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iccery-v2-mac/Sources/ICCery/GamutView.swift

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import SwiftUI
import SceneKit
import Metal
import ICCeryCore
import simd
/// Builds a SceneKit geometry from a `GamutMesh` while dropping faces whose
/// indices are not backed by a vertex in the source mesh.
@MainActor
internal struct GamutSceneGeometryBuilder {
static func geometry(for mesh: GamutMesh) -> (SCNGeometry, SCNGeometryElement) {
let positions = mesh.vertices.map { $0.position }
let positionData = positions.withUnsafeBytes { Data($0) }
let positionSource = SCNGeometrySource(
data: positionData,
semantic: .vertex,
vectorCount: positions.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<SIMD3<Float>>.stride
)
let colors: [SIMD4<Float>] = mesh.vertices.map { v in
SIMD4<Float>(Float(v.rgb.r), Float(v.rgb.g), Float(v.rgb.b), 1.0)
}
let colorData = colors.withUnsafeBytes { Data($0) }
let colorSource = SCNGeometrySource(
data: colorData,
semantic: .color,
vectorCount: colors.count,
usesFloatComponents: true,
componentsPerVector: 4,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<SIMD4<Float>>.stride
)
let vcount = mesh.vertices.count
var indices: [UInt32] = []
var validFaces: [GamutTriangle] = []
indices.reserveCapacity(mesh.faces.count * 3)
for face in mesh.faces {
guard Int(face.a) < vcount, Int(face.b) < vcount, Int(face.c) < vcount else {
continue
}
indices.append(face.a)
indices.append(face.b)
indices.append(face.c)
validFaces.append(face)
}
let data = indices.withUnsafeBytes { Data($0) }
let element = SCNGeometryElement(
data: data,
primitiveType: .triangles,
primitiveCount: validFaces.count,
bytesPerIndex: 4
)
let geometry = SCNGeometry(sources: [positionSource, colorSource], elements: [element])
return (geometry, element)
}
}
/// Native SceneKit 3D gamut viewer (issues #28, #147).
///
/// Displays the bundled `sRGB.gam` reference plus up to two profile
/// meshes with independent visibility toggles, a status line, and an
/// inspect panel (click a mesh, type a Lab value, or sample a TIFF
/// pixel). Uses the CIELAB coordinate convention `x = a*`, `y = L*`,
/// `z = b*`.
struct GamutView: View {
@StateObject private var viewModel: GamutViewModel
@State private var pause: () -> Void = {}
@FocusState private var isFocused: Bool
@Environment(\.dismiss) private var dismiss
@Binding var showingAllHelp: Bool
init(
environment: AppEnvironment,
profileGamURL: URL? = nil,
showingAllHelp: Binding<Bool>
) {
_viewModel = StateObject(wrappedValue: GamutViewModel(
environment: environment, profileGamURL: profileGamURL))
_showingAllHelp = showingAllHelp
}
var body: some View {
VStack(spacing: 0) {
toolbar
Divider().overlay(Theme.border)
sceneArea
Divider().overlay(Theme.border)
statusLine
inspectPanel
Divider().overlay(Theme.border)
footer
}
.frame(minWidth: 720, minHeight: 520)
.background(Theme.background)
.onDisappear { pause() }
.accessibilityElement(children: .contain)
.accessibilityIdentifier("gamutView")
.sheet(isPresented: $viewModel.showingTiffPreview) {
tiffPreviewSheet
}
}
// MARK: - Toolbar
private var toolbar: some View {
HStack(spacing: 12) {
layerToggle(id: GamutViewModel.srgbLayerID, fallback: "sRGB")
layerToggle(id: GamutViewModel.profileLayerID, fallback: "Profile")
