fix(3d): box/lasso-select 3D solids and refresh them after a transform

Box, window, crossing and lasso selection only tested wires and hatches, so
3D solids (which render as meshes) could never be selected that way. Add
mesh_box_hit / mesh_poly_hit that project the solid mesh and test it against
the box / lasso (window = all vertices inside, crossing = any vertex inside
or the region sitting inside the solid), and wire them into the selection
paths.

Also re-tessellate solids after a move/rotate/scale/mirror/copy: the entity
moved but its cached mesh didn't, so the solid stayed drawn at its old
position. Rebuild the mesh caches when a transformed/copied handle is an
ACIS volume.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-21 06:45:49 +03:00
1 parent c5969b4776
commit d5f1348f1b
4 files changed
+167

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+10
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@@ -77,6 +77,13 @@ impl OpenCADStudio {
let label = self.history_label_from_active_cmd(i, "MOVE");
self.push_undo_snapshot(i, label);
self.tabs[i].scene.transform_entities(&handles, &transform);
// ACIS solids render from a cached mesh, so a move/rotate/
// scale/mirror needs the mesh re-tessellated from the now-moved
// body — wire re-tessellation alone leaves the solid drawn at
// its old spot. (#135)
if self.tabs[i].scene.any_solid(&handles) {
self.tabs[i].scene.populate_meshes_from_document();
}
self.tabs[i].dirty = true;
self.tabs[i].scene.clear_preview_wire();
self.tabs[i].active_cmd = None;
@@ -88,6 +95,9 @@ impl OpenCADStudio {
let label = self.history_label_from_active_cmd(i, "COPY");
self.push_undo_snapshot(i, label);
let new_handles = self.tabs[i].scene.copy_entities(&handles, &transform);
if self.tabs[i].scene.any_solid(&new_handles) {
self.tabs[i].scene.populate_meshes_from_document();
}
self.tabs[i].dirty = true;
self.tabs[i].scene.deselect_all();
for h in new_handles {
+9
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@@ -3739,6 +3739,9 @@ impl OpenCADStudio {
vp_mat,
bounds,
));
handles.extend(
self.tabs[i].scene.mesh_box_hit(a, p, crossing, vp_mat, bounds),
);
// Box/lasso accumulates like individual picks
// (issue #83): a plain box adds to the current
// selection, Shift+box removes the boxed
@@ -3790,6 +3793,9 @@ impl OpenCADStudio {
vp_mat,
bounds,
));
handles.extend(
self.tabs[i].scene.mesh_poly_hit(&poly_pts, crossing, vp_mat, bounds),
);
// Selection filter: keep only allowed types.
handles.retain(|&h| self.tabs[i].scene.passes_selection_filter(h));
// Accumulate like the box path (issue #83): plain
@@ -3926,6 +3932,9 @@ impl OpenCADStudio {
vp_mat,
bounds,
));
handles.extend(
self.tabs[i].scene.mesh_box_hit(a, p, crossing, vp_mat, bounds),
);
// Selection filter: keep only allowed types.
handles.retain(|&h| self.tabs[i].scene.passes_selection_filter(h));
// Accumulate (issue #83): a plain box adds to the
+46
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@@ -2264,6 +2264,52 @@ impl Scene {
pick::hit_test::mesh_click_hit(cursor, iter, view_proj, bounds)
}
/// True when any handle resolves to an ACIS volume entity (3D solid /
/// region / body / surface) — i.e. one whose render geometry is a cached
/// mesh that must be re-tessellated after an edit.
pub fn any_solid(&self, handles: &[Handle]) -> bool {
handles.iter().any(|&h| {
matches!(
self.document.get_entity(h),
Some(EntityType::Solid3D(_))
| Some(EntityType::Region(_))
| Some(EntityType::Body(_))
| Some(EntityType::Surface(_))
)
})
}
/// Top-level solid handles caught by a rectangular selection box.
pub fn mesh_box_hit(
&self,
a: iced::Point,
b: iced::Point,
crossing: bool,
