forked from 1b-agent/opencadstudio-upstream
fix(solid): normalize quadrilateral edges
Accept perimeter and DXF Z point orders while keeping screen fill and interaction on the WCS-aware geometry. Refs #617
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@@ -1,11 +1,10 @@
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// SOLID entity — 2D filled quadrilateral (or triangle when p3 == p4).
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//
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// Wireframe: the 4 perimeter edges as TruckObject::Lines.
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// Filled: two triangles on `fill_tris`, so a SOLID nested in a block (e.g.
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// a `_BoxFilled` dimension arrowhead) renders filled — block
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// expansion has no separate hatch-model injection. Top-level SOLIDs
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// also get a solid-fill HatchModel; the duplicate fill is invisible
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// for the opaque solids these are (arrowheads, cell fills).
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// Filled: two triangles on `fill_tris`, preserving the entity's full WCS
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// plane both at top level and through block expansion. The scene
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// keeps a separate 2-D HatchModel only for plot projection; screen
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// rendering filters that flattened copy out.
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// Grips: 4 corner grip points.
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use acadrust::entities::Solid;
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@@ -21,55 +20,95 @@ fn dvec3(v: &acadrust::types::Vector3) -> glam::DVec3 {
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glam::DVec3::new(v.x, v.y, v.z)
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}
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pub(crate) fn wcs_corners(solid: &Solid) -> [[f64; 3]; 4] {
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let n = (solid.normal.x, solid.normal.y, solid.normal.z);
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let w = |v: &acadrust::types::Vector3| {
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let (x, y, z) = crate::scene::view::transform::ocs_point_to_wcs((v.x, v.y, v.z), n);
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[x, y, z]
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};
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[
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w(&solid.first_corner),
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w(&solid.second_corner),
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w(&solid.third_corner),
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w(&solid.fourth_corner),
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]
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}
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/// Return a non-self-intersecting perimeter for either conventional DXF SOLID
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/// Z-order or older/perimeter-ordered data. Prefer DXF order when both are
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/// valid, but recover legacy solids whose 1-2-4-3 walk forms a bow-tie.
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pub(crate) fn perimeter_indices(corners: &[[f64; 3]; 4]) -> [usize; 4] {
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let p = |index: usize| glam::DVec3::from_array(corners[index]);
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let edge = p(1) - p(0);
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let mut normal = edge.cross(p(2) - p(0));
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if normal.length_squared() < 1.0e-20 {
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normal = edge.cross(p(3) - p(0));
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}
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if normal.length_squared() < 1.0e-20 {
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return [0, 1, 3, 2];
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}
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let orient = |a: usize, b: usize, c: usize| {
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(p(b) - p(a)).cross(p(c) - p(a)).dot(normal)
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};
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let segments_cross = |a: usize, b: usize, c: usize, d: usize| {
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let ab_c = orient(a, b, c);
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let ab_d = orient(a, b, d);
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let cd_a = orient(c, d, a);
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let cd_b = orient(c, d, b);
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((ab_c > 0.0 && ab_d < 0.0) || (ab_c < 0.0 && ab_d > 0.0))
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&& ((cd_a > 0.0 && cd_b < 0.0) || (cd_a < 0.0 && cd_b > 0.0))
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};
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let order_crosses = |order: [usize; 4]| {
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segments_cross(order[0], order[1], order[2], order[3])
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|| segments_cross(order[1], order[2], order[3], order[0])
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};
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let dxf = [0, 1, 3, 2];
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let perimeter = [0, 1, 2, 3];
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if order_crosses(dxf) && !order_crosses(perimeter) {
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perimeter
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} else {
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dxf
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}
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}
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impl TruckConvertible for Solid {
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fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
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// SOLID corners are OCS (planar entity) — map through the arbitrary
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// axis so mirrored solids (normal 0,0,-1) land on the correct side.
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let n = (self.normal.x, self.normal.y, self.normal.z);
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let w = |v: &acadrust::types::Vector3| -> [f64; 3] {
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let (x, y, z) = crate::scene::view::transform::ocs_point_to_wcs((v.x, v.y, v.z), n);
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[x, y, z]
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};
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let p0 = w(&self.first_corner);
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let p1 = w(&self.second_corner);
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let p2 = w(&self.third_corner);
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let p3 = w(&self.fourth_corner);
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// DXF SOLID vertex order: 1-2-4-3 (Z-shaped), render as closed quad outline.
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// AutoCAD stores corners in "Z" order: p0-p1 are top edge, p2-p3 are bottom edge,
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// so the visual quad is p0→p1→p3→p2→p0.
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// SOLID corners are OCS. Map them to WCS, then resolve either the DXF
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// Z-order or legacy perimeter order before building edges and fill.