layerToggle(id: GamutViewModel.compareLayerID, fallback: "Compare")
Spacer()
addCompareMenu
Button("Remove compare") { viewModel.removeCompare() }
.disabled(viewModel.layer(id: GamutViewModel.compareLayerID) == nil)
.accessibilityIdentifier("btnGamutRemoveCompare")
Button("Sample TIFF…") { viewModel.openTiffSample() }
.accessibilityIdentifier("btnGamutSampleTiff")
.helpOverlay(
"Sample a colour from a target TIFF page.",
showing: $showingAllHelp)
}
.padding(.horizontal, 12)
.padding(.vertical, 8)
}
private func layerToggle(id: String, fallback: String) -> some View {
let layer = viewModel.layer(id: id)
return Toggle(isOn: Binding(
get: { layer != nil && viewModel.visibleIDs.contains(id) },
set: { on in
if on {
viewModel.visibleIDs.insert(id)
} else {
viewModel.visibleIDs.remove(id)
}
}
)) {
Text(layer?.displayName ?? fallback)
}
.toggleStyle(.checkbox)
.disabled(layer == nil)
.help(layer.map { $0.sourceURL.lastPathComponent } ?? "No profile .gam loaded")
// macOS 12 puts the identifier on the Toggle's container, an
// element that never reports isEnabled — combine so the a11y
// leaf is the checkbox itself.
.accessibilityElement(children: .combine)
.accessibilityIdentifier("gamutLayer-\(id)")
}
private var addCompareMenu: some View {
Menu("Add compare…") {
Button("Open .gam…") { viewModel.openCompareGam() }
.accessibilityIdentifier("btnGamutOpenGam")
Button("Open profile…") { viewModel.openCompareProfile() }
.accessibilityIdentifier("btnGamutOpenProfile")
}
.accessibilityIdentifier("btnGamutAddCompare")
.helpOverlay(
"Add a second profile or .gam mesh to compare against.",
showing: $showingAllHelp)
}
// MARK: - Scene
private var sceneArea: some View {
ZStack(alignment: .topTrailing) {
if viewModel.viewerUnavailable {
Text("3D gamut viewer is unavailable on this Mac; the rest of ICCery still works.")
.font(.callout)
.foregroundStyle(.secondary)
.frame(maxWidth: .infinity, maxHeight: .infinity)
.accessibilityIdentifier("gamutViewerUnavailable")
} else {
GamutSceneView(
layers: viewModel.layers,
visibleIDs: viewModel.visibleIDs,
onReset: $viewModel.resetCamera,
onPause: $pause,
onUnavailable: { viewModel.viewerUnavailable = true },
onInspect: { point, layerID in
if let layerID {
viewModel.inspectSceneHit(world: point, layerID: layerID)
} else {
viewModel.clearInspect()
}
}
)
.focusable()
.focused($isFocused)
.onAppear { isFocused = true }
}
Button(action: { viewModel.resetCamera() }) {
Text("Reset view")
}
.accessibilityIdentifier("btnResetGamutCamera")
.padding(8)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
// MARK: - Status
private var statusLine: some View {
HStack(spacing: 10) {
Text(viewModel.status)
.font(.caption)
.foregroundStyle(Theme.text)
.accessibilityIdentifier("gamutStatusText")
if let notice = viewModel.noticeText {
Text(notice)
.font(.caption)
.foregroundStyle(.secondary)
.accessibilityIdentifier("gamutNoticeText")
}
Spacer()
}
.padding(.horizontal, 12)
.padding(.vertical, 6)
}
// MARK: - Inspect panel
private var inspectPanel: some View {
HStack(spacing: 12) {
if let lab = viewModel.inspectLab {
inspectSwatch
labReadout(lab)
containmentColumn
if viewModel.inspectIsApproximate {
Text("approx. Lab, not ColorSync")
.font(.caption2)
.foregroundStyle(.secondary)
.accessibilityIdentifier("gamutInspectApprox")
}
} else {
Text("Click the mesh, or enter Lab, to inspect.")
