cad-editor/src/app/helpers.rs
Hakan Seven 70702d063f perf(hash): swap std HashMap/HashSet for rustc-hash FxHash
Phase 4.1. Handle / u64 keys dominate the hot maps (block_defn,
hatch / image / mesh caches, draw-depth map, viewport wire caches);
the default SipHash is wasted work on integer keys. Alias the std
types to rustc_hash::FxHashMap / FxHashSet crate-wide so every map and
set — including the cross-module draw-depth map shared between scene
and the GPU pipelines — uses the faster hasher consistently.

Mechanical: no behavioural change. Constructors moved from ::new() to
::default() (Fx variants carry no RandomState). Build + 13 tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 00:35:53 +03:00

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use crate::scene::WireModel;
use crate::ui::overlay::GridPlane;
use acadrust::tables::Ucs;
// ── Coordinate parsing ─────────────────────────────────────────────────────
/// How a typed coordinate should be interpreted relative to the last
/// input point.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub(super) enum CoordKind {
/// `@x,y` prefix — offset from the last input point.
Relative,
/// `#x,y` prefix — world/UCS absolute, overriding DYN.
Absolute,
/// No prefix — the caller decides (DYN on → relative, off → absolute).
Default,
}
/// Parse a typed coordinate string into a Vec3 plus its interpretation.
/// Accepts "x,y" → Vec3(x, y, 0)
/// "x,y,z" → Vec3(x, y, z)
/// A leading `@` marks the value relative to the last point; a leading
/// `#` forces absolute. Separators: comma or semicolon.
pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
let trimmed = text.trim();
let (kind, rest) = if let Some(r) = trimmed.strip_prefix('@') {
(CoordKind::Relative, r)
} else if let Some(r) = trimmed.strip_prefix('#') {
(CoordKind::Absolute, r)
} else {
(CoordKind::Default, trimmed)
};
let parts: Vec<f32> = rest
.split(|c| c == ',' || c == ';')
.map(|s| s.trim())
.filter_map(|s| s.parse().ok())
.collect();
match parts.as_slice() {
[x, y] => Some((glam::Vec3::new(*x, *y, 0.0), kind)),
[x, y, z] => Some((glam::Vec3::new(*x, *y, *z), kind)),
_ => None,
}
}
/// Rotate a UCS-local offset into WCS without applying the origin
/// translation — used for relative coordinate entry, where only the
/// axis orientation matters, not the UCS origin.
pub(super) fn ucs_rotate_vec(offset: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
let x = glam::Vec3::new(ucs.x_axis.x as f32, ucs.x_axis.y as f32, ucs.x_axis.z as f32);
let y = glam::Vec3::new(ucs.y_axis.x as f32, ucs.y_axis.y as f32, ucs.y_axis.z as f32);
let z = ucs_z_axis(ucs);
x * offset.x + y * offset.y + z * offset.z
}
// ── UCS ↔ WCS transforms ───────────────────────────────────────────────────
/// Convert a point from UCS local coordinates to WCS.
///
/// WCS = origin + x_axis*u + y_axis*v + z_axis*w
pub(super) fn ucs_to_wcs(pt: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
let o = glam::Vec3::new(
ucs.origin.x as f32,
ucs.origin.y as f32,
ucs.origin.z as f32,
);
let x = glam::Vec3::new(
ucs.x_axis.x as f32,
ucs.x_axis.y as f32,
ucs.x_axis.z as f32,
);
let y = glam::Vec3::new(
ucs.y_axis.x as f32,
ucs.y_axis.y as f32,
ucs.y_axis.z as f32,
);
let z_ax = ucs_z_axis(ucs);
o + x * pt.x + y * pt.y + z_ax * pt.z
}
/// Return the normalised Z axis of a UCS (cross product of X and Y axes).
pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::Vec3 {
let x = glam::Vec3::new(
ucs.x_axis.x as f32,
ucs.x_axis.y as f32,
ucs.x_axis.z as f32,
);
let y = glam::Vec3::new(
ucs.y_axis.x as f32,
ucs.y_axis.y as f32,
ucs.y_axis.z as f32,
);
x.cross(y).normalize_or_zero()
}
/// Build a UCS with `origin` and axes rotated by `angle_z_rad` around the Z axis.
pub(super) fn ucs_rotated_z(origin: glam::Vec3, angle_z: f32) -> Ucs {
let cos = angle_z.cos() as f64;
let sin = angle_z.sin() as f64;
let mut ucs = Ucs::new("*ACTIVE*");
ucs.origin = acadrust::types::Vector3::new(origin.x as f64, origin.y as f64, origin.z as f64);
ucs.x_axis = acadrust::types::Vector3::new(cos, sin, 0.0);
ucs.y_axis = acadrust::types::Vector3::new(-sin, cos, 0.0);
ucs
}
// ── Grid plane detection ───────────────────────────────────────────────────
/// Choose the grid plane whose normal is most aligned with the camera view direction.
pub(super) fn grid_plane_from_camera(pitch: f32, yaw: f32) -> GridPlane {
let fz = pitch.sin().abs();
let fy = (pitch.cos() * yaw.cos()).abs();
let fx = (pitch.cos() * yaw.sin()).abs();
if fz >= fy && fz >= fx {
GridPlane::Xy
} else if fy >= fx {
GridPlane::Xz
} else {
GridPlane::Yz
}
}
// ── Drawing constraint helpers ─────────────────────────────────────────────
/// Constrain `pt` to the nearest 90° direction from `base` (XY plane, Z-up).
pub(super) fn ortho_constrain(pt: glam::Vec3, base: glam::Vec3) -> glam::Vec3 {
let dx = (pt.x - base.x).abs();
let dy = (pt.y - base.y).abs();
if dx >= dy {
glam::Vec3::new(pt.x, base.y, pt.z)
} else {
glam::Vec3::new(base.x, pt.y, pt.z)
}
}
/// Constrain `pt` to the nearest polar angle multiple from `base` (XY plane, Z-up).
pub(super) fn polar_constrain(pt: glam::Vec3, base: glam::Vec3, step_deg: f32) -> glam::Vec3 {
let dx = pt.x - base.x;
let dy = pt.y - base.y;
let dist = (dx * dx + dy * dy).sqrt();
if dist < 1e-6 {
return pt;
}
let step = step_deg.to_radians();
let angle = dy.atan2(dx);
let snapped = (angle / step).round() * step;
glam::Vec3::new(
base.x + dist * snapped.cos(),
base.y + dist * snapped.sin(),
pt.z,
)
}
// ── Clipboard / selection helpers ──────────────────────────────────────────
/// Compute the centroid of a set of wire models (average of all points).
pub(super) fn entities_centroid(wires: &[WireModel]) -> glam::Vec3 {
let mut sum = glam::Vec3::ZERO;
let mut count = 0usize;
for w in wires {
for p in &w.points {
sum += glam::Vec3::from(*p);
count += 1;
}
}
if count > 0 {
sum / count as f32
} else {
glam::Vec3::ZERO
}
}
/// Generate the next available auto group name ("*A1", "*A2", …).
