wire.points[n - 2]);
if let Some(ext) = extension_snap(
cursor_world,
p_last,
p_last - p_prev,
view_proj,
bounds,
self.osnap_radius_px,
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) {
try_pt(ext, SnapType::Extension);
}
}
}
}
// ── Apparent Intersection — screen-space intersections ─────────────
// L: pre-project each in-range wire's points to screen once, not once per segment pair.
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if self.is_on(SnapType::ApparentIntersection) {
let screen_pts: Vec<Option<Vec<Point>>> = wires
.iter()
.map(|w| {
if !wire_in_range(w) {
return None;
}
Some(
w.points
.iter()
.map(|&p| world_to_screen(Vec3::from(p), view_proj, bounds))
.collect::<Vec<_>>(),
)
})
.collect();
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for i in 0..wires.len() {
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let Some(ref si) = screen_pts[i] else {
continue;
};
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for j in (i + 1)..wires.len() {
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let Some(ref sj) = screen_pts[j] else {
continue;
};
for (ai, seg_a) in wires[i].points.windows(2).enumerate() {
let sa0 = si[ai];
let sa1 = si[ai + 1];
for (bi, _) in wires[j].points.windows(2).enumerate() {
let sb0 = sj[bi];
let sb1 = sj[bi + 1];
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if let Some((ta, _)) = seg_intersect_2d(sa0, sa1, sb0, sb1) {
let wa0 = Vec3::from(seg_a[0]);
let wa1 = Vec3::from(seg_a[1]);
try_pt(wa0 + ta * (wa1 - wa0), SnapType::ApparentIntersection);
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}
}
}
}
}
}
// ── Grid ───────────────────────────────────────────────────────────
if self.is_on(SnapType::Grid) {
let s = self.grid_spacing;
// Round in the UCS grid frame, then map back to world.
let ax = grid_rot.transform_vector3(Vec3::X);
let ay = grid_rot.transform_vector3(Vec3::Y);
let az = grid_rot.transform_vector3(Vec3::Z);
let rel = cursor_world - grid_origin;
let ux = (rel.dot(ax) / s).round() * s;
let uy = (rel.dot(ay) / s).round() * s;
let uz = (rel.dot(az) / s).round() * s;
try_pt(grid_origin + ax * ux + ay * uy + az * uz, SnapType::Grid);
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}
// ── Tangent ────────────────────────────────────────────────────────
// Operates directly on tangent_geoms geometry — independent of the
// wire.points rendering structure so polyline segments work correctly.
if self.is_on(SnapType::Tangent) {
for wire in wires {
for tg in &wire.tangent_geoms {
let (world_pt, d2) = match tg {
TangentGeom::Line { p1, p2 } => {
let sp0 = world_to_screen(Vec3::from(*p1), view_proj, bounds);
let sp1 = world_to_screen(Vec3::from(*p2), view_proj, bounds);
let d2 = dist2_to_segment(cursor_screen, sp0, sp1);
let t = t_on_segment(cursor_screen, sp0, sp1);
let w = Vec3::from(*p1) + t * (Vec3::from(*p2) - Vec3::from(*p1));
(w, d2)
}
TangentGeom::Circle { center, radius } => {
let cv = Vec3::from(*center);
let sc = world_to_screen(cv, view_proj, bounds);
let rim = world_to_screen(
Vec3::new(cv.x + radius, cv.y, cv.z),
view_proj,
bounds,
);
let sr = dist2(sc, rim).sqrt();
let dc = dist2(cursor_screen, sc).sqrt();
let edge_d = (dc - sr).abs();
// Snap point: point on circle edge facing cursor
let dx = cursor_screen.x - sc.x;
let dy = cursor_screen.y - sc.y;
let dl = (dx * dx + dy * dy).sqrt();
let (nx, ny) = if dl > 1e-6 {
(dx / dl, -dy / dl)
} else {
(1.0, 0.0)
};
