refactor(scene): group modules into role-based subfolders

Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-16 11:33:46 +03:00
1 parent cd048165a9
commit 7fe7e0230d
160 files changed
+732 -715

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+3 -3
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@@ -5,8 +5,8 @@
// viewport events from main.rs and returns `CmdResult` tokens that tell
// the host what to do next.
use crate::scene::hatch_model::HatchModel;
use crate::scene::wire_model::WireModel;
use crate::scene::model::hatch_model::HatchModel;
use crate::scene::model::wire_model::WireModel;
use crate::scene::Scene;
use acadrust::{EntityType, Handle};
use glam::Vec3;
@@ -194,7 +194,7 @@ pub enum CmdResult {
/// Create a Solid3D placeholder entity + associated MeshModel.
/// `mesh_fn` is called with the entity's handle string to build the mesh.
CommitSolid3D {
mesh_fn: Box<dyn FnOnce(String) -> Option<crate::scene::mesh_model::MeshModel> + Send>,
mesh_fn: Box<dyn FnOnce(String) -> Option<crate::scene::model::mesh_model::MeshModel> + Send>,
},
/// Extrude the profile entity `handle` by `height` along Z.
ExtrudeEntity {