.font(.caption)
.foregroundStyle(.secondary)
.accessibilityIdentifier("gamutInspectIdle")
}
Spacer()
labEntryFields
}
.padding(.horizontal, 12)
.padding(.vertical, 8)
.frame(minHeight: 56)
.background(Theme.panel)
.accessibilityElement(children: .contain)
.accessibilityIdentifier("gamutInspectPanel")
.helpOverlay(
"Inspect a Lab point against each loaded gamut.",
showing: $showingAllHelp)
}
@ViewBuilder
private var inspectSwatch: some View {
if let swatch = viewModel.inspectSwatch {
Color(red: swatch.r, green: swatch.g, blue: swatch.b)
.frame(width: 16, height: 16)
.clipShape(RoundedRectangle(cornerRadius: 2))
.overlay(RoundedRectangle(cornerRadius: 2).stroke(Theme.border))
.accessibilityIdentifier("gamutInspectSwatch")
}
}
private func labReadout(_ lab: LabColor) -> some View {
HStack(spacing: 10) {
Text(String(format: "L %.1f", lab.l))
.accessibilityIdentifier("gamutInspectL")
Text(String(format: "a %.1f", lab.a))
.accessibilityIdentifier("gamutInspectA")
Text(String(format: "b %.1f", lab.b))
.accessibilityIdentifier("gamutInspectB")
}
.font(.caption.monospacedDigit())
.foregroundStyle(Theme.text)
}
private var containmentColumn: some View {
HStack(spacing: 10) {
ForEach(viewModel.inspectResults, id: \.id) { result in
Text("\(result.name) \(containmentWord(result.containment))")
.font(.caption)
.foregroundStyle(Theme.text)
.accessibilityIdentifier("gamutInspect-\(result.id)")
}
}
}
private func containmentWord(_ containment: GamutContainment) -> String {
switch containment {
case .inside: return "in"
case .outside: return "out"
case .unknown: return "?"
}
}
private var labEntryFields: some View {
HStack(spacing: 6) {
Text("Lab 0100 · ±128")
.font(.caption2)
.foregroundStyle(.secondary)
TextField("L", text: $viewModel.labEntryL)
.textFieldStyle(.roundedBorder)
.frame(width: 56)
.accessibilityIdentifier("gamutLabEntryL")
TextField("a", text: $viewModel.labEntryA)
.textFieldStyle(.roundedBorder)
.frame(width: 56)
.accessibilityIdentifier("gamutLabEntryA")
TextField("b", text: $viewModel.labEntryB)
.textFieldStyle(.roundedBorder)
.frame(width: 56)
.accessibilityIdentifier("gamutLabEntryB")
Button("Inspect") { viewModel.inspectEnteredLab() }
.disabled(!viewModel.canInspectLab)
.accessibilityIdentifier("btnGamutInspectLab")
}
}
// MARK: - Footer
/// Always-visible Close (#147) — the fallback banner keeps it
/// reachable and Escape works via `.cancelAction` without SceneKit.
private var footer: some View {
HStack {
Spacer()
Button("Close") { dismiss() }
.keyboardShortcut(.cancelAction)
.accessibilityIdentifier("btnCloseGamut")
}
.padding(.horizontal, 12)
.padding(.vertical, 8)
}
// MARK: - TIFF sample sheet
private var tiffPreviewSheet: some View {
VStack(spacing: 12) {
Text("Click a pixel to sample its colour.")
.font(.headline)
.foregroundStyle(Theme.text)
if let png = viewModel.tiffPreviewPNG {
TiffSampleImageView(pngData: png) { r, g, b in
viewModel.sampleTiffPixel(r: r, g: g, b: b)
}
.frame(minWidth: 320, minHeight: 240)
}
HStack {
Spacer()
Button("Cancel") { viewModel.showingTiffPreview = false }
.accessibilityIdentifier("btnCloseGamutTiffPreview")
}
}
.padding(16)
.background(Theme.background)
.accessibilityElement(children: .contain)
.accessibilityIdentifier("gamutTiffPreview")
}
}
/// `NSViewRepresentable` wrapper around an `SCNView` rendering one node
/// per ``NamedGamut`` layer.
