velxio/frontend/src/utils/wireHitDetection.ts

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/**
* Wire hit detection utilities.
* Used by SimulatorCanvas to detect wire clicks/hover without relying on SVG pointer-events.
*/
import type { Wire } from '../types/wire';
import {
expandOrthogonalPoints,
simplifyOrthogonalPath,
fuseMicroJogs,
roundedPathFromPoints,
} from './wireUtils';
// Re-exported for existing consumers (SimulatorCanvas) — the implementation
// moved to wireUtils so the renderer can share it without an import cycle.
export { simplifyOrthogonalPath };
export interface RenderedSegment {
x1: number;
y1: number;
x2: number;
y2: number;
axis: 'horizontal' | 'vertical';
/** Index j: this segment was generated from stored[j] → stored[j+1] */
storedPairIndex: number;
}
/**
* Expand stored waypoints into the actual orthogonal (L-shape) rendered points.
* Between each consecutive stored pair, a corner point is inserted if they are not axis-aligned.
*/
export function getRenderedPoints(wire: Wire): { x: number; y: number }[] {
return expandOrthogonalPoints([
{ x: wire.start.x, y: wire.start.y },
...(wire.waypoints ?? []),
{ x: wire.end.x, y: wire.end.y },
]);
}
/**
* Get all rendered segments with their metadata (axis, storedPairIndex).
*/
export function getRenderedSegments(wire: Wire): RenderedSegment[] {
const stored = [
{ x: wire.start.x, y: wire.start.y },
...(wire.waypoints ?? []),
{ x: wire.end.x, y: wire.end.y },
];
const segments: RenderedSegment[] = [];
let ri = 0;
const rendered = getRenderedPoints(wire);
for (let j = 0; j < stored.length - 1; j++) {
const prev = stored[j];
const curr = stored[j + 1];
const hasCorner = prev.x !== curr.x && prev.y !== curr.y;
const numSubs = hasCorner ? 2 : 1;
for (let s = 0; s < numSubs; s++) {
const p1 = rendered[ri + s];
const p2 = rendered[ri + s + 1];
if (!p1 || !p2) continue;
segments.push({
x1: p1.x,
y1: p1.y,
x2: p2.x,
y2: p2.y,
axis: p1.y === p2.y ? 'horizontal' : 'vertical',
storedPairIndex: j,
});
}
ri += numSubs;
}
return segments;
}
/** Distance from point (px, py) to line segment (x1,y1)-(x2,y2). */
export function distToSegment(
px: number,
py: number,
x1: number,
y1: number,
x2: number,
y2: number,
): number {
const dx = x2 - x1;
const dy = y2 - y1;
const lenSq = dx * dx + dy * dy;
if (lenSq === 0) return Math.hypot(px - x1, py - y1);
const t = Math.max(0, Math.min(1, ((px - x1) * dx + (py - y1) * dy) / lenSq));
return Math.hypot(px - (x1 + t * dx), py - (y1 + t * dy));
}
/** Find the topmost wire within `threshold` world-units of (wx, wy). */
export function findWireNearPoint(
wires: Wire[],
wx: number,
wy: number,
threshold: number,
): Wire | null {
for (let i = wires.length - 1; i >= 0; i--) {
const wire = wires[i];
feat(breadboard): Wokwi-style parts-on-breadboard — hole snapping + invisible seating wires Parts now plug INTO the breadboard instead of using it as a junction box: - Drag magnetism: while dragging, the part's anchor pin snaps to the nearest hole center (9 px range, 9.6 px grid) so parts land perfectly aligned, like Wokwi. - Seating: every pin within 4 px of a hole gets an invisible zero-length wire (Wire.bb) from pin to hole — the exact model Wokwi persists as ["r1:1","bb1:6t.b","",["$bb"]]. Electrically they are ordinary wires, so the netlist builder, digital trace and SPICE need zero changes; they are simply not rendered and not hit-testable. Seating re-computes on every move/rotation (updateComponent), and moving the breadboard carries its seated parts along. - Resistors auto-rotate to vertical when dragged over a breadboard (their 58.8 px pin span bridges the center trench rows b-f exactly). - Seat tolerance 4 px: absorbs the worst element pin-spacing residual (~1.6 px) while staying under half the hole pitch, so a pin is never ambiguous between holes. Wokwi interchange fixes that fell out of the diagram.json research: - import maps the top-level rotate attr onto properties.rotation (previously every rotated part imported flat) and export emits it back as rotate instead of leaking it into attrs; - $bb / empty-color connections import as bb seating wires and export back as ["$bb"] entries, so parts-on-breadboard projects round-trip; - wokwi-breadboard-half aliases to the full breadboard (hole names are a strict superset, so every connection stays valid). Breadboard elements now export their pure hole grids and import cleanly without a DOM (node tests); geometry + store seating covered by breadboard-snap.test.ts and breadboard-seating.test.ts.
