forked from 1b-agent/opencadstudio-upstream
Opening a drawing that xrefs several 3D-heavy DWGs (e.g. Clinic.dwg with 5 discipline files) took ~137s, effectively all of it inside the DWG parser's AcDs SAB blob extraction. Bump the acadrust pin to ceef045, which bounds the AcDs end-marker search so a missing marker family no longer scans the whole buffer per record. Total xref resolve for Clinic.dwg drops from ~97s to ~4s. Also make the post-xref mesh pass incremental: the host solids were already tessellated by the background loader and the merge assigns fresh handles to every imported entity, so `populate_missing_meshes_from_document` keeps the cached host meshes and tessellates only the merged xref solids instead of clearing and rebuilding the whole document. Co-Authored-By: Claude Opus 4.8 <[email protected]>
1394 lines
60 KiB
Rust
1394 lines
60 KiB
Rust
// Auto-split from scene/mod.rs. Pure text-move; behaviour unchanged.
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use super::*;
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impl Scene {
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// ── Entity management ─────────────────────────────────────────────────
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/// Register `name` in the layer table if it isn't already there, giving the
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/// new layer a real handle so it survives a DWG save (handle-based format;
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/// issue #67). Called whenever an entity is added or edited: an entity that
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/// names a layer no explicit LAYER command ever created — e.g. one supplied
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/// by a plugin through `add_entity` — otherwise has no table entry, so the
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/// DWG writer resolves its layer name to a NULL handle and it reopens on
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/// layer 0. Auto-registering keeps it on its own layer (#252). Names are
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/// registered verbatim so the writer's (case-insensitive) lookup matches;
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/// the always-present default layer "0" and empty names are no-ops.
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pub fn ensure_layer(&mut self, name: &str) {
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if name.trim().is_empty() || self.document.layers.contains(name) {
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return;
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}
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let mut layer = acadrust::tables::Layer::new(name);
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layer.handle = self.document.allocate_handle();
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let _ = self.document.layers.add(layer);
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}
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pub fn add_entity(&mut self, mut entity: EntityType) -> Handle {
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// Only Insert / Block entities can introduce or reference a block
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// definition that the block cache must (re)build. Adding a plain
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// top-level entity (line, arc, text, …) leaves every block defn intact,
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// so it keeps the cache and skips the all-blocks re-tessellation.
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let affects_blocks = matches!(
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&entity,
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EntityType::Insert(_) | EntityType::Block(_) | EntityType::BlockEnd(_)
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);
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let hatch_seed = if let EntityType::Hatch(dxf) = &entity {
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let color = self.render_style(&entity).0;
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Self::hatch_model_from_dxf(dxf, color)
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} else if let EntityType::Solid(solid) = &entity {
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let color = self.render_style(&entity).0;
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Some(Self::solid_hatch_model(solid, color))
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} else {
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None
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};
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let image_seed = if let EntityType::RasterImage(img) = &entity {
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ImageModel::from_raster_image(img)
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} else {
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None
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};
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let facet_res = self.document.header.facet_resolution;
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let mesh_seed = if matches!(
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&entity,
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EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) | EntityType::Surface(_)
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) {
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let color = self.render_style(&entity).0;
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crate::entities::solid3d::tessellate_volume(&entity, color, facet_res)
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.map(|m| offset_mesh_lod_set(m))
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} else {
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None
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};
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// Auto-create an ImageDefinition object for new RasterImage entities
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// that don't already reference one.
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if let EntityType::RasterImage(ref mut img) = entity {
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if img.definition_handle.is_none() {
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use acadrust::objects::{ImageDefinition, ObjectType};
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let def_handle = Handle::new(self.document.next_handle());
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let mut img_def = ImageDefinition::with_dimensions(
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&img.file_path,
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img.size.x as u32,
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img.size.y as u32,
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);
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img_def.handle = def_handle;
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img_def.is_loaded = true;
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self.document
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.objects
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.insert(def_handle, ObjectType::ImageDefinition(img_def));
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img.definition_handle = Some(def_handle);
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}
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}
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// Register the entity's layer if it names one no LAYER command created
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// (e.g. a plugin-supplied layer) so it survives a DWG save instead of
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// collapsing to layer 0 in the reopened file (#252).