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let corners = wcs_corners(self);
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let order = perimeter_indices(&corners);
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let [p0, p1, p2, p3] = order.map(|index| corners[index]);
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let pts = vec![
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p0,
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p1,
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[f64::NAN; 3],
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p1,
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p3,
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[f64::NAN; 3],
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p3,
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p2,
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[f64::NAN; 3],
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p2,
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p3,
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[f64::NAN; 3],
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p3,
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p0,
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];
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let dvp = |p: [f64; 3]| glam::DVec3::new(p[0], p[1], p[2]);
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let snap = vec![
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(dvp(p0), SnapHint::Node),
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(dvp(p1), SnapHint::Node),
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(dvp(p2), SnapHint::Node),
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(dvp(p3), SnapHint::Node),
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];
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let dvp = |p: [f64; 3]| glam::DVec3::from_array(p);
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let snap = corners
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.iter()
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.copied()
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.map(|point| (dvp(point), SnapHint::Node))
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.collect();
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// Fill the visual quad p0→p1→p3→p2 (Z-order) as two triangles; a
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// triangle SOLID (p2 == p3) degenerates the second, which is harmless.
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let fill_tris = vec![p0, p1, p3, p0, p3, p2];
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// Fill the resolved perimeter as two triangles. For a triangle the last
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// two points coincide and the second triangle degenerates harmlessly.
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let fill_tris = vec![p0, p1, p2, p0, p2, p3];
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Some(TruckEntity {
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pick_tris: Vec::new(),
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object: TruckObject::Lines(pts),
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snap_pts: snap,
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tangent_geoms: vec![],
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key_vertices: vec![p0, p1, p2, p3],
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key_vertices: corners.to_vec(),
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fill_tris,
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})
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}
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@@ -2,10 +2,10 @@
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//
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// Command: SOLID (reachable as SO / SOLID2D — the bare SOLID verb currently
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// toggles the shaded display) — pick three or four corner points and commit a
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// filled triangle or quadrilateral. Points are taken in the order picked: the
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// third point is the corner diagonally opposite the second, so a four-point
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// solid is entered in a Z pattern (entering the corners in ring order yields
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// the classic bow-tie fill). Enter after the third point commits a triangle.
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// filled triangle or quadrilateral. Four points may be picked either around
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// the perimeter (the natural order shown by the rubber band) or in AutoCAD's
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// traditional Z pattern. The command normalizes both forms to the DXF corner
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// order before committing. Enter after the third point commits a triangle.
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use acadrust::entities::Solid;
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use acadrust::types::Vector3;
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@@ -43,6 +43,45 @@ impl Solid2dCommand {
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fn v3(p: DVec3) -> Vector3 {
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Vector3::new(p.x, p.y, p.z)
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}
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/// True when walking the four points in pick order produces a bow-tie.
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/// SOLID2D currently commits into the default world-XY OCS, so use that
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/// same plane when deciding whether the last two points need swapping.
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fn pick_order_crosses(points: &[DVec3]) -> bool {
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if points.len() != 4 {
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return false;
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}
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let orient = |a: DVec3, b: DVec3, c: DVec3| {
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(b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)
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};
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let crosses = |a: DVec3, b: DVec3, c: DVec3, d: DVec3| {
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let ab_c = orient(a, b, c);
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let ab_d = orient(a, b, d);
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let cd_a = orient(c, d, a);
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let cd_b = orient(c, d, b);
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((ab_c > 0.0 && ab_d < 0.0) || (ab_c < 0.0 && ab_d > 0.0))
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&& ((cd_a > 0.0 && cd_b < 0.0) || (cd_a < 0.0 && cd_b > 0.0))
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};
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crosses(points[0], points[1], points[2], points[3])
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|| crosses(points[1], points[2], points[3], points[0])
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}
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/// Convert either perimeter picks (1-2-3-4) or classic SOLID Z picks
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/// (1-2-4-3 around the perimeter) into the entity's DXF Z order.
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fn solid_from_four_points(points: &[DVec3]) -> Solid {
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let perimeter_order = !Self::pick_order_crosses(points);
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let (third, fourth) = if perimeter_order {
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(points[3], points[2])
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} else {
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(points[2], points[3])
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};
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Solid::new(
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Self::v3(points[0]),
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Self::v3(points[1]),
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Self::v3(third),
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Self::v3(fourth),
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)
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}
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}
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impl CadCommand for Solid2dCommand {
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@@ -72,13 +111,7 @@ impl CadCommand for Solid2dCommand {
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fn on_point(&mut self, pt: DVec3) -> CmdResult {
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self.points.push(pt);
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if self.points.len() == 4 {
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let p = &self.points;
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let solid = Solid::new(
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Self::v3(p[0]),
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Self::v3(p[1]),
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Self::v3(p[2]),
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Self::v3(p[3]),
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);
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let solid = Self::solid_from_four_points(&self.points);
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CmdResult::CommitAndExit(EntityType::Solid(solid))
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} else {
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CmdResult::NeedPoint
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@@ -105,9 +138,13 @@ impl CadCommand for Solid2dCommand {
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}
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// Outline the corners picked so far plus the cursor, closed back to the
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// first point, as a rubber-band hint.
