Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.
- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
in full f64; others via point methods), modify, annotate, insert, view,
inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
non-critical, casting at the DVec3 boundary; key draw commands store f64.
Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
176 lines
5.8 KiB
Rust
176 lines
5.8 KiB
Rust
// Stretch tool — ribbon definition + interactive command.
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//
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// Command: STRETCH (SS)
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// Workflow:
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// 1. Pick first corner of the crossing window (right-to-left = crossing).
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// 2. Pick second corner.
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// 3. Pick base point.
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// 4. Pick new point → stretches only vertices inside the crossing window.
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//
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// Entity behaviour:
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// Line : move start if inside, move end if inside, move both if both inside.
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// LwPolyline : move each vertex independently.
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// Polyline/P2D: move each vertex independently.
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// Arc / Circle: move the whole entity if its center is inside the window.
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// Insert : move the whole entity if its insertion point is inside.
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// All others : move the whole entity if any point is inside.
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use acadrust::Handle;
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use glam::{DVec3, Vec3};
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use crate::command::{CadCommand, CmdResult};
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use crate::modules::{IconKind, ModuleEvent, ToolDef};
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use crate::scene::model::wire_model::WireModel;
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// ── Ribbon definition ──────────────────────────────────────────────────────
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pub fn tool() -> ToolDef {
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ToolDef {
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id: "STRETCH",
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label: "Stretch",
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icon: IconKind::Svg(include_bytes!("../../../../assets/icons/stretch.svg")),
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event: ModuleEvent::Command("STRETCH".to_string()),
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}
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}
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// ── Command implementation ─────────────────────────────────────────────────
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enum Step {
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/// Waiting for the first crossing-window corner.
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WindowCorner1,
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/// Waiting for the second corner; `c1` is the first corner.
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WindowCorner2(Vec3),
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/// Crossing window defined; waiting for base point.
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Base { win_min: Vec3, win_max: Vec3 },
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/// Waiting for target point.
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Target {
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win_min: Vec3,
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win_max: Vec3,
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base: Vec3,
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},
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}
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pub struct StretchCommand {
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handles: Vec<Handle>,
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wire_models: Vec<WireModel>,
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step: Step,
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}
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impl StretchCommand {
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pub fn new(handles: Vec<Handle>, wire_models: Vec<WireModel>) -> Self {
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Self {
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handles,
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wire_models,
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step: Step::WindowCorner1,
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}
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}
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}
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impl CadCommand for StretchCommand {
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fn name(&self) -> &'static str {
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"STRETCH"
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}
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fn prompt(&self) -> String {
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match &self.step {
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Step::WindowCorner1 => format!(
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"STRETCH Specify first corner of crossing window [{} objects]:",
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self.handles.len()
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),
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Step::WindowCorner2(_) => "STRETCH Specify opposite corner:".into(),
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Step::Base { .. } => "STRETCH Specify base point:".into(),
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Step::Target { base, .. } => format!(
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"STRETCH Specify new point [base {:.3},{:.3}]:",
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base.x, base.z
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),
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}
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}
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fn on_point(&mut self, pt: DVec3) -> CmdResult { let pt = pt.as_vec3();
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match &self.step {
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Step::WindowCorner1 => {
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self.step = Step::WindowCorner2(pt);
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CmdResult::NeedPoint
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}
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Step::WindowCorner2(c1) => {
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let win_min = c1.min(pt);
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let win_max = c1.max(pt);
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self.step = Step::Base { win_min, win_max };
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CmdResult::NeedPoint
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}
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Step::Base { win_min, win_max } => {
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let (wmin, wmax) = (*win_min, *win_max);
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self.step = Step::Target {
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win_min: wmin,
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win_max: wmax,
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base: pt,
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};
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CmdResult::NeedPoint
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}
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Step::Target {
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win_min,
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win_max,
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base,
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} => {
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let delta = pt - *base;
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CmdResult::StretchEntities {
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handles: self.handles.clone(),
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win_min: win_min.as_dvec3(),
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win_max: win_max.as_dvec3(),
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delta: delta.as_dvec3(),
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}
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}
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}
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}
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fn on_enter(&mut self) -> CmdResult {
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CmdResult::Cancel
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}
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fn on_escape(&mut self) -> CmdResult {
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CmdResult::Cancel
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}
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fn on_preview_wires(&mut self, pt: DVec3) -> Vec<WireModel> { let pt = pt.as_vec3();
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match &self.step {
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Step::WindowCorner2(c1) => {
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// Show crossing-window rectangle preview (dashed green)
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let c1 = *c1;
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let pts = vec![
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[c1.x, c1.y, c1.z],
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[pt.x, c1.y, c1.z],
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[pt.x, pt.y, pt.z],
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[c1.x, pt.y, pt.z],
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[c1.x, c1.y, c1.z],
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];
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vec![WireModel::solid(
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"stretch_window".into(),
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pts,
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[0.3, 1.0, 0.3, 0.7],
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false,
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)]
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}
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Step::Target {
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win_min,
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win_max,
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base,
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} => {
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let delta = pt - *base;
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// Live ghost: vertices inside the crossing window follow the
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// cursor, the rest stay anchored.
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let mut out: Vec<WireModel> = self
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.wire_models
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.iter()
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.map(|w| w.stretched(*win_min, *win_max, delta))
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.collect();
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out.push(WireModel::solid(
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"rubber_band".into(),
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vec![[base.x, base.y, base.z], [pt.x, pt.y, pt.z]],
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WireModel::CYAN,
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false,
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));
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out
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}
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_ => vec![],
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}
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}
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}
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