feat(select): orange hover / blue selection highlight for all objects

Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).

Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-19 09:33:53 +03:00
1 parent c6b3975fd4
commit e7eeff5945
6 files changed
+134 -60

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+21 -1
View File
@@ -2639,8 +2639,28 @@ impl OpenCADStudio {
};
let view_proj = self.tabs[i].scene.camera.borrow().view_proj(bounds);
let all_wires = self.tabs[i].scene.hit_test_wires();
// Mirror the click-selection pick order so the rollover
// highlights every selectable object: wire → hatch →
// block-internal hatch → shaded 3D solid body.
let hovered = scene::pick::hit_test::click_hit(p, &all_wires[..], view_proj, bounds)
.and_then(|s| Scene::handle_from_wire_name(s));
.and_then(|s| Scene::handle_from_wire_name(s))
.or_else(|| {
scene::pick::hit_test::click_hit_hatch(
p,
&self.tabs[i].scene.visible_hatches_for_click(),
view_proj,
bounds,
)
})
.or_else(|| {
scene::pick::hit_test::click_hit_insert_hatch(
p,
&self.tabs[i].scene.insert_hatches_for_click(),
view_proj,
bounds,
)
})
.or_else(|| self.tabs[i].scene.mesh_click_hit(p, view_proj, bounds));
self.tabs[i].scene.set_hover_highlight(hovered);
} else {
// Suppress the rollover during a command or a drag.
-22
View File
@@ -849,7 +849,6 @@ pub struct Scene {
/// Cached `selected ∪ hover` handle set for the GPU xray overlay, keyed by
/// `selection_generation`. Rebuilt only when the selection changes so
/// `build_primitive` doesn't clone the set every frame.
highlight_set_cache: RefCell<Option<(u64, Arc<HashSet<Handle>>)>>,
/// Per-entity tessellation memo for the culled Model render path (Phase
/// 2.2). Maps a top-level handle to its already-tessellated wires so a
/// single-entity edit re-tessellates only the changed entity and reuses the
@@ -928,7 +927,6 @@ impl Scene {
last_model_wire_gen: std::cell::Cell::new(0),
wire_force_nonce: std::cell::Cell::new(0),
split_cache: RefCell::new(None),
highlight_set_cache: RefCell::new(None),
tess_memo: RefCell::new(HashMap::default()),
tess_memo_guard: std::cell::Cell::new(0),
}
@@ -1072,26 +1070,6 @@ impl Scene {
self.selection_generation = self.selection_generation.wrapping_add(1);
}
/// `selected ∪ hover` handles, cached per `selection_generation`. Drives the
/// GPU xray overlay that highlights the current selection without baking it
/// into the wire tessellation.
pub(super) fn highlight_handles(&self) -> Arc<HashSet<Handle>> {
{
let c = self.highlight_set_cache.borrow();
if let Some((gen, arc)) = &*c {
if *gen == self.selection_generation {
return Arc::clone(arc);
}
}
}
let mut hl = self.selected.clone();
if let Some(h) = self.hover_highlight {
hl.insert(h);
}
let arc = Arc::new(hl);
*self.highlight_set_cache.borrow_mut() = Some((self.selection_generation, Arc::clone(&arc)));
arc
}
/// Re-evaluate every cached mesh's color through `render_style` so a
/// Register a Model-tab solid: cache its truck B-rep (for boolean ops) and
+2
View File
@@ -79,6 +79,8 @@ impl WireModel {
pub const WHITE: [f32; 4] = [1.00, 1.00, 1.00, 1.0];
pub const CYAN: [f32; 4] = [0.25, 0.85, 1.00, 1.0];
pub const SELECTED: [f32; 4] = [0.15, 0.55, 1.00, 1.0];
/// Rollover (hover) highlight — orange, distinct from the blue selection.
pub const HOVER: [f32; 4] = [0.95, 0.55, 0.10, 1.0];
/// Sentinel AABB that never rejects any snap query.
pub const UNBOUNDED_AABB: [f32; 4] = [
f32::NEG_INFINITY,
+37 -4
View File
@@ -69,14 +69,35 @@ pub struct MeshLodGpu {
pub world_aabb: [f32; 4],
}
/// How a solid mesh is highlighted this frame.
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Highlight {
None,
/// Hovered — light orange wash.
Hover,
/// Selected — stronger blue wash.