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let mut pts: Vec<[f64; 3]> = self.points.iter().map(|p| [p.x, p.y, p.z]).collect();
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pts.push([pt.x, pt.y, pt.z]);
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pts.push([self.points[0].x, self.points[0].y, self.points[0].z]);
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let mut preview = self.points.clone();
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preview.push(pt);
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if preview.len() == 4 && Self::pick_order_crosses(&preview) {
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preview.swap(2, 3);
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}
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let mut pts: Vec<[f64; 3]> = preview.iter().map(|p| [p.x, p.y, p.z]).collect();
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pts.push([preview[0].x, preview[0].y, preview[0].z]);
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Some(WireModel::solid_f64(
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"rubber_band".to_string(),
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pts,
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+12
-17
@@ -827,6 +827,13 @@ impl Scene {
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let Some(entity) = self.document.get_entity(handle) else {
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return true;
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};
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// SOLID already renders through its WCS-aware fill triangles.
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// Its cached HatchModel is an XY-only plot fallback; sending
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// that to the screen too adds a flattened, grip-less copy at
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// z=0 for elevated or angled geometry (#617).
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if matches!(entity, EntityType::Solid(_)) {
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return false;
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}
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let c = entity.common();
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if c.invisible
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|| self.entity_temporarily_hidden(handle)
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@@ -2398,29 +2405,17 @@ impl Scene {
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}
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/// Build a solid-fill HatchModel for a DXF Solid entity.
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/// DXF SOLID corners are in "Z-order": p0-p1 top, p2-p3 bottom.
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/// Visual quad is p0→p1→p3→p2 (closed).
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/// Conventional DXF SOLID corners use Z-order; legacy entities may already
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/// be in perimeter order. Use the same non-crossing resolver as wire fill.
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pub(super) fn solid_hatch_model(solid: &DxfSolid, color: [f32; 4]) -> HatchModel {
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// Keep the corners in f64 until the AABB centre is known, then store
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// each as a small f32 offset from it — same precision-preserving anchor
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// `hatch_model_from_dxf` uses. Casting the absolute WCS corner straight
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// to f32 costs ~0.06 units of resolution at UTM magnitudes (~1e6), so
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// the quad snapped to a grid and the fill drifted off its outline.
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// SOLID corners are stored in OCS (like ARC/LWPOLYLINE) — map through
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// the arbitrary axis so a mirrored solid (normal 0,0,-1) fills on the
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// correct side of the drawing.
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let n = (solid.normal.x, solid.normal.y, solid.normal.z);
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let w = |v: &acadrust::types::Vector3| -> [f64; 2] {
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let (x, y, _) =
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crate::scene::view::transform::ocs_point_to_wcs((v.x, v.y, v.z), n);
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[x, y]
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};
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let corners: [[f64; 2]; 4] = [
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w(&solid.first_corner),
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w(&solid.second_corner),
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w(&solid.fourth_corner),
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w(&solid.third_corner),
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];
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let wcs = crate::entities::solid::wcs_corners(solid);
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let order = crate::entities::solid::perimeter_indices(&wcs);
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let corners: [[f64; 2]; 4] = order.map(|index| [wcs[index][0], wcs[index][1]]);
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let mut min = [f64::INFINITY; 2];
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let mut max = [f64::NEG_INFINITY; 2];
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for c in &corners {
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+8
-5
@@ -5989,13 +5989,16 @@ impl Scene {
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}
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fn hatch_visible_for_interaction(&self, handle: Handle) -> bool {
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let Some(common) = self
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.document
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.get_entity(handle)
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.map(|entity| entity.common())
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else {
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let Some(entity) = self.document.get_entity(handle) else {
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return false;
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};
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// Use the SOLID's WCS-aware wire fill for interaction as well as
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// drawing. Its cached HatchModel is flattened to XY for plotting and
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// must not leave an invisible selection target at z=0 (#617).
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if matches!(entity, EntityType::Solid(_)) {
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return false;
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}
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let common = entity.common();
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if common.invisible
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|| self.entity_temporarily_hidden(handle)
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|| self.layer_hidden(&common.layer)
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@@ -392,6 +392,13 @@ impl Scene {
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let contextual =
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crate::scene::annotative::entity_for_active_context(&self.document, source);
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let entity = contextual.as_ref();
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// Paper-space SOLIDs already carry WCS-aware wire fill triangles.
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// Keep their cached XY HatchModel out of the sheet set so the same
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// entity is not emitted twice (#617). Model fills projected through
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// floating viewports still use `plot_hatches_for_block` below.
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if matches!(entity, EntityType::Solid(_)) {
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continue;
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}
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let c = entity.common();
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if c.invisible
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|| self.entity_temporarily_hidden(handle)
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