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let layer = entity.common().layer.clone();
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self.ensure_layer(&layer);
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// Route to the correct block based on current editing mode:
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// - PSPACE (paper layout, no active viewport): paper-space layout block.
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// - MSPACE or model layout: model space (document default).
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let handle = if self.current_layout != "Model" && self.active_viewport.is_none() {
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let layout_name = self.current_layout.clone();
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self.document
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.add_entity_to_layout(entity, &layout_name)
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.unwrap_or(Handle::NULL)
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} else {
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self.document.add_entity(entity).unwrap_or(Handle::NULL)
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};
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if !handle.is_null() {
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if let Some(model) = hatch_seed {
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self.hatches.insert(handle, model);
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}
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if let Some(model) = image_seed {
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self.images.insert(handle, model);
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}
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if let Some(model) = mesh_seed {
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self.meshes.insert(handle, model);
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}
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if affects_blocks {
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self.bump_geometry();
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} else {
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self.bump_geometry_no_blocks();
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}
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}
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handle
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}
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/// Replace the entity stored under `entity`'s handle with `entity`, keeping
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/// its identity (handle + owning block), and refresh the derived
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/// hatch/image/mesh caches so the edit is visible. Returns `false` when no
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/// entity has that handle. This is the in-place counterpart to
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/// [`add_entity`](Self::add_entity) used to commit a plugin's edit of an
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/// existing entity.
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pub fn update_entity(&mut self, mut entity: EntityType) -> bool {
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let handle = entity.common().handle;
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let Some(existing) = self.document.get_entity(handle) else {
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return false;
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};
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// The caller edited a snapshot copy; keep the live entity in its block.
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entity.common_mut().owner_handle = existing.common().owner_handle;
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// Replacing (or becoming) a block entity forces a full block-cache
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// rebuild; a plain entity only needs its own wires re-tessellated.
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let affects_blocks = matches!(
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existing,
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EntityType::Insert(_) | EntityType::Block(_) | EntityType::BlockEnd(_)
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) || matches!(
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&entity,
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EntityType::Insert(_) | EntityType::Block(_) | EntityType::BlockEnd(_)
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);
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// A plugin edit may retarget the entity to a novel layer; register it
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// so the edited entity keeps that layer on save instead of collapsing
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// to layer 0 in the reopened file (#252).
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let new_layer = entity.common().layer.clone();
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self.ensure_layer(&new_layer);
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// Rebuild the derived-model seeds from the new entity (as add_entity).
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let hatch_seed = if let EntityType::Hatch(dxf) = &entity {
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let color = self.render_style(&entity).0;
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Self::hatch_model_from_dxf(dxf, color)
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} else if let EntityType::Solid(solid) = &entity {
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let color = self.render_style(&entity).0;
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Some(Self::solid_hatch_model(solid, color))
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} else {
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None
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};
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let image_seed = if let EntityType::RasterImage(img) = &entity {
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ImageModel::from_raster_image(img)
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} else {
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None
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};
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let facet_res = self.document.header.facet_resolution;
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let mesh_seed = if matches!(
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&entity,
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EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) | EntityType::Surface(_)
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) {
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let color = self.render_style(&entity).0;
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crate::entities::solid3d::tessellate_volume(&entity, color, facet_res)
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.map(|m| offset_mesh_lod_set(m))
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} else {
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None
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};
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// Write the new entity into the live slot.
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let Some(slot) = self.document.get_entity_mut(handle) else {
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return false;
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};
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*slot = entity;
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// Drop stale derived caches for this handle, then reseed for the new
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// entity's type (which may differ from the old one).
