Design: vertex picking — a click near a corner takes the corner

Completes the precedence Tommaso asked for: vertex, then edge, then face, all
from ONE click, all decided in screen pixels. Verified on :11 by sweeping into
the right corner of a plate — x=1250 and 1290 report "face 5 selected", x=1308,
1318 and 1323 report "vertex selected" — and the cyan marker lands exactly on
the corner in the render.

The vertex tolerance (11 px) is deliberately LARGER than the edge one (8 px). A
corner lies ON its edges, so equal radii would make vertices unreachable: every
click near one would resolve to the edge underneath. Bigger-wins-first is what
makes the smallest entity actually pickable.

Vertices come from the sampled edge polylines' endpoints rather than a separate
topology walk — every corner of a face is the end of one of its edges, so the
data was already in hand.

The highlight is a camera-facing square scaled by 1/zoom, the same trick the
edge ribbon uses, so it reads as a constant dot at any zoom. This is why vertex
picking did not ship with the previous commit: the Edge render path billboards
a ribbon and degenerates on a two-point input, and a selection you cannot see
is not a selection (L5). Better to add the primitive than to fake the feature.

DesignPanel now distinguishes level 4: a picked corner sets neither face nor
edge, because a corner is not its face, and the offer classifies it as
OfferSel::Vertex — where Plane, Axis and Coord Sys already accept it.

snaporca-9xw (rubber band still open — see the issue).
This commit is contained in:
Tommaso Bianchi
2026-07-31 12:48:15 +02:00
parent b003d20e37
commit 33f97d259b
4 changed files with 52 additions and 5 deletions
+6 -2
View File
@@ -3117,8 +3117,9 @@ DesignPanel::DesignPanel(wxWindow* parent)
if (m_viewport->moving_body()) m_viewport->clear_move_gizmo();
// Remember which body + face/edge so Extrude / dress-up target the RIGHT body.
m_sel_solid_body = (level >= 1) ? body : -1;
m_sel_solid_face = (level >= 2) ? face : -1;
m_sel_solid_face = (level == 2) ? face : -1; // 4 = Vertex: a corner is not its face
m_sel_solid_edge = (level == 3) ? edge : -1;
m_sel_solid_vertex = (level == 4);
// Keep the hit face even at whole-body level: the cycle's first click means "this body",
// but the user pointed AT a face and a sketch should be able to use it. snaporca-3a2.
m_pick_face_body = (level >= 1) ? body : -1;
@@ -3240,7 +3241,8 @@ DesignPanel::DesignPanel(wxWindow* parent)
m_status->SetForegroundColour(wxNullColour);
const int nb = int(m_doc.bodies.size());
const wxString bodytag = (nb > 1) ? wxString::Format(_L("Body %d "), body + 1) : wxString();
m_status->SetLabel(level == 1 ? bodytag + _L("selected (whole body)")
m_status->SetLabel(level == 4 ? bodytag + _L("vertex selected")
: level == 1 ? bodytag + _L("selected (whole body)")
: level == 2 ? bodytag + wxString::Format(_L("face %d selected — Extrude to push/pull it"), face)
: level == 3 ? bodytag + wxString::Format(_L("edge %d selected — Fillet/Chamfer to dress it"), edge)
: _L("Nothing selected"));
@@ -4915,6 +4917,8 @@ int DesignPanel::offer_selection_kind() const
return int(OfferSel::SkNone);
const int nb = int(m_doc.bodies.size());
if (m_sel_solid_vertex && m_sel_solid_body >= 0 && m_sel_solid_body < nb)
return int(OfferSel::Vertex);
if (m_sel_solid_edge >= 0 && m_sel_solid_body >= 0 && m_sel_solid_body < nb) {
const TopoDS_Edge e = GeometryEngine::edge_by_index(m_doc.bodies[m_sel_solid_body].shape,
m_sel_solid_edge);