Selected,
}
impl Highlight {
/// Blend colour and mix factor, or `None` when the mesh keeps its colour.
fn tint(self) -> Option<([f32; 4], f32)> {
match self {
Highlight::None => None,
Highlight::Hover => Some(([0.95, 0.55, 0.10, 1.0], 0.35)),
Highlight::Selected => Some(([0.15, 0.55, 1.0, 1.0], 0.60)),
}
}
}
impl MeshLodGpu {
pub fn new(device: &wgpu::Device, set: &MeshLodSet) -> Self {
pub fn new(device: &wgpu::Device, set: &MeshLodSet, highlight: Highlight) -> Self {
Self {
lods: set
.lods
.iter()
.filter(|m| !m.indices.is_empty())
.map(|m| MeshGpu::new(device, m))
.map(|m| MeshGpu::new(device, m, highlight))
.collect(),
world_aabb: set.world_aabb,
}
@@ -84,8 +105,20 @@ impl MeshLodGpu {
}
impl MeshGpu {
pub fn new(device: &wgpu::Device, mesh: &MeshModel) -> Self {
pub fn new(device: &wgpu::Device, mesh: &MeshModel, highlight: Highlight) -> Self {
let has_normals = mesh.normals.len() == mesh.verts.len();
// Blend the base colour toward the highlight so a selected / hovered
// solid reads clearly while keeping some shape shading.
let color = match highlight.tint() {
Some((hl, t)) => {
let mut c = [0.0f32; 4];
for k in 0..4 {
c[k] = mesh.color[k] * (1.0 - t) + hl[k] * t;
}
c
}
None => mesh.color,
};
let vertices: Vec<MeshVertex> = mesh
.verts
.iter()
@@ -99,7 +132,7 @@ impl MeshGpu {
MeshVertex {
position: pos,
normal,
color: mesh.color,
color,
}
})
.collect();
+53 -26
View File
@@ -135,6 +135,10 @@ pub struct Pipeline {
/// a pick bumps only `selection_generation`, refreshing the overlay without
/// touching the main wire buffers.
pub cached_selection: (u64, u64),
/// `(geometry_epoch, selection_generation)` the resident mesh buffers were
/// uploaded for. Bumps on a selection/hover change so highlighted solids
/// re-upload with their tint.
pub cached_mesh_key: (u64, u64),
/// Handle → indices into the resident wire set, built once per wire upload
/// (when `cached_wire_id` changes). Lets the selection/hover xray overlay
/// gather just the highlighted entity's wires (`O(highlighted)`) instead of
@@ -923,6 +927,7 @@ impl Pipeline {
cached_epoch: (u64::MAX, u64::MAX, u64::MAX),
cached_wire_id: u64::MAX,
cached_selection: (u64::MAX, u64::MAX),
cached_mesh_key: (u64::MAX, u64::MAX),
wire_handle_index: rustc_hash::FxHashMap::default(),
}
}
@@ -983,37 +988,39 @@ impl Pipeline {
&mut self,
device: &wgpu::Device,
wires: &[WireModel],
highlight: &rustc_hash::FxHashSet<acadrust::Handle>,
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
hover: Option<acadrust::Handle>,
depth_map: &rustc_hash::FxHashMap<u64, f32>,
) {
if highlight.is_empty() {
let hover = hover.filter(|h| !selected.contains(h));
if selected.is_empty() && hover.is_none() {
self.gpu_selected_wires = vec![];
return;
}
// Gather only the highlighted entities' wires via the prebuilt index —
// O(highlighted), no per-wire string parse / full-set scan. Indices are
// collected then sorted so the xray run keeps the original draw order.
let mut slots: Vec<u32> = Vec::new();
for h in highlight {
if let Some(idxs) = self.wire_handle_index.get(&h.value()) {
slots.extend_from_slice(idxs);
// Gather the highlighted entities' wires via the prebuilt index —
// O(highlighted), no per-wire string parse. Selection recolours blue,
// hover orange. Drawn on top (depth-compare Always) over the base pass.
let mut out: Vec<WireModel> = Vec::new();
let mut push = |handle_val: u64, color: [f32; 4], wires: &[WireModel], out: &mut Vec<WireModel>| {
if let Some(idxs) = self.wire_handle_index.get(&handle_val) {
let mut slots = idxs.clone();
slots.sort_unstable();
for &i in &slots {
if let Some(w) = wires.get(i as usize) {
let mut c = w.clone();
c.color = color;
out.push(c);
}
}
}
};
for h in selected {
push(h.value(), WireModel::SELECTED, wires, &mut out);
}
slots.sort_unstable();
// Recolor to the selection highlight: the xray pass uses the normal
// wire shader (no forced colour), so the highlight now lives here
// instead of being baked into the tessellation. Drawn on top with
// depth-compare Always, so it overrides the base-coloured main pass.