///
/// Layer toggles hide/show `SCNNode`s — the scene is built once and the
/// camera is only reset through the explicit reset path, never on a
/// mesh or visibility update.
private struct GamutSceneView: NSViewRepresentable {
var layers: [NamedGamut]
var visibleIDs: Set<String>
var onReset: Binding<() -> Void>
var onPause: Binding<() -> Void>
var onUnavailable: () -> Void
var onInspect: (SIMD3<Float>, String?) -> Void
func makeNSView(context: Context) -> SCNView {
let scnView = SCNView()
scnView.backgroundColor = NSColor(red: 0.055, green: 0.055, blue: 0.078, alpha: 1)
scnView.allowsCameraControl = true
scnView.showsStatistics = false
scnView.antialiasingMode = .multisampling4X
let scene = SCNScene()
scnView.scene = scene
scnView.autoenablesDefaultLighting = false
context.coordinator.scnView = scnView
context.coordinator.scene = scene
context.coordinator.onInspect = onInspect
context.coordinator.buildSceneOnce()
context.coordinator.syncLayers(layers, visibleIDs: visibleIDs)
context.coordinator.installKeyMonitor()
context.coordinator.installClickGesture()
// Safety net only — the primary no-Metal check is
// `GamutSceneAvailability.isAvailable`, evaluated before this
// view is mounted. Never respawn the view in a loop.
if MTLCreateSystemDefaultDevice() == nil {
DispatchQueue.main.async { onUnavailable() }
}
return scnView
}
func updateNSView(_ nsView: SCNView, context: Context) {
context.coordinator.onInspect = onInspect
context.coordinator.syncLayers(layers, visibleIDs: visibleIDs)
}
func makeCoordinator() -> Coordinator {
let coordinator = Coordinator()
onReset.wrappedValue = { [weak coordinator] in
coordinator?.resetCamera()
}
onPause.wrappedValue = { [weak coordinator] in
coordinator?.pause()
}
return coordinator
}
static func dismantleNSView(_ nsView: SCNView, coordinator: Coordinator) {
coordinator.removeKeyMonitor()
if let click = coordinator.clickGesture {
nsView.removeGestureRecognizer(click)
}
nsView.isPlaying = false
}
@MainActor
final class Coordinator: NSObject {
weak var scnView: SCNView?
weak var scene: SCNScene?
var onInspect: (SIMD3<Float>, String?) -> Void = { _, _ in }
private(set) var clickGesture: NSClickGestureRecognizer?
private var keyMonitor: Any?
/// One `SCNNode` per loaded layer, keyed by `NamedGamut.id`.
private var layerNodes: [String: SCNNode] = [:]
private let axisNode = SCNNode()
private let layerGroup = SCNNode()
private let cameraNode: SCNNode = {
let node = SCNNode()
node.camera = SCNCamera()
node.camera?.zFar = 2000
return node
}()
/// Builds the static scene furniture exactly once — axis
/// scaffold, lights, camera home. Layer content lives under
/// `layerGroup` and is managed by `syncLayers`.
func buildSceneOnce() {
guard let scene, scene.rootNode.childNodes.isEmpty else { return }
scene.rootNode.addChildNode(axisNode)
scene.rootNode.addChildNode(layerGroup)
scene.rootNode.addChildNode(cameraNode)
buildAxisScaffold()
addLights(to: scene)
resetCamera()
}
/// Reconciles the node set with `layers` and `visibleIDs`.
