forked from 1b-agent/opencadstudio-upstream
Merge pull request #1346 from huaninstratech/fix/block-text-wipeout-depth
fix: keep block text above its own block's wipeouts (compose glyph depth through the scene graph)
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// Regression: text INSIDE a block must reach the GPU at neutral vertex depth
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// with its composed child rank carried in `WireModel::depth_override`, so the
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// upload resolves it against the insert's scene-graph entry
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// (depths[insert] + override * half) — the same composition the wipeout/hatch
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// fills get. Baking the raw per-block rank into the vertices instead sinks
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// text with a negative rank below its own block's wipes (the "G-3" mark
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// labels of BS33-11) and catapults text with a positive rank above later
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// draw-order geometry.
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//
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// The scene mirrors the real-world shape of the bug: a block whose children
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// are [wipeout, line, text], inserted into a drawing big enough that the
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// insert's child band is as fine-grained as a real one.
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use acadrust::entities::{Insert, Text, Wipeout};
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use acadrust::tables::BlockRecord;
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use acadrust::types::Vector3;
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use acadrust::EntityType;
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use OpenCADStudio::scene::cache::block_cache::{expand_insert, BlockCache};
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use OpenCADStudio::scene::view::render::InheritStyle;
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use OpenCADStudio::scene::Scene;
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use OpenCADStudio::scene::WireModel;
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const DRAW_ORDER_BIAS: f32 = 0.001;
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const DEPTH_QUANTA: f32 = 16_777_216.0; // 2^24 (Depth24Plus)
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#[test]
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fn block_text_depth_composes_through_the_instance_path() {
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let mut scene = Scene::new();
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let br_h = acadrust::Handle::new(scene.document.next_handle());
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let mut br = BlockRecord::new("MARK");
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br.handle = br_h;
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scene.document.block_records.add(br).unwrap();
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// Child 0: the wipeout the text is drawn after (the text must win).
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let mut wipe = Wipeout::new();
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wipe.insertion_point = Vector3::new(-10.0, -10.0, 0.0);
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wipe.u_vector = Vector3::new(20.0, 0.0, 0.0);
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wipe.v_vector = Vector3::new(0.0, 20.0, 0.0);
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let mut wipe_e = EntityType::Wipeout(wipe);
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wipe_e.common_mut().owner_handle = br_h;
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let wipe_handle = scene.document.add_entity(wipe_e).unwrap();
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// Child 1: a spacer so the text sits two sibling steps above the wipe,
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// the same gap as the real BS33-11 mark blocks.
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let mut spacer = acadrust::entities::Line::default();
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spacer.start = Vector3::new(-10.0, -10.0, 0.0);
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spacer.end = Vector3::new(10.0, 10.0, 0.0);
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let mut spacer_e = EntityType::Line(spacer);
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spacer_e.common_mut().owner_handle = br_h;
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let _ = scene.document.add_entity(spacer_e).unwrap();
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// Child 2: the text.
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let mut txt = Text::new();
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txt.value = "G-3".to_string();
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txt.height = 2.5;
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txt.insertion_point = Vector3::new(0.0, 0.0, 0.0);
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let mut txt_e = EntityType::Text(txt);
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txt_e.common_mut().owner_handle = br_h;
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let text_handle = scene.document.add_entity(txt_e).unwrap();
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// A large model space, so the insert's child band compresses to the
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// fine granularity real drawings have (~600 top-level entities puts the
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// per-sibling spacing at a handful of 24-bit quanta, where an oversized
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// wipeout depth bias would swallow it).
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for i in 0..600 {
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let mut line = acadrust::entities::Line::default();
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line.start = Vector3::new(f64::from(i) * 10.0 - 3000.0, -50.0, 0.0);
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line.end = Vector3::new(f64::from(i) * 10.0 - 3000.0, 50.0, 0.0);
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let _ = scene.document.add_entity(EntityType::Line(line));
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}
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let ins = Insert::new("MARK", Vector3::new(0.0, 0.0, 0.0));
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let ins_handle = scene.add_entity(EntityType::Insert(ins));
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let depths = scene.draw_depth_map();
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let [ins_d, ins_half] = depths
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.get(&ins_handle.value())
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.copied()
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.expect("insert must be ranked");
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let text_label = depths
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.get(&text_handle.value())
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.expect("block children must be ranked")[0];
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let wipe_label = depths.get(&wipe_handle.value()).expect("wipe ranked")[0];
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assert!(
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text_label > wipe_label,
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"precondition: the drawing orders the text after the wipeout"
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);
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let cache = BlockCache::build(
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&scene.document, 1.0, None, true, [0.0, 0.0, 0.0, 1.0], None, &depths,
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);
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let wires = expand_insert(
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&scene.document, &cache, &Insert::new("MARK", Vector3::new(0.0, 0.0, 0.0)),
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ins_handle,
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[1.0, 1.0, 1.0, 1.0], 0, 0.0, [0.0; 8], 1.0,
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InheritStyle { color: [1.0, 1.0, 1.0, 1.0], pat_len: 0.0, pat: [0.0; 8], lw_px: 1.0 },
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0, false, false, 1.0, None, None, false, [0.0, 0.0, 0.0, 1.0], 1.0,
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OpenCADStudio::scene::BlockScalePolicy::FromInsert, false,
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)
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.expect("block defn cached");
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let text_wires: Vec<&WireModel> =
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wires.iter().filter(|w| !w.text_verts.is_empty()).collect();
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assert!(
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!text_wires.is_empty(),
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"block TEXT must tessellate into glyph quads"
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);
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// The wire is named after its insert (decimal handle), and the upload
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// resolves that name against the depth map: this is the composition the
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// GPU finally sees.
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for w in &text_wires {
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assert!(
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w.text_verts.iter().all(|v| v.draw_depth == 0.0),
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"glyph vertices must stay at neutral depth; the instance path owns it"
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);
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assert_eq!(
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w.depth_override,
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Some(text_label),
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"the wire must carry the text's child rank as its depth override"
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);
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let resolved = w
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.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depths.get(&h).copied());
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let instance = match (resolved, w.depth_override) {
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(Some([d, half]), Some(local)) => d + local * half,
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(Some([d, _]), None) => d,
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_ => 0.0,
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};
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assert_eq!(
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instance,
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ins_d + text_label * ins_half,
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"instance depth must compose to depths[insert] + label * half"
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);
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// The wipeout mask, composed the same way the scene graph does it.
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let mask = ins_d + wipe_label * ins_half;
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let margin_quanta =
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(instance - mask) * DRAW_ORDER_BIAS * DEPTH_QUANTA;
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let bias = OpenCADStudio::scene::pipeline::WIPEOUT_DEPTH_BIAS_QUANTA as f32;
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assert!(
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margin_quanta > bias + 2.0,
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"text drawn after its block's wipeout must clear it by more than \
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the wipeout depth bias plus headroom, got {margin_quanta} quanta"
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);
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}
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}
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