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286 lines
11 KiB
Rust
286 lines
11 KiB
Rust
//! Viewport- und Kameraverwaltung für stufenloses Zoomen und Pannen.
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//!
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//! Berechnet die affine Transformation zwischen Bildschirmkoordinaten (Window-Pixel),
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//! virtuellen DIN-A4-Seitenkoordinaten ([0, 2100] x [0, 2970]) und dem GPU-NDC-Raum ([-1, 1]).
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use crate::document::{PageViewport, PAGE_HEIGHT, PAGE_WIDTH};
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use glam::{Mat4, Vec2, Vec4};
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/// Minimaler und maximaler Zoomfaktor.
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pub const MIN_ZOOM: f32 = 0.25;
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pub const MAX_ZOOM: f32 = 5.0;
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/// Verwaltet den Viewport-Kamerazustand für stufenlosen Zoom und Pan.
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub struct ViewportState {
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/// Zoomfaktor (1.0 = 100%, 0.25 bis 5.0).
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pub zoom: f32,
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/// Verschiebung (Pan) in virtuellen DIN-A4-Seitenkoordinaten.
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pub pan_offset: [f32; 2],
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}
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impl Default for ViewportState {
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fn default() -> Self {
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Self {
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zoom: 1.0,
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pan_offset: [0.0, 0.0],
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}
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}
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}
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impl ViewportState {
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pub fn new() -> Self {
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Self::default()
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}
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/// Setzt Zoom und Pan auf die Ausgangsposition (100% zentriert) zurück.
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pub fn reset(&mut self) {
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self.zoom = 1.0;
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self.pan_offset = [0.0, 0.0];
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}
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/// Passt den Pan-Offset um eine Bildschirmverschiebung (in Fensterpixeln) an.
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pub fn pan_by_screen_delta(
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&mut self,
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delta_x: f32,
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delta_y: f32,
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page_viewport: &PageViewport,
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) {
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let base_scale = page_viewport.page_width / PAGE_WIDTH;
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if base_scale * self.zoom > 1e-6 {
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self.pan_offset[0] += delta_x / (base_scale * self.zoom);
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self.pan_offset[1] += delta_y / (base_scale * self.zoom);
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}
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}
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/// Zoomt zentriert auf eine Cursor-Position in Bildschirmkoordinaten.
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///
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/// Formel: offset_neu = cursor - (cursor - offset_alt) * (zoom_neu / zoom_alt)
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pub fn zoom_at_cursor(
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&mut self,
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cursor_screen: [f32; 2],
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zoom_factor: f32,
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page_viewport: &PageViewport,
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) {
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let old_zoom = self.zoom;
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let new_zoom = (self.zoom * zoom_factor).clamp(MIN_ZOOM, MAX_ZOOM);
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if (new_zoom - old_zoom).abs() < 1e-6 {
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return;
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}
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let base_scale = page_viewport.page_width / PAGE_WIDTH;
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// Bildschirmposition des Seitenursprungs (0, 0)
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let old_offset_x = page_viewport.page_x + self.pan_offset[0] * base_scale * old_zoom;
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let old_offset_y = page_viewport.page_y + self.pan_offset[1] * base_scale * old_zoom;
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let ratio = new_zoom / old_zoom;
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let new_offset_x = cursor_screen[0] - (cursor_screen[0] - old_offset_x) * ratio;
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let new_offset_y = cursor_screen[1] - (cursor_screen[1] - old_offset_y) * ratio;
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self.zoom = new_zoom;
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self.pan_offset[0] = (new_offset_x - page_viewport.page_x) / (base_scale * new_zoom);
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self.pan_offset[1] = (new_offset_y - page_viewport.page_y) / (base_scale * new_zoom);
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}
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/// Transformiert einen Fenster-Pixelpunkt invers in DIN-A4-Seitenkoordinaten (ungeklemmt).
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pub fn screen_to_page_unclamped(
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&self,
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screen_x: f32,
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screen_y: f32,
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page_viewport: &PageViewport,
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) -> Vec2 {
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let base_scale = page_viewport.page_width / PAGE_WIDTH;
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let effective_scale = base_scale * self.zoom;
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if effective_scale < 1e-6 {
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return Vec2::ZERO;
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}
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let page_x = (screen_x - page_viewport.page_x) / effective_scale - self.pan_offset[0];
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let page_y = (screen_y - page_viewport.page_y) / effective_scale - self.pan_offset[1];
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Vec2::new(page_x, page_y)
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}
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/// Transformiert einen Fenster-Pixelpunkt invers in DIN-A4-Seitenkoordinaten.
