using System.Numerics;
namespace Engine.Editor.Contracts;
///
/// The pure math behind a screen-space-drag-to-3D-axis gizmo, split out
/// from TranslateGizmo (Engine.Editor, which owns the ImGui drawing and
/// live mouse/GameObject state) specifically so it's unit-testable without
/// a GL context, a real window, or a mouse — none of which a headless test
/// run has. See TranslateGizmo's own doc comment for how these three
/// functions compose into an actual drag.
///
public static class GizmoMath
{
///
/// Projects a world-space point through view*projection to a
/// screen-space pixel coordinate. Null when the point is behind the
/// camera (w <= 0) — there's no sane screen position for it, and
/// drawing one anyway (naive perspective division) would fling it to
/// whatever's on the opposite side of the screen instead of just not
/// being there.
///
public static Vector2? WorldToScreen(Vector3 worldPos, Matrix4x4 viewProjection, Vector2 screenSize)
{
var clip = Vector4.Transform(new Vector4(worldPos, 1f), viewProjection);
if (clip.W <= 0f)
return null;
var ndcX = clip.X / clip.W;
var ndcY = clip.Y / clip.W;
// NDC's Y axis points up; screen-space pixel Y points down.
return new Vector2(
(ndcX * 0.5f + 0.5f) * screenSize.X,
(1f - (ndcY * 0.5f + 0.5f)) * screenSize.Y);
}
///
/// How far along a world-space axis the current drag corresponds to,
/// in world units. Works entirely in screen space: how far the mouse
/// moved along the axis's own on-screen direction (not just its raw XY
/// delta — an axis pointing diagonally on screen needs the component
/// of the mouse movement that's actually along it), scaled by how many
/// world units one screen pixel represented for this axis at drag
/// start (screenLen pixels spanned axisWorldLength world units).
///
/// This is a projection-ratio approximation, not true ray/nearest-point
/// axis math — ratio holds exactly only at the handle's own depth, and
/// drifts slightly as the object moves toward or away from the camera
/// mid-drag under perspective projection. Good enough for a first
/// working gizmo; a real nearest-point-on-ray solve is more machinery
/// than a single translate handle has earned yet.
///
public static float ProjectDragOntoAxis(
Vector2 origin2D, Vector2 tip2D, Vector2 dragStartMouse, Vector2 currentMouse, float axisWorldLength)
{
var screenDir = tip2D - origin2D;
var screenLen = screenDir.Length();
if (screenLen < 0.0001f)
return 0f;
var normalizedDir = screenDir / screenLen;
var mouseDelta = currentMouse - dragStartMouse;
var pixelsAlongAxis = Vector2.Dot(mouseDelta, normalizedDir);
return pixelsAlongAxis / screenLen * axisWorldLength;
}
///
/// Converts a desired new world-space position into the local position
/// GameObject.Transform.LocalPosition needs to produce it — the inverse
/// of GameObject.WorldMatrix's own composition. Null parentWorldMatrix
/// (no parent) means local and world are the same space. Matters
/// specifically because a parent's non-identity scale or rotation means
/// "move 1 world unit along X" and "add 1 to LocalPosition.X" are not
/// the same thing — see samples/WindowDemo's ChildQuad, parented under
/// a GameObject with a non-uniform (2,2,1) scale, which is exactly the
/// case this needs to get right.
///
public static Vector3 WorldToLocalPosition(Vector3 worldPos, Matrix4x4? parentWorldMatrix)
{
if (parentWorldMatrix is null)
return worldPos;
Matrix4x4.Invert(parentWorldMatrix.Value, out var inverse);
return Vector3.Transform(worldPos, inverse);
}
}