///
/// New layers get a node; removed layers lose theirs; hidden
/// layers keep their mesh (`isHidden` only). Never rebuilds the
/// scene, so the camera is untouched by a checkbox toggle.
func syncLayers(_ layers: [NamedGamut], visibleIDs: Set<String>) {
guard scene != nil else { return }
let wanted = Set(layers.map { $0.id })
for (id, node) in layerNodes where !wanted.contains(id) {
node.removeFromParentNode()
layerNodes.removeValue(forKey: id)
}
for layer in layers {
if layerNodes[layer.id] == nil {
let node = makeLayerNode(for: layer)
layerNodes[layer.id] = node
layerGroup.addChildNode(node)
}
layerNodes[layer.id]?.isHidden = !visibleIDs.contains(layer.id)
}
}
private func makeLayerNode(for layer: NamedGamut) -> SCNNode {
let node: SCNNode
switch layer.role {
case .reference:
node = referenceMeshNode(layer.mesh)
case .profileA:
node = profileMeshNode(layer.mesh)
case .profileB:
node = compareMeshNode(layer.mesh)
}
node.name = layer.id
return node
}
// MARK: - Click inspect (#147)
/// Click (not drag) hit-tests the scene. `NSClickGestureRecognizer`
/// only fires on a press+release in place, so orbit drags are
/// untouched.
func installClickGesture() {
guard let scnView, clickGesture == nil else { return }
let gesture = NSClickGestureRecognizer(target: self, action: #selector(handleClick(_:)))
scnView.addGestureRecognizer(gesture)
clickGesture = gesture
}
@objc private func handleClick(_ gesture: NSClickGestureRecognizer) {
guard let scnView else { return }
let point = gesture.location(in: scnView)
for hit in scnView.hitTest(point, options: nil) {
if let layerID = layerID(for: hit.node) {
let world = hit.worldCoordinates
onInspect(
SIMD3<Float>(Float(world.x), Float(world.y), Float(world.z)),
layerID)
return
}
}
// Axis scaffold / empty background → back to idle.
onInspect(.zero, nil)
}
/// Walks the hit node's ancestor chain looking for a layer node.
private func layerID(for node: SCNNode) -> String? {
var current: SCNNode? = node
while let node = current {
if let name = node.name, layerNodes[name] != nil { return name }
current = node.parent
}
return nil
}
// MARK: - Scene furniture (unchanged from #28)
private func addLights(to scene: SCNScene) {
let ambient = SCNNode()
ambient.light = SCNLight()
ambient.light?.type = .ambient
ambient.light?.color = NSColor.white
ambient.light?.intensity = 750
scene.rootNode.addChildNode(ambient)
let key = SCNNode()
key.light = SCNLight()
key.light?.type = .directional
key.light?.color = NSColor.white
key.light?.intensity = 800
key.position = SCNVector3(150, 250, 150)
key.look(at: SCNVector3(0, 50, 0))
scene.rootNode.addChildNode(key)
let fill = SCNNode()
fill.light = SCNLight()
fill.light?.type = .directional
fill.light?.color = NSColor.white
fill.light?.intensity = 350
fill.position = SCNVector3(-120, -80, -120)
fill.look(at: SCNVector3(0, 50, 0))
scene.rootNode.addChildNode(fill)
}
private func buildAxisScaffold() {
axisNode.childNodes.forEach { $0.removeFromParentNode() }
// Bounding box: a*,b* ±128, L* 0100.
let box = buildWireBox(size: SIMD3<Float>(256, 100, 256), color: NSColor(red: 0.137, green: 0.137, blue: 0.212, alpha: 0.9))
box.position = SCNVector3(0, 50, 0)
axisNode.addChildNode(box)
// Ground grid at y=0.
axisNode.addChildNode(buildGridNode())
// Axis lines.