let selected: Vec<WireModel> = slots
.iter()
.filter_map(|&i| wires.get(i as usize))
.map(|w| {
let mut c = w.clone();
c.color = WireModel::SELECTED;
c
})
.collect();
self.gpu_selected_wires = WireGpu::from_run(device, &selected, depth_map, None, false);
if let Some(h) = hover {
push(h.value(), WireModel::HOVER, wires, &mut out);
}
self.gpu_selected_wires = WireGpu::from_run(device, &out, depth_map, None, false);
}
/// Upload the live overlay (command preview / interim / grip-drag) wires.
@@ -1136,11 +1143,31 @@ impl Pipeline {
}
}
pub fn upload_meshes(&mut self, device: &wgpu::Device, meshes: &[MeshLodSet]) {
pub fn upload_meshes(
&mut self,
device: &wgpu::Device,
meshes: &[MeshLodSet],
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
hover: Option<acadrust::Handle>,
) {
self.gpu_meshes = meshes
.iter()
.filter(|s| s.lods.iter().any(|m| !m.indices.is_empty()))
.map(|s| MeshLodGpu::new(device, s))
.map(|s| {
// A mesh's name is its source entity handle (decimal). Selection
// wins over hover when both apply to the same solid.
let h = s
.lods
.first()
.and_then(|m| m.name.parse::<u64>().ok())
.map(acadrust::Handle::new);
let mode = match h {
Some(h) if selected.contains(&h) => mesh_gpu::Highlight::Selected,
Some(h) if Some(h) == hover => mesh_gpu::Highlight::Hover,
_ => mesh_gpu::Highlight::None,
};
MeshLodGpu::new(device, s, mode)
})
.collect();
}
+21 -7
View File
@@ -85,10 +85,10 @@ pub struct ViewportData {
/// world-space wire buffer when only the camera moved. Non-tile and
/// preview/interim frames carry a fresh id each time → always re-upload.
pub(in crate::scene) wire_content_id: u64,
/// `selected ∪ hover` handles for the GPU xray overlay. The highlight is no
/// longer baked into the wire tessellation, so `prepare` rebuilds the
/// selected-wire batch by filtering `wires` against this set.
pub(in crate::scene) highlight_handles: Arc<rustc_hash::FxHashSet<acadrust::Handle>>,
/// Selected handles only (no hover) — solid meshes tint these blue.
pub(in crate::scene) selected_handles: Arc<rustc_hash::FxHashSet<acadrust::Handle>>,
/// Currently hovered handle — solid meshes tint it orange.
pub(in crate::scene) hover_handle: Option<acadrust::Handle>,
/// Bumped on selection / hover change. Paired with `wire_content_id` to
/// decide when the xray overlay batch needs rebuilding.
pub(in crate::scene) selection_generation: u64,
@@ -252,7 +252,6 @@ impl shader::Primitive for Primitive {
}
if geo_changed {
inner.upload_images(device, queue, &vp.images[..]);
inner.upload_meshes(device, &vp.meshes[..]);
}
inner.upload_face3d(
device,
@@ -283,11 +282,25 @@ impl shader::Primitive for Primitive {
inner.upload_selected_wires(
device,
&vp.wires[..],
&vp.highlight_handles,
&vp.selected_handles,
vp.hover_handle,
&vp.draw_depths,
);
inner.cached_selection = sel_key;
}
// Solid meshes carry their selection/hover tint baked into the
// vertex colours, so re-upload them when the geometry OR the
// highlight set changes.
let mesh_key = (vp.geometry_epoch, vp.selection_generation);
if mesh_key != inner.cached_mesh_key {
inner.upload_meshes(
device,
&vp.meshes[..],
&vp.selected_handles,
vp.hover_handle,
);
inner.cached_mesh_key = mesh_key;
}
// Live overlay (command preview / interim / grip drag) — small and
// refreshed every frame it's present, so a drag never re-uploads
// the resident base wire buffer.
@@ -793,7 +806,8 @@ impl Scene {
geometry_epoch: self.geometry_epoch,
camera_generation: self.camera_generation,
wire_content_id,
highlight_handles: self.highlight_handles(),
selected_handles: Arc::new(self.selected.iter().copied().collect()),
hover_handle: self.hover_highlight,
selection_generation: self.selection_generation,
selected_sig: self.selected_set_sig(),
screen_rect,