2026-07-18 13:47:25 +07:00
if (wire.bb) continue; // breadboard seating wires are not interactive
const segments = getRenderedSegments(wire);
for (const seg of segments) {
if (distToSegment(wx, wy, seg.x1, seg.y1, seg.x2, seg.y2) <= threshold) {
return wire;
}
}
}
return null;
}
/** Find the segment of a wire closest to (wx, wy) within threshold. */
export function findSegmentNearPoint(
wire: Wire,
wx: number,
wy: number,
threshold: number,
): RenderedSegment | null {
const segments = getRenderedSegments(wire);
for (const seg of segments) {
if (distToSegment(wx, wy, seg.x1, seg.y1, seg.x2, seg.y2) <= threshold) {
return seg;
}
}
return null;
}
/**
* Project a point onto an orthogonal segment, clamped to its extent.
* Horizontal segment → keep segment's y, clamp x to its range.
* Vertical segment → keep segment's x, clamp y to its range.
*/
export function projectOntoSegment(
seg: RenderedSegment,
px: number,
py: number,
): { x: number; y: number } {
if (seg.axis === 'horizontal') {
const minX = Math.min(seg.x1, seg.x2);
const maxX = Math.max(seg.x1, seg.x2);
return { x: Math.max(minX, Math.min(maxX, px)), y: seg.y1 };
}
const minY = Math.min(seg.y1, seg.y2);
const maxY = Math.max(seg.y1, seg.y2);
return { x: seg.x1, y: Math.max(minY, Math.min(maxY, py)) };
}
/**
* Insert a new waypoint into a wire at the position corresponding to a clicked
* segment. `storedPairIndex` identifies which stored[j] → stored[j+1] pair was
* hit (where stored = [start, ...waypoints, end]). The new waypoint is placed
* at index `storedPairIndex` in the waypoints array, projected onto the segment
* so it stays orthogonal.
*/
export function insertWaypointAtSegment(
waypoints: { x: number; y: number }[],
seg: RenderedSegment,
px: number,
py: number,
): { x: number; y: number }[] {
const projected = projectOntoSegment(seg, px, py);
const idx = seg.storedPairIndex;
return [...waypoints.slice(0, idx), projected, ...waypoints.slice(idx)];
}
/**
* Collect every x and y coordinate that a dragged wire point should be able to
* snap against — the endpoints and waypoints of all *other* wires.
* The dragged wire is excluded so a point doesn't snap to its own neighbours,
* which would prevent any movement.
*/
export function collectAlignmentTargets(
wires: Wire[],
excludeWireId: string | null,
): { xs: Set<number>; ys: Set<number> } {
const xs = new Set<number>();
const ys = new Set<number>();
for (const w of wires) {
if (w.id === excludeWireId) continue;
xs.add(w.start.x);
ys.add(w.start.y);
xs.add(w.end.x);
ys.add(w.end.y);
for (const wp of w.waypoints ?? []) {
xs.add(wp.x);
ys.add(wp.y);
}
}
return { xs, ys };
}
/**
* Add the dragged wire's OWN geometry as snap targets, so a dragged
* segment or bend point can align — and, after simplification, fuse —
* with the rest of its own wire. `excludeIndices` are the indices of the
* points being dragged; including them would pin the drag at its current
* position.