pub(super) fn next_group_auto_name(scene: &crate::scene::Scene) -> String {
let existing: rustc_hash::FxHashSet<String> =
scene.groups().map(|g| g.name.clone()).collect();
for n in 1..=9999 {
let name = format!("*A{n}");
if !existing.contains(&name) {
return name;
}
}
"*A".to_string()
}
// ── Entity type labels ─────────────────────────────────────────────────────
pub(super) fn entity_type_label(entity: &acadrust::EntityType) -> String {
crate::entities::names::ui_name(entity).to_string()
}
pub(super) fn entity_type_key(entity: &acadrust::EntityType) -> String {
use acadrust::EntityType::*;
match entity {
Point(_) => "point",
Line(_) => "line",
Circle(_) => "circle",
Arc(_) => "arc",
Ellipse(_) => "ellipse",
Spline(_) => "spline",
LwPolyline(_) | Polyline(_) => "pline",
Polyline2D(_) => "pline2d",
Polyline3D(_) => "pline3d",
PolyfaceMesh(_) => "polyface",
PolygonMesh(_) => "polymesh",
Text(_) => "text",
MText(_) => "mtext",
Dimension(_) => "dimension",
Leader(_) => "leader",
MultiLeader(_) => "multileader",
Tolerance(_) => "tolerance",
Insert(_) => "insert",
Block(_) => "block",
BlockEnd(_) => "blockend",
Hatch(_) => "hatch",
Solid(_) => "solid",
Face3D(_) => "face3d",
Solid3D(_) => "solid3d",
Region(_) => "region",
Body(_) => "body",
Mesh(_) => "mesh",
Ray(_) => "ray",
XLine(_) => "xline",
MLine(_) => "mline",
Viewport(_) => "viewport",
RasterImage(_) => "rasterimage",
Wipeout(_) => "wipeout",
Underlay(_) => "underlay",
Shape(_) => "shape",
Table(_) => "table",
AttributeDefinition(_) => "attdef",
AttributeEntity(_) => "attrib",
Ole2Frame(_) => "ole2frame",
Seqend(_) => "seqend",
Unknown(_) => "unknown",
}
.to_string()
}
pub(super) fn title_case_word(value: &str) -> String {
let mut chars = value.chars();
match chars.next() {
Some(first) => {
let mut out = first.to_uppercase().collect::<String>();
out.push_str(chars.as_str());
out
}
None => String::new(),
}
}
// ── Window icon ────────────────────────────────────────────────────────────
/// Builds a 32×32 RGBA icon: red background with OCS drawn in white pixels.
pub(super) fn build_window_icon() -> Vec<u8> {
const W: usize = 32;
const SZ: usize = W * W * 4;
let bg = [176u8, 48, 32, 255];
let fg = [255u8, 255, 255, 255];
let mut px = vec![0u8; SZ];
for i in 0..W * W {
px[i * 4..i * 4 + 4].copy_from_slice(&bg);
}
fn stroke(px: &mut Vec<u8>, ax: i32, ay: i32, bx: i32, by: i32, fg: [u8; 4]) {
let steps = ((bx - ax).abs().max((by - ay).abs()) * 3).max(1);
for s in 0..=steps {
let t = s as f32 / steps as f32;
let cx = ax as f32 + (bx - ax) as f32 * t;
let cy = ay as f32 + (by - ay) as f32 * t;
for dy in -1i32..=1 {
for dx in -1i32..=1 {
let ix = cx.round() as i32 + dx;
let iy = cy.round() as i32 + dy;
if ix >= 0 && ix < W as i32 && iy >= 0 && iy < W as i32 {
let idx = (iy as usize * W + ix as usize) * 4;
px[idx..idx + 4].copy_from_slice(&fg);
}
}
}
}
}
// O
stroke(&mut px, 3, 6, 9, 6, fg);
stroke(&mut px, 3, 25, 9, 25, fg);
stroke(&mut px, 3, 6, 3, 25, fg);
stroke(&mut px, 9, 6, 9, 25, fg);
// C
stroke(&mut px, 12, 6, 18, 6, fg);
stroke(&mut px, 12, 25, 18, 25, fg);
stroke(&mut px, 12, 6, 12, 25, fg);
// S
stroke(&mut px, 21, 6, 27, 6, fg);
stroke(&mut px, 21, 6, 21, 15, fg);
stroke(&mut px, 21, 15, 27, 15, fg);
stroke(&mut px, 27, 15, 27, 25, fg);
stroke(&mut px, 21, 25, 27, 25, fg);
px
}