cad-editor/src/modules/draw/modify/stretch.rs
Hakan Seven 4f7a98a2ad feat(f64): command layer compiles on DVec3
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>
2026-06-24 03:51:50 +03:00

176 lines
5.8 KiB
Rust

// Stretch tool — ribbon definition + interactive command.
//
// Command: STRETCH (SS)
// Workflow:
// 1. Pick first corner of the crossing window (right-to-left = crossing).
// 2. Pick second corner.
// 3. Pick base point.
// 4. Pick new point → stretches only vertices inside the crossing window.
//
// Entity behaviour:
// Line : move start if inside, move end if inside, move both if both inside.
// LwPolyline : move each vertex independently.
// Polyline/P2D: move each vertex independently.
// Arc / Circle: move the whole entity if its center is inside the window.
// Insert : move the whole entity if its insertion point is inside.
// All others : move the whole entity if any point is inside.
use acadrust::Handle;
use glam::{DVec3, Vec3};
use crate::command::{CadCommand, CmdResult};
use crate::modules::{IconKind, ModuleEvent, ToolDef};
use crate::scene::model::wire_model::WireModel;
// ── Ribbon definition ──────────────────────────────────────────────────────
pub fn tool() -> ToolDef {
ToolDef {
id: "STRETCH",
label: "Stretch",
icon: IconKind::Svg(include_bytes!("../../../../assets/icons/stretch.svg")),
event: ModuleEvent::Command("STRETCH".to_string()),
}
}
// ── Command implementation ─────────────────────────────────────────────────
enum Step {
/// Waiting for the first crossing-window corner.
WindowCorner1,
/// Waiting for the second corner; `c1` is the first corner.
WindowCorner2(Vec3),
/// Crossing window defined; waiting for base point.
Base { win_min: Vec3, win_max: Vec3 },
/// Waiting for target point.
Target {
win_min: Vec3,
win_max: Vec3,
base: Vec3,
},
}
pub struct StretchCommand {
handles: Vec<Handle>,
wire_models: Vec<WireModel>,
step: Step,
}
impl StretchCommand {
pub fn new(handles: Vec<Handle>, wire_models: Vec<WireModel>) -> Self {
Self {
handles,
wire_models,
step: Step::WindowCorner1,
}
}
}
impl CadCommand for StretchCommand {
fn name(&self) -> &'static str {
"STRETCH"
}
fn prompt(&self) -> String {
match &self.step {
Step::WindowCorner1 => format!(
"STRETCH Specify first corner of crossing window [{} objects]:",
self.handles.len()
),
Step::WindowCorner2(_) => "STRETCH Specify opposite corner:".into(),
Step::Base { .. } => "STRETCH Specify base point:".into(),
Step::Target { base, .. } => format!(
"STRETCH Specify new point [base {:.3},{:.3}]:",
base.x, base.z
),
}
}
fn on_point(&mut self, pt: DVec3) -> CmdResult { let pt = pt.as_vec3();
match &self.step {
Step::WindowCorner1 => {
self.step = Step::WindowCorner2(pt);
CmdResult::NeedPoint
}
Step::WindowCorner2(c1) => {
let win_min = c1.min(pt);
let win_max = c1.max(pt);
self.step = Step::Base { win_min, win_max };
CmdResult::NeedPoint
}
Step::Base { win_min, win_max } => {
let (wmin, wmax) = (*win_min, *win_max);
self.step = Step::Target {
win_min: wmin,
win_max: wmax,
base: pt,
};
CmdResult::NeedPoint
}
Step::Target {
win_min,
win_max,
base,
} => {
let delta = pt - *base;
CmdResult::StretchEntities {
handles: self.handles.clone(),
win_min: win_min.as_dvec3(),
win_max: win_max.as_dvec3(),
delta: delta.as_dvec3(),
}
}
}
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_escape(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_preview_wires(&mut self, pt: DVec3) -> Vec<WireModel> { let pt = pt.as_vec3();
match &self.step {
Step::WindowCorner2(c1) => {
// Show crossing-window rectangle preview (dashed green)
let c1 = *c1;
let pts = vec![
[c1.x, c1.y, c1.z],
[pt.x, c1.y, c1.z],
[pt.x, pt.y, pt.z],
[c1.x, pt.y, pt.z],
[c1.x, c1.y, c1.z],
];
vec![WireModel::solid(
"stretch_window".into(),
pts,
[0.3, 1.0, 0.3, 0.7],
false,
)]
}
Step::Target {
win_min,
win_max,
base,
} => {
let delta = pt - *base;
// Live ghost: vertices inside the crossing window follow the
// cursor, the rest stay anchored.
let mut out: Vec<WireModel> = self
.wire_models
.iter()
.map(|w| w.stretched(*win_min, *win_max, delta))
.collect();
out.push(WireModel::solid(
"rubber_band".into(),
vec![[base.x, base.y, base.z], [pt.x, pt.y, pt.z]],
WireModel::CYAN,
false,
));
out
}
_ => vec![],
}
}
}