axisNode.addChildNode(buildLineNode(
from: SIMD3<Float>(0, 0, 0),
to: SIMD3<Float>(0, 100, 0),
color: NSColor(red: 0.8, green: 0.8, blue: 0.8, alpha: 1.0)
))
let abAxisColor = NSColor(red: 0.6, green: 0.733, blue: 0.8, alpha: 1.0)
axisNode.addChildNode(buildLineNode(
from: SIMD3<Float>(-128, 0, 0),
to: SIMD3<Float>(128, 0, 0),
color: abAxisColor
))
axisNode.addChildNode(buildLineNode(
from: SIMD3<Float>(0, 0, -128),
to: SIMD3<Float>(0, 0, 128),
color: abAxisColor
))
}
private func buildWireBox(size: SIMD3<Float>, color: NSColor) -> SCNNode {
let hx = size.x / 2
let hy = size.y / 2
let hz = size.z / 2
let corners: [SIMD3<Float>] = [
SIMD3(-hx, -hy, -hz), SIMD3(hx, -hy, -hz),
SIMD3(hx, -hy, hz), SIMD3(-hx, -hy, hz),
SIMD3(-hx, hy, -hz), SIMD3(hx, hy, -hz),
SIMD3(hx, hy, hz), SIMD3(-hx, hy, hz),
]
// 12 edges, two vertices each.
let edges: [(Int, Int)] = [
(0,1), (1,2), (2,3), (3,0),
(4,5), (5,6), (6,7), (7,4),
(0,4), (1,5), (2,6), (3,7),
]
var points: [SIMD3<Float>] = []
for (a, b) in edges {
points.append(corners[a])
points.append(corners[b])
}
return lineNode(points: points, color: color)
}
private func buildGridNode() -> SCNNode {
let divisions = 16
let half = Float(128)
let step = (half * 2) / Float(divisions)
var points: [SIMD3<Float>] = []
for i in 0...divisions {
let v = -half + step * Float(i)
// X-aligned
points.append(SIMD3(-half, 0, v))
points.append(SIMD3(half, 0, v))
// Z-aligned
points.append(SIMD3(v, 0, -half))
points.append(SIMD3(v, 0, half))
}
let gridColor = NSColor(red: 0.118, green: 0.118, blue: 0.157, alpha: 1.0)
return lineNode(points: points, color: gridColor)
}
private func buildLineNode(from: SIMD3<Float>, to: SIMD3<Float>, color: NSColor) -> SCNNode {
return lineNode(points: [from, to], color: color)
}
/// Builds a line-set from a flat list of point pairs.
///
/// Uses data-backed `SCNGeometrySource` so it works with `simd` vectors
/// and avoids the SceneKit convenience-initializer label mismatch.
private func lineNode(points: [SIMD3<Float>], color: NSColor) -> SCNNode {
let source = source(for: points)
let count = points.count
var indices: [UInt32] = []
indices.reserveCapacity(count)
for i in 0..<UInt32(count) {
indices.append(i)
}
let data = indices.withUnsafeBytes { Data($0) }
let element = SCNGeometryElement(
data: data,
primitiveType: .line,
primitiveCount: count / 2,
bytesPerIndex: 4
)
let geometry = SCNGeometry(sources: [source], elements: [element])
let material = SCNMaterial()
material.lightingModel = .constant
material.diffuse.contents = color
material.isDoubleSided = false
geometry.materials = [material]
return SCNNode(geometry: geometry)
}
/// Profile A: solid vertex-coloured surface.
private func profileMeshNode(_ mesh: GamutMesh) -> SCNNode {
let (geometry, _) = scnGeometry(for: mesh)
let material = SCNMaterial()
material.lightingModel = .lambert
material.diffuse.contents = NSColor.white
material.transparency = 0.88
material.isDoubleSided = true
geometry.materials = [material]
return SCNNode(geometry: geometry)
}
/// Compare profile B: same vertex colours at ~30 % opacity so
/// overlaps with A and the sRGB reference stay readable.
