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wgpu: section cutting tool — K hotkey, click-to-add, drag arrow, Esc/Del
Mirrors GL ViewportWindow's section tool end-to-end. Hotkeys K toggle the tool active Shift+K clearSectionPlanes Esc deactivate the tool Del/Bksp remove the most recently added plane (tool-active only) LMB click pickSurfaceAt → addSectionPlaneAtSurface (no modifier) LMB drag on the arrow gizmo: slide the plane along its normal State FrameUniforms grows by clip_count (i32) + clip_planes[6] (vec4). The six-plane cap matches GL's MaxSectionPlanes. WGSL pads via three scalar i32s instead of a vec3<i32> so the array starts at offset 144 to match the tightly-packed C++ struct (240 B) — vec3 would have forced clip_planes to 160 and broken the binding-size match. is_section_clipped(world) in WGSL evaluates all active planes and returns true if any signals "on the positive side". Both main and pick fragments discard with it so cuts are visible AND selection is consistent — you can't pick something the user can't see. Surface pick Pick pass now emits 2 color targets: R32UInt object_id at @location(0) and RGBA16F packed world-space normal at @location(1). Normal is packed × 0.5 + 0.5 so unsigned-ish halfs keep the sign. pickSurfaceAt reads both via 1×1 texel copies (RGBA16F is a color format with no full-mip restriction, unlike Depth32Float). World position comes from ray-AABB intersection against the picked instance's AABB — equally accurate for "drop a plane where I clicked" and dodges the Depth32Float copy-extent rule entirely. The pick normal is decoded into the per-fragment surface normal so the plane lands perpendicular to the actual triangle (not the AABB face). Plane gizmo Identical geometry to GL's renderSectionPlanes: 2×2 m quad outline (white) + 1 m arrow shaft along +n (yellow-orange) + 4 arrow-head diagonals. Drawn inside the main MSAA pass with depth LessEqual + no depth write. Lines are rendered as screen-space-expanded thick quads with fwidth-based AA, same technique the axis indicator uses, so the gizmo reads against busy BIM geometry rather than disappearing as 1-px hairlines. Drag mousePressEvent claims a plain-LMB press if it hits an arrow gizmo (12 logical-px grab radius, distance to the (origin, origin+n) screen-space segment). The drag handler projects the cursor delta onto the screen-space axis and converts to metres via delta·axis / |axis|² — same formula GL uses. Mid-drag camera moves keep working because the projection re-runs every frame against the press-time origin. Closes the click-to-add + drag halves of #30 / #60. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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