let w = Vec3::new(cv.x + radius * nx, cv.y, cv.y + radius * ny);
(w, edge_d * edge_d)
}
};
let rank = snap_priority(SnapType::Tangent);
if d2 < radius2 && (rank < best_rank || (rank == best_rank && d2 < best_d2)) {
best_rank = rank;
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best_d2 = d2;
let screen_pt = world_to_screen(world_pt, view_proj, bounds);
let tangent_obj = match tg {
TangentGeom::Line { p1, p2 } => TangentObject::Line {
p1: Vec3::from(*p1),
p2: Vec3::from(*p2),
},
TangentGeom::Circle { center, radius } => TangentObject::Circle {
center: Vec3::from(*center),
radius: *radius,
},
};
best = Some(SnapResult {
world: world_pt,
screen: screen_pt,
snap_type: SnapType::Tangent,
tangent_obj: Some(tangent_obj),
});
}
}
}
}
best
}
}
// ── Object-snap priority ───────────────────────────────────────────────────
/// Selection priority for an object snap — lower wins. Discrete snaps that
/// land on a specific feature (Endpoint, Midpoint, Center, …) outrank the
/// "continuous" snaps (Perpendicular, Tangent, Nearest) that can sit anywhere
/// along the geometry, so enabling a continuous snap can't suppress the
/// discrete ones the user also turned on. Mirrors the usual CAD running-osnap
/// precedence. See #118.
fn snap_priority(t: SnapType) -> u8 {
match t {
SnapType::Endpoint => 0,
SnapType::Intersection => 1,
SnapType::ApparentIntersection => 2,
SnapType::Midpoint => 3,
SnapType::Center => 4,
SnapType::Node => 5,
SnapType::Quadrant => 6,
SnapType::Insertion => 7,
SnapType::ObjectPick => 8,
SnapType::Perpendicular => 9,
SnapType::Tangent => 10,
SnapType::Parallel => 11,
SnapType::Extension => 12,
SnapType::Nearest => 13,
SnapType::Grid => 14,
}
}
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// ── Geometric helpers ─────────────────────────────────────────────────────
/// Closest point on segment [p0, p1] to `query`.
fn nearest_on_segment(query: Vec3, p0: Vec3, p1: Vec3) -> Vec3 {
let d = p1 - p0;
let len2 = d.x * d.x + d.y * d.y;
if len2 < 1e-12 {
return p0;
}
let t = ((query.x - p0.x) * d.x + (query.y - p0.y) * d.y) / len2;
let t = t.clamp(0.0, 1.0);
Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z)
}
/// Foot of perpendicular from `query` to the line through [p0, p1] (XY plane, unclamped).
/// Returns `None` if the segment is degenerate.
fn perp_foot(query: Vec3, p0: Vec3, p1: Vec3) -> Option<Vec3> {
let d = p1 - p0;
let len2 = d.x * d.x + d.y * d.y;
if len2 < 1e-12 {
return None;
}
let t = ((query.x - p0.x) * d.x + (query.y - p0.y) * d.y) / len2;
// Reject if the foot is far outside the segment (more than 2× segment length).
if t < -1.0 || t > 2.0 {
return None;
}
Some(Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z))
}
/// XY-plane segment-segment intersection. Returns `None` if parallel or outside.
fn seg_intersect_xy(a0: Vec3, a1: Vec3, b0: Vec3, b1: Vec3) -> Option<Vec3> {
let d1x = a1.x - a0.x;
let d1y = a1.y - a0.y;
let d2x = b1.x - b0.x;
let d2y = b1.y - b0.y;
let cross = d1x * d2y - d1y * d2x;
if cross.abs() < 1e-9 {
return None;
} // parallel
let ex = b0.x - a0.x;
let ey = b0.y - a0.y;
let t = (ex * d2y - ey * d2x) / cross;
let s = (ex * d1y - ey * d1x) / cross;
if t < 0.0 || t > 1.0 || s < 0.0 || s > 1.0 {
return None;
}
Some(Vec3::new(a0.x + t * d1x, a0.y + t * d1y, 0.0))
}
/// Intersection of two infinite lines in the XY plane, each given by an origin
/// and a direction. Returns `None` when the lines are parallel.
