fix(osnap): snap to 3D solids and meshes through edge wires (#1030)

Volume entities (Solid3D/Region/Body/Surface, OBJ-imported and SubD
meshes, polyface meshes) render through the mesh pipeline and their
wire path was deliberately empty, so the snapper had no candidates:
END/MID/NEA/PER/INT never fired on them — only Insertion at the
reference point. Each volume entity now contributes one interaction-
only edge wire (B-rep edge chains where the entity stores them, LOD-0
triangle edges otherwise, 100k-point cap), invisible to rendering and
PDF export, riding the normal wire set so the interaction index,
tiers, and 2D-wins priority apply unchanged. The SubD key_vertices
list no longer fabricates floating midpoints. Scene-level test drives
the exact OBJ-import path (Solid3D + meshes cache) through the real
snapper; INSERT-nested solids remain scoped out (block-cache path has
no mesh cache yet).
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Afonsop committed 2026-09-17 15:26:50 +01:00
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@@ -4130,4 +4130,227 @@ mod ext_tests {
}
}
// ── Volume entities (3D solids / meshes) — #1030 ─────────────────────────
//
// Solids and meshes render through the mesh pipeline, so their wire path
// used to be empty: no Endpoint/Midpoint/Nearest snap on any 3D object.
// The scene now appends one interaction-only edge wire per volume entity
// (see `scene::tessellate_entity`); these tests pin the snap coverage that
// wire provides, at the same seams the production code uses.
/// Two-triangle square in the z=0 plane, exactly what an OBJ import or a
/// plain polyface mesh produces.
fn square_mesh_lod_set(name: &str) -> crate::scene::model::mesh_model::MeshLodSet {
use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
MeshLodSet::from_single(MeshModel {
name: name.to_owned(),
verts: vec![
[0.0, 0.0, 0.0],
[10.0, 0.0, 0.0],
[10.0, 10.0, 0.0],
[0.0, 10.0, 0.0],
],
verts_low: Vec::new(),
normals: Vec::new(),
indices: vec![0, 1, 2, 0, 2, 3],
triangle_material_handles: Vec::new(),
triangle_colors: Vec::new(),
color: [0.7, 0.7, 0.85, 1.0],
selected: false,
})
}
fn snap_one(
snapper: &mut Snapper,
wires: &[WireModel],
near: DVec3,
expected: SnapType,
want: DVec3,
) {
// Zoomed out: 1 world unit ≈ 5 px, so sub-unit cursor nudges stay
// inside the 15 px aperture.
let view_rot = Mat4::from_scale(Vec3::splat(0.01));
let bounds = Rectangle {
x: 0.0,
y: 0.0,
width: 1000.0,
height: 1000.0,
};
let eye = DVec3::new(want.x, want.y, 500.0);
let cursor_screen = world_to_screen(near, view_rot, eye, bounds);
let res = snapper
.snap(
near, cursor_screen, wires, view_rot, eye, bounds, Vec3::ZERO,
(Vec3::X, Vec3::Y, Vec3::Z), None,
)
.unwrap_or_else(|| panic!("no {expected:?} snap near {near:?}"));
assert_eq!(res.snap_type, expected, "near {near:?}");
let err = (res.world - want).length();
assert!(err < 1e-6, "{expected:?} snap landed {err} from {want:?}");
}
#[test]
fn mesh_edge_wire_snaps_endpoint_midpoint_and_nearest() {
let wire = square_mesh_lod_set("1")
.snap_edge_wire("1".to_owned())
.expect("plain mesh should derive an edge wire from LOD-0 triangles");
// The generated wire must take part in interaction only — rendering
// stays single-sourced in the mesh pipeline.
assert!(!wire.display_visible);
assert!(!wire.plot_visible);
assert!(!wire.points.is_empty());
let wires = [wire];
let mut snapper = Snapper::default();
snapper.snap_enabled = true;
snapper.enabled = [SnapType::Endpoint].into_iter().collect();
snap_one(
&mut snapper,
&wires,
DVec3::new(0.2, 0.1, 0.0),
SnapType::Endpoint,
DVec3::new(0.0, 0.0, 0.0),
);
snap_one(
&mut snapper,
&wires,
DVec3::new(10.2, 9.9, 0.0),
SnapType::Endpoint,
DVec3::new(10.0, 10.0, 0.0),
);
snapper.enabled = [SnapType::Midpoint].into_iter().collect();
snap_one(
&mut snapper,
&wires,
DVec3::new(5.1, 0.2, 0.0),
SnapType::Midpoint,
DVec3::new(5.0, 0.0, 0.0),
);
snapper.enabled = [SnapType::Nearest].into_iter().collect();
snap_one(
&mut snapper,
&wires,
DVec3::new(12.0, 5.0, 0.0),
SnapType::Nearest,
DVec3::new(10.0, 5.0, 0.0),
);
}
#[test]
fn solid_stored_edge_wires_snap_endpoint_and_midpoint() {
use crate::scene::model::solid_model::entity_edge_snap_wire;
// A box's bottom + vertical edges as stored B-rep chains, the same
// shape `register_prepared_solid_model` writes into `Solid3D::wires`.
