fix(pick): tighten XREF text hit test
Test SDF glyph quads instead of a style-batch union AABB so empty gaps inside XREF content do not preselect the insert.\n\nCloses #438
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1 changed files with 52 additions and 47 deletions
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@ -120,6 +120,47 @@ fn tris_hit_depth(
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None
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}
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/// Screen-space area of the smallest SDF glyph quad containing `cursor`.
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///
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/// Block expansion batches same-style text runs into one [`WireModel`], so the
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/// wire AABB is the union of every run and may span large empty gaps (notably
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/// for XREFs). Glyph vertices retain the exact six-vertex quad boundaries after
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/// batching, letting picking stay tight without splitting the GPU batch.
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fn text_quad_hit_area(
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cursor: Point,
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verts: &[crate::scene::pipeline::text_gpu::TextVertex],
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view_rot: Mat4,
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eye: glam::DVec3,
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bounds: Rectangle,
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) -> Option<f32> {
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let mut best = f32::MAX;
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for quad in verts.chunks_exact(6) {
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// push_glyph_vertices emits BL, BR, TR, BL, TR, TL.
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let mut screen = [Point::ORIGIN; 4];
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for (dst, src) in screen.iter_mut().zip([0usize, 1, 2, 5]) {
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let v = quad[src];
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let world = glam::DVec3::new(
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v.pos[0] as f64 + v.pos_low[0] as f64,
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v.pos[1] as f64 + v.pos_low[1] as f64,
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v.pos[2] as f64 + v.pos_low[2] as f64,
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);
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*dst = world_to_screen(world, view_rot, eye, bounds);
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}
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if point_in_polygon(cursor, &screen) {
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let (mut min_x, mut min_y, mut max_x, mut max_y) =
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(f32::MAX, f32::MAX, f32::MIN, f32::MIN);
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for p in screen {
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min_x = min_x.min(p.x);
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min_y = min_y.min(p.y);
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max_x = max_x.max(p.x);
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max_y = max_y.max(p.y);
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}
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best = best.min((max_x - min_x) * (max_y - min_y));
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}
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}
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(best < f32::MAX).then_some(best)
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}
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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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@ -254,34 +295,17 @@ pub fn click_hit<'a>(
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return Some(n);
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}
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// SDF text renders as glyph quads, not strokes — its only pick target is
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// the empty wire that carries the quads (`text_verts`) and the text's own
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// tight AABB. Fall back to AABB containment so such text stays click-
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// selectable, and use `text_verts` as the exact discriminator so only real
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// text boxes qualify (never some other empty wire). Lowest priority — real
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// edges and fills above always win. Prefer the tightest box so a click over
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// overlapping text picks the smallest.
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// SDF text renders as glyph quads, not strokes. Test those exact quads:
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// block expansion may batch distant same-style text runs into one wire,
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// whose union AABB includes empty space between them (#438). Lowest
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// priority — real edges and fills above always win.
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let mut best_area = f32::MAX;
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let mut best_box: Option<&str> = None;
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for wire in wires {
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if wire.text_verts.is_empty()
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|| !wire.points.is_empty()
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|| !wire.fill_tris.is_empty()
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|| wire.aabb == WireModel::UNBOUNDED_AABB
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{
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if wire.text_verts.is_empty() {
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continue;
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}
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let [minx, miny, maxx, maxy] = wire.aabb;
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let (mut sx0, mut sy0, mut sx1, mut sy1) = (f32::MAX, f32::MAX, f32::MIN, f32::MIN);
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for (cx, cy) in [(minx, miny), (maxx, miny), (maxx, maxy), (minx, maxy)] {
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let s = world_to_screen(glam::DVec3::new(cx as f64, cy as f64, 0.0), view_rot, eye, bounds);
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sx0 = sx0.min(s.x);
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sx1 = sx1.max(s.x);
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sy0 = sy0.min(s.y);
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sy1 = sy1.max(s.y);
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}
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if cursor.x >= sx0 && cursor.x <= sx1 && cursor.y >= sy0 && cursor.y <= sy1 {
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let area = (sx1 - sx0) * (sy1 - sy0);
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if let Some(area) = text_quad_hit_area(cursor, &wire.text_verts, view_rot, eye, bounds) {
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if area < best_area {
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best_area = area;
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best_box = Some(wire.name.as_str());
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@ -353,33 +377,14 @@ pub fn click_hits_all<'a>(
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hits.push((CLICK_THRESHOLD_PX, &wire.name));
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}
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}
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// SDF text: include a text whose box contains the cursor (an empty-stroke
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// wire carrying glyph quads) so selection cycling steps through text too —
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// the same discriminator/fallback `click_hit` uses. Ranked after real
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// geometry (distance = the click threshold, above every proximity hit).
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// SDF text: use the same exact glyph-quad test as `click_hit`; a batched
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// text wire's union AABB may cover empty space between distant runs (#438).
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// Ranked after real geometry (distance = the click threshold).
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for wire in wires {
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if wire.text_verts.is_empty()
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|| !wire.points.is_empty()
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|| !wire.fill_tris.is_empty()
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|| wire.aabb == WireModel::UNBOUNDED_AABB
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{
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if wire.text_verts.is_empty() || hits.iter().any(|&(_, name)| name == wire.name) {
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continue;
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}
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let [minx, miny, maxx, maxy] = wire.aabb;
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let (mut sx0, mut sy0, mut sx1, mut sy1) = (f32::MAX, f32::MAX, f32::MIN, f32::MIN);
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for (cx, cy) in [(minx, miny), (maxx, miny), (maxx, maxy), (minx, maxy)] {
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let s = world_to_screen(
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glam::DVec3::new(cx as f64, cy as f64, 0.0),
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view_rot,
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eye,
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bounds,
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);
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sx0 = sx0.min(s.x);
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sx1 = sx1.max(s.x);
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sy0 = sy0.min(s.y);
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sy1 = sy1.max(s.y);
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}
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if cursor.x >= sx0 && cursor.x <= sx1 && cursor.y >= sy0 && cursor.y <= sy1 {
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if text_quad_hit_area(cursor, &wire.text_verts, view_rot, eye, bounds).is_some() {
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hits.push((CLICK_THRESHOLD_PX, &wire.name));
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}
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}
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