view_proj: glam::Mat4,
bounds: iced::Rectangle,
) -> Vec<Handle> {
let iter = self
.meshes
.iter()
.filter_map(|(h, set)| set.lods.first().map(|m| (*h, m)));
pick::hit_test::mesh_box_hit(a, b, crossing, iter, view_proj, bounds)
}
/// Top-level solid handles caught by a lasso polygon.
pub fn mesh_poly_hit(
&self,
poly: &[iced::Point],
crossing: bool,
view_proj: glam::Mat4,
bounds: iced::Rectangle,
) -> Vec<Handle> {
let iter = self
.meshes
.iter()
.filter_map(|(h, set)| set.lods.first().map(|m| (*h, m)));
pick::hit_test::mesh_poly_hit(poly, crossing, iter, view_proj, bounds)
}
/// Tessellate all non-invisible entities owned by `block_handle`.
fn wires_for_block(&self, block_handle: Handle) -> Vec<WireModel> {
// Default culling is driven by the live `Scene::camera`. Multi-tile
+102
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@@ -168,6 +168,108 @@ pub fn mesh_click_hit<'a>(
best.map(|(_, h)| h)
}
/// Project a mesh's vertices to screen space.
fn project_mesh_verts(mesh: &MeshModel, view_proj: Mat4, bounds: Rectangle) -> Vec<Point> {
mesh.verts
.iter()
.map(|w| {
let ndc = view_proj.project_point3(Vec3::new(w[0], w[1], w[2]));
Point::new(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,
)
})
.collect()
}
/// True when any of `mesh`'s projected triangles contains one of `pts`
/// (used so a crossing box / lasso entirely inside a solid still selects it).
fn mesh_covers_any(proj: &[Point], indices: &[u32], pts: &[Point]) -> bool {
let mut t = 0;
while t + 2 < indices.len() {
let tri = [
proj[indices[t] as usize],
proj[indices[t + 1] as usize],
proj[indices[t + 2] as usize],
];
t += 3;
if pts.iter().any(|p| point_in_polygon(*p, &tri)) {
return true;
}
}
false
}
/// Solid (mesh) handles caught by a rectangular selection box. Window mode
/// (`crossing == false`) needs every projected vertex inside the box;
/// crossing mode needs any vertex inside, or the box to sit inside the solid.
pub fn mesh_box_hit<'a>(
a: Point,
b: Point,
crossing: bool,
meshes: impl Iterator<Item = (Handle, &'a MeshModel)>,
view_proj: Mat4,
bounds: Rectangle,
) -> Vec<Handle> {
let (min_x, max_x) = (a.x.min(b.x), a.x.max(b.x));
let (min_y, max_y) = (a.y.min(b.y), a.y.max(b.y));
let in_box = |p: &Point| p.x >= min_x && p.x <= max_x && p.y >= min_y && p.y <= max_y;
let corners = [
Point::new(min_x, min_y),
Point::new(max_x, min_y),
Point::new(max_x, max_y),
Point::new(min_x, max_y),
];
let mut out = Vec::new();
for (h, mesh) in meshes {
let proj = project_mesh_verts(mesh, view_proj, bounds);
if proj.is_empty() {
continue;
}
let hit = if crossing {
proj.iter().any(in_box) || mesh_covers_any(&proj, &mesh.indices, &corners)
} else {
proj.iter().all(in_box)
};
if hit {
out.push(h);
}
}
out
}
/// Solid (mesh) handles caught by a lasso polygon. Window mode needs every
/// projected vertex inside the lasso; crossing mode needs any vertex inside,
/// or the lasso to sit inside the solid.
pub fn mesh_poly_hit<'a>(
poly: &[Point],
crossing: bool,
meshes: impl Iterator<Item = (Handle, &'a MeshModel)>,
view_proj: Mat4,
bounds: Rectangle,
) -> Vec<Handle> {
if poly.len() < 3 {
return Vec::new();
}
let mut out = Vec::new();
for (h, mesh) in meshes {
let proj = project_mesh_verts(mesh, view_proj, bounds);
if proj.is_empty() {
continue;
}
let hit = if crossing {
proj.iter().any(|p| point_in_polygon(*p, poly))
|| mesh_covers_any(&proj, &mesh.indices, poly)
} else {
proj.iter().all(|p| point_in_polygon(*p, poly))
};
if hit {
out.push(h);
}
}
out
}
// ── Box / window selection ────────────────────────────────────────────────
/// Return the names of wires selected by a completed rectangular selection box.