let chain = |points: &[[f64; 3]]| {
acadrust::entities::Wire::from_points(
points
.iter()
.map(|p| acadrust::types::Vector3::new(p[0], p[1], p[2]))
.collect(),
)
};
let chains = vec![
chain(&[[0.0, 0.0, 0.0], [10.0, 0.0, 0.0], [10.0, 10.0, 0.0], [0.0, 10.0, 0.0]]),
chain(&[[0.0, 0.0, 4.0], [10.0, 0.0, 4.0], [10.0, 10.0, 4.0], [0.0, 10.0, 4.0]]),
chain(&[[0.0, 0.0, 0.0], [0.0, 0.0, 4.0]]),
];
let wire =
entity_edge_snap_wire(&chains, "42".to_owned(), [0.8, 0.8, 0.85, 1.0]).expect("wire");
let wires = [wire];
let mut snapper = Snapper::default();
snapper.snap_enabled = true;
snapper.enabled = [SnapType::Endpoint].into_iter().collect();
snap_one(
&mut snapper,
&wires,
DVec3::new(9.8, 10.1, 0.2),
SnapType::Endpoint,
DVec3::new(10.0, 10.0, 0.0),
);
snapper.enabled = [SnapType::Midpoint].into_iter().collect();
// Midpoint of a vertical solid edge — a true 3-D snap point.
snap_one(
&mut snapper,
&wires,
DVec3::new(0.1, 0.1, 2.1),
SnapType::Midpoint,
DVec3::new(0.0, 0.0, 2.0),
);
}
#[test]
fn edge_snap_wire_caps_runaway_meshes() {
use crate::scene::model::mesh_model::{edge_snap_wire, SNAP_EDGE_WIRE_MAX_POINTS};
let segment = ([0.0, 0.0, 0.0], [1.0, 0.0, 0.0]);
// Each pair costs up to 3 points (2 endpoints + a NaN separator), so
// a third of the cap fits and the full cap must not.
let pairs = std::iter::repeat(segment).take(SNAP_EDGE_WIRE_MAX_POINTS / 3);
assert!(edge_snap_wire("ok".into(), [1.0; 4], false, pairs).is_some());
let pairs = std::iter::repeat(segment).take(SNAP_EDGE_WIRE_MAX_POINTS);
assert!(
edge_snap_wire("too big".into(), [1.0; 4], false, pairs).is_none(),
"meshes past the point cap must ship no snap wire"
);
}
#[test]
fn scene_solid_with_mesh_cache_snaps_endpoint_midpoint_nearest() {
use crate::scene::model::mesh_model::MeshLodSet;
use crate::scene::Scene;
use acadrust::entities::Solid3D;
let mut scene = Scene::new();
let handle = scene.add_entity(acadrust::EntityType::Solid3D(Solid3D::new()));
assert!(!handle.is_null());
// Mirror the OBJ import: an (empty) Solid3D entity plus a display
// mesh in the scene cache.
scene
.meshes
.insert(handle, square_mesh_lod_set(&handle.value().to_string()));
let wires = scene.hit_test_wires();
let edge_wire = wires
.iter()
.find(|wire| wire.name == handle.value().to_string() && !wire.points.is_empty())
.expect("the solid's interaction edge wire must join the snap wire set");
assert!(!edge_wire.display_visible);
let owned = wires.as_ref().clone();
let wires = owned.as_slice();
let mut snapper = Snapper::default();
snapper.snap_enabled = true;
snapper.enabled = [SnapType::Endpoint].into_iter().collect();
snap_one(
&mut snapper,
wires,
DVec3::new(0.1, 0.2, 0.0),
SnapType::Endpoint,
DVec3::new(0.0, 0.0, 0.0),
);
snapper.enabled = [SnapType::Midpoint].into_iter().collect();
snap_one(
&mut snapper,
wires,
DVec3::new(5.1, 9.9, 0.0),
SnapType::Midpoint,
DVec3::new(5.0, 10.0, 0.0),
);
snapper.enabled = [SnapType::Nearest].into_iter().collect();
snap_one(
&mut snapper,
wires,
DVec3::new(-2.0, 5.0, 0.0),
SnapType::Nearest,
DVec3::new(0.0, 5.0, 0.0),
);
}
}