private func compareMeshNode(_ mesh: GamutMesh) -> SCNNode {
let (geometry, _) = scnGeometry(for: mesh)
let material = SCNMaterial()
material.lightingModel = .lambert
material.diffuse.contents = NSColor.white
material.transparency = 0.30
material.isDoubleSided = true
material.writesToDepthBuffer = false
geometry.materials = [material]
return SCNNode(geometry: geometry)
}
/// Bundled sRGB reference: faint fill + structural edge lines.
private func referenceMeshNode(_ mesh: GamutMesh) -> SCNNode {
let (geometry, _) = scnGeometry(for: mesh)
// Faint fill.
let fillMaterial = SCNMaterial()
fillMaterial.lightingModel = .lambert
fillMaterial.diffuse.contents = NSColor(red: 0.533, green: 0.6, blue: 0.733, alpha: 1.0)
fillMaterial.transparency = 0.93
fillMaterial.isDoubleSided = true
fillMaterial.writesToDepthBuffer = false
geometry.materials = [fillMaterial]
let fillNode = SCNNode(geometry: geometry)
// Structural outline: one line per triangle edge.
var linePoints: [SIMD3<Float>] = []
let vcount = mesh.vertices.count
for face in mesh.faces
where Int(face.a) < vcount && Int(face.b) < vcount && Int(face.c) < vcount {
let va = mesh.vertices[Int(face.a)].position
let vb = mesh.vertices[Int(face.b)].position
let vc = mesh.vertices[Int(face.c)].position
linePoints.append(va); linePoints.append(vb)
linePoints.append(vb); linePoints.append(vc)
linePoints.append(vc); linePoints.append(va)
}
let edgeColor = NSColor(red: 0.4, green: 0.533, blue: 0.667, alpha: 0.55)
let edgeNode = lineNode(points: linePoints, color: edgeColor)
let group = SCNNode()
group.addChildNode(fillNode)
group.addChildNode(edgeNode)
return group
}
/// Returns an `SCNGeometry` with per-vertex positions and sRGB colours.
///
/// Uses data-backed `SCNGeometrySource` initializers; this is the only
/// path that supports vertex colours through the `.color` semantic.
private func scnGeometry(for mesh: GamutMesh) -> (SCNGeometry, SCNGeometryElement) {
GamutSceneGeometryBuilder.geometry(for: mesh)
}
/// Shared helper for data-backed position sources.
private func source(for points: [SIMD3<Float>]) -> SCNGeometrySource {
let data = points.withUnsafeBytes { Data($0) }
return SCNGeometrySource(
data: data,
semantic: .vertex,
vectorCount: points.count,
usesFloatComponents: true,
componentsPerVector: 3,
bytesPerComponent: MemoryLayout<Float>.size,
dataOffset: 0,
dataStride: MemoryLayout<SIMD3<Float>>.stride
)
}
func pause() {
scnView?.isPlaying = false
}
/// Local key-down monitor for the R camera-reset shortcut (the
/// SwiftUI key-press modifier is unavailable on macOS 12). Only
/// events aimed at this view's window are handled; everything
/// else passes through untouched.
func installKeyMonitor() {
guard keyMonitor == nil else { return }
keyMonitor = NSEvent.addLocalMonitorForEvents(matching: .keyDown) {
[weak self] event in
guard let self,
let scnView = self.scnView,
event.window === scnView.window,
event.charactersIgnoringModifiers?.uppercased() == "R"
else { return event }
self.resetCamera()
return nil
}
}
func removeKeyMonitor() {
if let keyMonitor {
NSEvent.removeMonitor(keyMonitor)
self.keyMonitor = nil
}
}
func resetCamera() {
guard let scnView else { return }
// Re-create the camera node so `allowsCameraControl` starts from the
// canonical home position every time.