fn line_intersect_xy(o1: Vec3, d1: Vec3, o2: Vec3, d2: Vec3) -> Option<Vec3> {
let cross = d1.x * d2.y - d1.y * d2.x;
if cross.abs() < 1e-9 {
return None;
}
let ex = o2.x - o1.x;
let ey = o2.y - o1.y;
let t = (ex * d2.y - ey * d2.x) / cross;
Some(Vec3::new(o1.x + d1.x * t, o1.y + d1.y * t, o1.z))
}
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/// Screen-space 2D segment intersection. Returns `(t, s)` parameters if found.
fn seg_intersect_2d(a0: Point, a1: Point, b0: Point, b1: Point) -> Option<(f32, f32)> {
let d1x = a1.x - a0.x;
let d1y = a1.y - a0.y;
let d2x = b1.x - b0.x;
let d2y = b1.y - b0.y;
let cross = d1x * d2y - d1y * d2x;
if cross.abs() < 1e-6 {
return None;
}
let ex = b0.x - a0.x;
let ey = b0.y - a0.y;
let t = (ex * d2y - ey * d2x) / cross;
let s = (ex * d1y - ey * d1x) / cross;
if t < 0.0 || t > 1.0 || s < 0.0 || s > 1.0 {
return None;
}
Some((t, s))
}
/// Snap to the extension of a ray beyond `origin` in `dir` direction.
/// Returns `None` if the cursor is not near the extension line.
fn extension_snap(
cursor_world: Vec3,
origin: Vec3,
dir: Vec3,
view_proj: Mat4,
bounds: Rectangle,
radius_px: f32,
) -> Option<Vec3> {
let len2 = dir.x * dir.x + dir.y * dir.y;
if len2 < 1e-12 {
return None;
}
let t = ((cursor_world.x - origin.x) * dir.x + (cursor_world.y - origin.y) * dir.y) / len2;
if t < 0.05 {
return None;
} // only beyond the endpoint
let world_pt = Vec3::new(origin.x + t * dir.x, origin.y + t * dir.y, origin.z);
let screen_pt = world_to_screen(world_pt, view_proj, bounds);
let cursor_screen = world_to_screen(cursor_world, view_proj, bounds);
if dist2(screen_pt, cursor_screen) > radius_px * radius_px {
return None;
}
Some(world_pt)
}
// ── Projection 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,
)
}
#[inline]
fn dist2(a: Point, b: Point) -> f32 {
let dx = a.x - b.x;
let dy = a.y - b.y;
dx * dx + dy * dy
}
/// Squared distance from point p to line segment [a, b] in screen space.
fn dist2_to_segment(p: Point, a: Point, b: Point) -> f32 {
let dx = b.x - a.x;
let dy = b.y - a.y;
let len2 = dx * dx + dy * dy;
if len2 < 1e-6 {
let ex = p.x - a.x;
let ey = p.y - a.y;
return ex * ex + ey * ey;
}
let t = ((p.x - a.x) * dx + (p.y - a.y) * dy) / len2;
let t = t.clamp(0.0, 1.0);
let nx = a.x + t * dx - p.x;
let ny = a.y + t * dy - p.y;
nx * nx + ny * ny
}
/// Parameter t ∈ [0,1] of the closest point on segment [a,b] to p.
fn t_on_segment(p: Point, a: Point, b: Point) -> f32 {
let dx = b.x - a.x;
let dy = b.y - a.y;
let len2 = dx * dx + dy * dy;
if len2 < 1e-6 {
return 0.0;
}
(((p.x - a.x) * dx + (p.y - a.y) * dy) / len2).clamp(0.0, 1.0)
}