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///
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/// Liefert `None`, falls der Punkt außerhalb der virtuellen Seite liegt.
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pub fn screen_to_page(
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&self,
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screen_x: f32,
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screen_y: f32,
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page_viewport: &PageViewport,
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) -> Option<Vec2> {
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let pt = self.screen_to_page_unclamped(screen_x, screen_y, page_viewport);
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if (0.0..=PAGE_WIDTH).contains(&pt.x) && (0.0..=PAGE_HEIGHT).contains(&pt.y) {
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Some(pt)
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} else {
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None
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}
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}
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/// Transformiert einen Fenster-Pixelpunkt invers in DIN-A4-Seitenkoordinaten und klemmt auf die Seite.
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pub fn screen_to_page_clamped(
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&self,
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screen_x: f32,
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screen_y: f32,
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page_viewport: &PageViewport,
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) -> Vec2 {
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let pt = self.screen_to_page_unclamped(screen_x, screen_y, page_viewport);
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Vec2::new(pt.x.clamp(0.0, PAGE_WIDTH), pt.y.clamp(0.0, PAGE_HEIGHT))
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}
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/// Transformiert einen DIN-A4-Seitenpunkt in Fenster-Pixelkoordinaten.
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pub fn page_to_screen_vec2(&self, page_pt: Vec2, page_viewport: &PageViewport) -> [f32; 2] {
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self.page_to_screen(page_pt.x, page_pt.y, page_viewport)
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}
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/// Transformiert einen DIN-A4-Seitenkoordinatenpunkt in Fenster-Bildschirmkoordinaten.
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pub fn page_to_screen(
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&self,
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page_x: f32,
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page_y: f32,
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page_viewport: &PageViewport,
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) -> [f32; 2] {
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let base_scale = page_viewport.page_width / PAGE_WIDTH;
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let effective_scale = base_scale * self.zoom;
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let screen_x = page_viewport.page_x + (page_x + self.pan_offset[0]) * effective_scale;
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let screen_y = page_viewport.page_y + (page_y + self.pan_offset[1]) * effective_scale;
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[screen_x, screen_y]
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}
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/// Berechnet die Shader-Transformationsparameter (Scale, Offset) für den Vertex-Shader,
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/// um DIN-A4-Seitenkoordinaten direkt in den GPU-NDC-Bereich [-1.0, 1.0] abzubilden.
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pub fn ndc_transform(&self, page_viewport: &PageViewport) -> ([f32; 2], [f32; 2]) {
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let base_scale = page_viewport.page_width / PAGE_WIDTH;
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let effective_scale = base_scale * self.zoom;
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// ndc_x = (screen_x / window_width) * 2.0 - 1.0
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// screen_x = page_viewport.page_x + (page_x + pan_offset[0]) * effective_scale
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// = page_x * effective_scale + (page_viewport.page_x + pan_offset[0] * effective_scale)
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let scale_x = (2.0 * effective_scale) / page_viewport.window_width;
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let offset_x = (2.0 * (page_viewport.page_x + self.pan_offset[0] * effective_scale))
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/ page_viewport.window_width
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- 1.0;
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// ndc_y = 1.0 - (screen_y / window_height) * 2.0
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// screen_y = page_viewport.page_y + (page_y + pan_offset[1]) * effective_scale
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// = page_y * effective_scale + (page_viewport.page_y + pan_offset[1] * effective_scale)
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let scale_y = (-2.0 * effective_scale) / page_viewport.window_height;
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let offset_y = 1.0
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- (2.0 * (page_viewport.page_y + self.pan_offset[1] * effective_scale))
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/ page_viewport.window_height;
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([scale_x, scale_y], [offset_x, offset_y])
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}
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/// Berechnet die 2D-Projektionsmatrix (Ortho-Projektion kombiniert mit Pan und Zoom).
