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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+15 -15
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@@ -7,10 +7,10 @@ use crate::entities::text_support::{
resolve_dxf_special_chars, resolve_text_style, text_local_bounds,
};
use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
use crate::scene::acad_to_truck::{TextStroke, TruckEntity, TruckObject};
use crate::scene::lff;
use crate::scene::object::{GripApply, GripDef, PropSection, PropValue, Property};
use crate::scene::wire_model::SnapHint;
use crate::scene::convert::acad_to_truck::{TextStroke, TruckEntity, TruckObject};
use crate::scene::text::lff;
use crate::scene::model::object::{GripApply, GripDef, PropSection, PropValue, Property};
use crate::scene::model::wire_model::SnapHint;
fn text_halign_str(a: &acadrust::entities::TextHorizontalAlignment) -> &'static str {
use acadrust::entities::TextHorizontalAlignment::*;
@@ -50,7 +50,7 @@ fn sync_text_alignment_point(t: &mut Text) {
fn to_truck(t: &Text, document: &acadrust::CadDocument) -> TruckEntity {
let normal = (t.normal.x, t.normal.y, t.normal.z);
let (wsx, wsy, wsz) = crate::scene::transform::ocs_point_to_wcs(
let (wsx, wsy, wsz) = crate::scene::view::transform::ocs_point_to_wcs(
(
t.insertion_point.x,
t.insertion_point.y,
@@ -287,15 +287,15 @@ fn apply_grip(t: &mut Text, _grip_id: usize, apply: GripApply) {
}
fn apply_transform(t: &mut Text, tr: &EntityTransform) {
crate::scene::transform::apply_standard_entity_transform(t, tr, |entity, p1, p2| {
crate::scene::transform::reflect_xy_point(
crate::scene::view::transform::apply_standard_entity_transform(t, tr, |entity, p1, p2| {
crate::scene::view::transform::reflect_xy_point(
&mut entity.insertion_point.x,
&mut entity.insertion_point.y,
p1,
p2,
);
if let Some(ref mut a) = entity.alignment_point {
crate::scene::transform::reflect_xy_point(&mut a.x, &mut a.y, p1, p2);
crate::scene::view::transform::reflect_xy_point(&mut a.x, &mut a.y, p1, p2);
}
let dx = (p2.x - p1.x) as f64;
let dy = (p2.y - p1.y) as f64;
@@ -320,8 +320,8 @@ impl Grippable for Text {
apply_grip(self, grip_id, apply);
}
fn grip_menu(&self, _grip_id: usize) -> Vec<crate::scene::object::GripMenuItem> {
use crate::scene::object::{GripMenuAction, GripMenuItem};
fn grip_menu(&self, _grip_id: usize) -> Vec<crate::scene::model::object::GripMenuItem> {
use crate::scene::model::object::{GripMenuAction, GripMenuItem};
vec![
GripMenuItem {
label: "Stretch",
@@ -338,7 +338,7 @@ impl Grippable for Text {
]
}
fn apply_grip_menu(&mut self, _grip_id: usize, _action: crate::scene::object::GripMenuAction) {
fn apply_grip_menu(&mut self, _grip_id: usize, _action: crate::scene::model::object::GripMenuAction) {
// Move-with-Text falls through to Stretch (single grip moves
// the whole text); Rotate needs a follow-up angle handled by
// `apply_grip_menu_value`.
@@ -347,9 +347,9 @@ impl Grippable for Text {
fn grip_menu_value_prompt(
&self,
_grip_id: usize,
action: crate::scene::object::GripMenuAction,
action: crate::scene::model::object::GripMenuAction,
) -> Option<&'static str> {
use crate::scene::object::GripMenuAction as A;
use crate::scene::model::object::GripMenuAction as A;
match action {
A::RotateText => Some("Rotation (deg)"),
_ => None,
@@ -359,10 +359,10 @@ impl Grippable for Text {
fn apply_grip_menu_value(
&mut self,
_grip_id: usize,
action: crate::scene::object::GripMenuAction,
action: crate::scene::model::object::GripMenuAction,
value: f64,
) {
use crate::scene::object::GripMenuAction as A;
use crate::scene::model::object::GripMenuAction as A;
if matches!(action, A::RotateText) {
self.rotation = value.to_radians();
}