*/
export function addOwnWireAlignmentTargets(
targets: { xs: Set<number>; ys: Set<number> },
pts: { x: number; y: number }[],
excludeIndices: Iterable<number>,
): void {
const skip = new Set(excludeIndices);
for (let i = 0; i < pts.length; i++) {
if (skip.has(i)) continue;
targets.xs.add(pts[i].x);
targets.ys.add(pts[i].y);
}
}
/**
* Find the nearest candidate from `targets` to `value` within `threshold`.
* Returns the snapped value and the candidate that triggered it, or null
* if nothing is in range.
*/
export function snapToNearest(
value: number,
targets: Set<number>,
threshold: number,
): { snapped: number; target: number } | null {
let bestDist = threshold;
let bestTarget: number | null = null;
for (const t of targets) {
const d = Math.abs(value - t);
if (d <= bestDist) {
bestDist = d;
bestTarget = t;
}
}
if (bestTarget === null) return null;
return { snapped: bestTarget, target: bestTarget };
}
/**
* Compute new waypoints array when dragging a segment.
* Inserts a new waypoint between stored[j] and stored[j+1] at the drag position.
*/
export function computeDragWaypoints(
originalWaypoints: { x: number; y: number }[],
storedPairIndex: number,
dragX: number,
dragY: number,
): { x: number; y: number }[] {
const newWp = { x: dragX, y: dragY };
return [
...originalWaypoints.slice(0, storedPairIndex),
newWp,
...originalWaypoints.slice(storedPairIndex),
];
}
/**
* Move an entire rendered segment perpendicularly.
* - horizontal segment → moves up/down (change Y of both endpoints)
* - vertical segment → moves left/right (change X of both endpoints)
* If the segment is the first or last, inserts connector points to keep
* the wire connected to its fixed start/end.
*/
export function moveSegment(
renderedPts: { x: number; y: number }[],
segIndex: number,
axis: 'horizontal' | 'vertical',
newValue: number,
): { x: number; y: number }[] {
const n = renderedPts.length;
const numSegs = n - 1;
const pts = renderedPts.map((p) => ({ ...p }));
if (axis === 'horizontal') {
if (segIndex === 0 && numSegs > 0) {
// First segment: keep start fixed, insert connector
pts.splice(1, 0, { x: pts[0].x, y: newValue }, { x: pts[1].x, y: newValue });
pts.splice(3, 1); // remove original pts[1] copy
} else if (segIndex === numSegs - 1 && numSegs > 0) {
// Last segment: keep end fixed, insert connector
const last = pts[n - 1];
pts.splice(n - 1, 0, { x: pts[n - 2].x, y: newValue }, { x: last.x, y: newValue });
} else {
pts[segIndex].y = newValue;
pts[segIndex + 1].y = newValue;
}
} else {
// vertical
if (segIndex === 0 && numSegs > 0) {
pts.splice(1, 0, { x: newValue, y: pts[0].y }, { x: newValue, y: pts[1].y });
pts.splice(3, 1);
} else if (segIndex === numSegs - 1 && numSegs > 0) {
const last = pts[n - 1];
pts.splice(n - 1, 0, { x: newValue, y: pts[n - 2].y }, { x: newValue, y: last.y });
} else {
pts[segIndex].x = newValue;
pts[segIndex + 1].x = newValue;
}
}
return pts;
}
/**
* Convert a list of rendered (expanded) points back to wire waypoints.
* Waypoints are the interior corner/bend points (excludes start and end).
* The path is first simplified to drop collinear runs and U-turn bumps;
* what remains is exactly the set of corners, so everything between the
* first and last point becomes a waypoint.
*/
export function renderedToWaypoints(
renderedPts: { x: number; y: number }[],
): { x: number; y: number }[] {
const simplified = simplifyOrthogonalPath(fuseMicroJogs(renderedPts));
if (simplified.length <= 2) return [];
return simplified.slice(1, -1).map((p) => ({ x: p.x, y: p.y }));
}
/**
* Build an SVG path string from an ordered list of rendered points.
* Bends are rounded with the same radius as committed wires so segment
* and waypoint drag previews look identical to the final result.
*/
export function renderedPointsToPath(pts: { x: number; y: number }[]): string {
if (pts.length < 2) return '';
return roundedPathFromPoints(pts);
}