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self.hatches.remove(&handle);
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self.images.remove(&handle);
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self.meshes.remove(&handle);
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self.solid_models.remove(&handle);
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if let Some(model) = hatch_seed {
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self.hatches.insert(handle, model);
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}
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if let Some(model) = image_seed {
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self.images.insert(handle, model);
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}
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if let Some(model) = mesh_seed {
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self.meshes.insert(handle, model);
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}
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self.mark_entity_dirty(handle);
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if affects_blocks {
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self.bump_geometry();
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} else {
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self.bump_geometry_no_blocks();
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}
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true
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}
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/// Returns the RGBA color for the given layer name.
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pub fn layer_color(&self, layer: &str) -> [f32; 4] {
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let layer_entry = self.document.layers.get(layer);
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let color = layer_entry
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.map(|l| &l.color)
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.unwrap_or(&acadrust::types::Color::WHITE);
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let [r, g, b, _] = crate::scene::convert::tess_util::aci_to_rgba(color);
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[r, g, b, 1.0]
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}
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pub fn custom_block_names(&self) -> Vec<String> {
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self.document
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.block_records
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.iter()
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.filter(|br| !br.is_standard() && !br.is_layout())
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.map(|br| br.name.clone())
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.collect()
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}
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pub fn create_block_from_entities(
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&mut self,
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handles: &[Handle],
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name: &str,
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base: glam::Vec3,
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) -> Result<Handle, String> {
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let name = name.trim();
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if name.is_empty() {
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return Err("Block name cannot be empty.".into());
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}
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if name.starts_with('*') {
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return Err("Block name cannot start with '*'.".into());
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}
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if self.document.block_records.get(name).is_some() {
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return Err(format!("Block \"{name}\" already exists."));
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}
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let source_entities: Vec<_> = handles
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.iter()
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.filter_map(|&h| self.document.get_entity(h).cloned().map(|e| (h, e)))
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.collect();
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if source_entities.is_empty() {
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return Err("No valid entities selected for block creation.".into());
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}
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let next = self.document.next_handle();
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let br_handle = Handle::new(next);
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let block_handle = Handle::new(next + 1);
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let end_handle = Handle::new(next + 2);
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let mut block_record = acadrust::tables::BlockRecord::new(name);
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block_record.handle = br_handle;
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block_record.block_entity_handle = block_handle;
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block_record.block_end_handle = end_handle;
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self.document
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.block_records
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.add(block_record)
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.map_err(|e| e.to_string())?;
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let mut block = Block::new(name, acadrust::types::Vector3::ZERO);
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block.common.handle = block_handle;
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block.common.owner_handle = br_handle;