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pub fn projection_matrix(&self, page_viewport: &PageViewport) -> Mat4 {
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let (scale, offset) = self.ndc_transform(page_viewport);
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Mat4::from_cols(
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Vec4::new(scale[0], 0.0, 0.0, 0.0),
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Vec4::new(0.0, scale[1], 0.0, 0.0),
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Vec4::new(0.0, 0.0, 1.0, 0.0),
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Vec4::new(offset[0], offset[1], 0.0, 1.0),
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)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_viewport_zoom_limits() {
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let mut vp = ViewportState::new();
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let page_vp = PageViewport::calculate(1920.0, 1080.0, 24.0);
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vp.zoom_at_cursor([960.0, 540.0], 10.0, &page_vp);
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assert!((vp.zoom - MAX_ZOOM).abs() < 1e-4);
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vp.zoom_at_cursor([960.0, 540.0], 0.01, &page_vp);
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assert!((vp.zoom - MIN_ZOOM).abs() < 1e-4);
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}
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#[test]
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fn test_viewport_zoom_centered_at_cursor() {
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let mut vp = ViewportState::new();
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let page_vp = PageViewport::calculate(1920.0, 1080.0, 24.0);
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let cursor = [960.0, 540.0]; // Mitten im Fenster und auf der Seite
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// Punkt vor Zoom berechnen
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let page_pt_before = vp.screen_to_page_unclamped(cursor[0], cursor[1], &page_vp);
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// Zoom verdoppeln
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vp.zoom_at_cursor(cursor, 2.0, &page_vp);
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// Nach Zoom muss der Punkt unter dem Cursor unverändert sein
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let screen_pt_after = vp.page_to_screen(page_pt_before.x, page_pt_before.y, &page_vp);
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assert!((screen_pt_after[0] - cursor[0]).abs() < 0.1);
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assert!((screen_pt_after[1] - cursor[1]).abs() < 0.1);
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}
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#[test]
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fn test_viewport_pan() {
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let mut vp = ViewportState::new();
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let page_vp = PageViewport::calculate(1920.0, 1080.0, 24.0);
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let pt0 = vp.screen_to_page_unclamped(960.0, 540.0, &page_vp);
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vp.pan_by_screen_delta(50.0, 30.0, &page_vp);
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let pt1 = vp.page_to_screen(pt0.x, pt0.y, &page_vp);
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assert!((pt1[0] - 1010.0).abs() < 0.1);
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assert!((pt1[1] - 570.0).abs() < 0.1);
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}
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#[test]
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fn test_ndc_transform_consistency_at_default() {
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let vp = ViewportState::new();
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let page_vp = PageViewport::calculate(1920.0, 1080.0, 24.0);
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let (scale1, offset1) = vp.ndc_transform(&page_vp);
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let (scale2, offset2) = page_vp.ndc_transform();
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assert!((scale1[0] - scale2[0]).abs() < 1e-5);
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assert!((scale1[1] - scale2[1]).abs() < 1e-5);
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assert!((offset1[0] - offset2[0]).abs() < 1e-5);
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assert!((offset1[1] - offset2[1]).abs() < 1e-5);
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}
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#[test]
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fn test_pinch_to_zoom_math() {
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let mut vp = ViewportState::new();
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let page_vp = PageViewport::calculate(1920.0, 1080.0, 24.0);
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// Simulation von 2 Fingern:
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// Finger 1 bei (400, 500), Finger 2 bei (600, 500) -> Distanz: 200, Zentrum: (500, 500)
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let p1_start = (400.0_f32, 500.0_f32);
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let p2_start = (600.0_f32, 500.0_f32);
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let dist_start =
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((p2_start.0 - p1_start.0).powi(2) + (p2_start.1 - p1_start.1).powi(2)).sqrt();
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let center_start = (
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(p1_start.0 + p2_start.0) * 0.5,
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(p1_start.1 + p2_start.1) * 0.5,
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);
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assert_eq!(dist_start, 200.0);
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assert_eq!(center_start, (500.0, 500.0));
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// Finger auseinanderziehen und leicht verschieben:
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// Finger 1 bei (350, 520), Finger 2 bei (650, 520) -> Distanz: 300, Zentrum: (500, 520)
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let p1_end = (350.0_f32, 520.0_f32);
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let p2_end = (650.0_f32, 520.0_f32);
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let dist_end = ((p2_end.0 - p1_end.0).powi(2) + (p2_end.1 - p1_end.1).powi(2)).sqrt();
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let center_end = ((p1_end.0 + p2_end.0) * 0.5, (p1_end.1 + p2_end.1) * 0.5);
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assert_eq!(dist_end, 300.0);
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assert_eq!(center_end, (500.0, 520.0));
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let zoom_factor = dist_end / dist_start; // 1.5x Vergrößerung
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let pan_delta = (center_end.0 - center_start.0, center_end.1 - center_start.1); // (0, +20)
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vp.pan_by_screen_delta(pan_delta.0, pan_delta.1, &page_vp);
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vp.zoom_at_cursor([center_end.0, center_end.1], zoom_factor, &page_vp);
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assert!((vp.zoom - 1.5).abs() < 1e-4);
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}
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}
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