let newCameraNode = SCNNode()
newCameraNode.camera = SCNCamera()
newCameraNode.camera?.zFar = 2000
let eye = SIMD3<Float>(180, 120, 180)
let target = SIMD3<Float>(0, 50, 0)
newCameraNode.simdTransform = lookAt(eye: eye, target: target, up: SIMD3<Float>(0, 1, 0))
if let scene = scnView.scene, scene.rootNode.childNodes.contains(cameraNode) {
cameraNode.removeFromParentNode()
}
scnView.scene?.rootNode.addChildNode(newCameraNode)
scnView.pointOfView = newCameraNode
}
private func lookAt(eye: SIMD3<Float>, target: SIMD3<Float>, up: SIMD3<Float>) -> simd_float4x4 {
let forward = normalize(target - eye)
let right = normalize(cross(up, forward))
let newUp = cross(forward, right)
var matrix = simd_float4x4()
matrix.columns.0 = SIMD4<Float>(right, 0)
matrix.columns.1 = SIMD4<Float>(newUp, 0)
matrix.columns.2 = SIMD4<Float>(-forward, 0)
matrix.columns.3 = SIMD4<Float>(eye, 1)
return matrix
}
}
}
/// Click-to-sample image view for the TIFF preview sheet (#147).
///
/// The TIFF is already decoded to PNG on the host side (#58); the view
/// reports 8-bit sRGB pixel values at the clicked point — the Lab
/// conversion is the documented approximate matrix helper, not a CMM.
private struct TiffSampleImageView: NSViewRepresentable {
let pngData: Data
var onSample: (Int, Int, Int) -> Void
func makeNSView(context: Context) -> TiffSampleNSView {
let view = TiffSampleNSView()
view.image = NSImage(data: pngData)
view.onSample = onSample
return view
}
func updateNSView(_ nsView: TiffSampleNSView, context: Context) {
nsView.onSample = onSample
}
}
private final class TiffSampleNSView: NSView {
var image: NSImage? {
didSet {
bitmapRep = image?.cgImage(forProposedRect: nil, context: nil, hints: nil)
.flatMap { NSBitmapImageRep(cgImage: $0) }
invalidateIntrinsicContentSize()
needsDisplay = true
}
}
var onSample: ((Int, Int, Int) -> Void)?
private var bitmapRep: NSBitmapImageRep?
override var intrinsicContentSize: NSSize {
image?.size ?? NSSize(width: 320, height: 240)
}
override var acceptsFirstResponder: Bool { true }
override func draw(_ dirtyRect: NSRect) {
NSColor(red: 0.055, green: 0.055, blue: 0.078, alpha: 1).setFill()
dirtyRect.fill()
guard let image else { return }
image.draw(in: imageRect())
}
override func mouseUp(with event: NSEvent) {
guard let rep = bitmapRep else { return }
let rect = imageRect()
let location = convert(event.locationInWindow, from: nil)
guard rect.contains(location), rect.width > 0, rect.height > 0 else { return }
let x = Int((location.x - rect.minX) / rect.width * CGFloat(rep.pixelsWide))
// This view is not flipped: y grows up, bitmap rows grow down.
let y = rep.pixelsHigh - 1
- Int((location.y - rect.minY) / rect.height * CGFloat(rep.pixelsHigh))
guard x >= 0, x < rep.pixelsWide, y >= 0, y < rep.pixelsHigh else { return }
guard let color = rep.colorAt(x: x, y: y)?.usingColorSpace(.sRGB) else { return }
onSample?(
Int((color.redComponent * 255).rounded()),
Int((color.greenComponent * 255).rounded()),
Int((color.blueComponent * 255).rounded()))
}
/// Aspect-fit rect of the image inside `bounds`.
private func imageRect() -> NSRect {
guard let image, image.size.width > 0, image.size.height > 0 else { return .zero }
let scale = min(bounds.width / image.size.width, bounds.height / image.size.height)
let size = NSSize(width: image.size.width * scale, height: image.size.height * scale)
return NSRect(
x: (bounds.width - size.width) / 2,
y: (bounds.height - size.height) / 2,
width: size.width,
height: size.height)
}
}