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self.document
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.add_entity(EntityType::Block(block))
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.map_err(|e| e.to_string())?;
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let mut block_end = BlockEnd::new();
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block_end.common.handle = end_handle;
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block_end.common.owner_handle = br_handle;
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self.document
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.add_entity(EntityType::BlockEnd(block_end))
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.map_err(|e| e.to_string())?;
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let local = EntityTransform::Translate((-base).as_dvec3());
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for (old_handle, mut entity) in source_entities {
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view::dispatch::apply_transform(&mut entity, &local);
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entity = crate::modules::draw::modify::explode::normalize_entity_for_block(entity);
|
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entity.common_mut().handle = Handle::NULL;
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entity.common_mut().owner_handle = br_handle;
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self.document
|
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.add_entity(entity)
|
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.map_err(|e| e.to_string())?;
|
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self.erase_entities(&[old_handle]);
|
||
}
|
||
|
||
let insert = DxfInsert::new(
|
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name,
|
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acadrust::types::Vector3::new(base.x as f64, base.y as f64, base.z as f64),
|
||
);
|
||
Ok(self.add_entity(EntityType::Insert(insert)))
|
||
}
|
||
|
||
/// Define a new block named `name` from `entities` (owned, not yet in the
|
||
/// document), with `base` as its insertion origin. Unlike
|
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/// [`create_block_from_entities`] this does NOT place an insert — the
|
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/// caller starts an interactive insert so paste-as-block can prompt for the
|
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/// drop point. The geometry comes from the clipboard rather than live
|
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/// entities, so there is nothing to stage or erase. (#129)
|
||
pub fn define_block_from_owned_entities(
|
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&mut self,
|
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entities: Vec<EntityType>,
|
||
name: &str,
|
||
base: glam::DVec3,
|
||
) -> Result<(), String> {
|
||
let name = name.trim();
|
||
if name.is_empty() {
|
||
return Err("Block name cannot be empty.".into());
|
||
}
|
||
if name.starts_with('*') {
|
||
return Err("Block name cannot start with '*'.".into());
|
||
}
|
||
if self.document.block_records.get(name).is_some() {
|
||
return Err(format!("Block \"{name}\" already exists."));
|
||
}
|
||
if entities.is_empty() {
|
||
return Err("Nothing to make into a block.".into());
|
||
}
|
||
|
||
let next = self.document.next_handle();
|
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let br_handle = Handle::new(next);
|
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let block_handle = Handle::new(next + 1);
|
||
let end_handle = Handle::new(next + 2);
|
||
|
||
let mut block_record = acadrust::tables::BlockRecord::new(name);
|
||
block_record.handle = br_handle;
|
||
block_record.block_entity_handle = block_handle;
|
||
block_record.block_end_handle = end_handle;
|
||
self.document
|
||
.block_records
|
||
.add(block_record)
|
||
.map_err(|e| e.to_string())?;
|
||
|
||
let mut block = Block::new(name, acadrust::types::Vector3::ZERO);
|
||
block.common.handle = block_handle;
|
||
block.common.owner_handle = br_handle;
|
||
self.document
|
||
.add_entity(EntityType::Block(block))
|
||
.map_err(|e| e.to_string())?;
|
||
|
||
let mut block_end = BlockEnd::new();
|
||
block_end.common.handle = end_handle;
|
||
block_end.common.owner_handle = br_handle;
|
||
self.document
|
||
.add_entity(EntityType::BlockEnd(block_end))
|
||
.map_err(|e| e.to_string())?;
|
||
|
||
let local = EntityTransform::Translate(-base);
|
||
for mut entity in entities {
|
||
view::dispatch::apply_transform(&mut entity, &local);
|
||
entity = crate::modules::draw::modify::explode::normalize_entity_for_block(entity);
|
||
Self::reset_clone_subhandles(&mut self.document, &mut entity);
|
||
entity.common_mut().handle = Handle::NULL;
|
||
entity.common_mut().owner_handle = br_handle;
|
||
self.document
|
||
.add_entity(entity)
|
||
.map_err(|e| e.to_string())?;
|
||
}
|
||
// Block defns don't render on their own, but the geometry cache must
|
||
// pick up the new definition so the interactive insert can preview it.
|
||
self.bump_geometry();
|
||
Ok(())
|
||
}
|
||
|
||
/// Recreate a block definition verbatim — the entities are already in
|
||
/// block-local coordinates (unlike `define_block_from_owned_entities`,
|
||
/// which folds in a base offset). No-op if the block already exists.
|
||
/// Used when pasting an INSERT whose block this drawing lacks. (#135)
|
||
pub fn define_block_raw(
|
||
&mut self,
|
||
name: &str,
|
||
base_point: acadrust::types::Vector3,
|
||
entities: Vec<EntityType>,
|
||
) {
|
||
if name.is_empty() || self.document.block_records.get(name).is_some() {
|
||
return;
|
||
}
|
||
let next = self.document.next_handle();
|
||
let br_handle = Handle::new(next);
|
||
let block_handle = Handle::new(next + 1);
|
||
let end_handle = Handle::new(next + 2);
|
||
|
||
let mut block_record = acadrust::tables::BlockRecord::new(name);
|
||
block_record.handle = br_handle;
|
||
block_record.block_entity_handle = block_handle;
|
||
block_record.block_end_handle = end_handle;
|
||
if self.document.block_records.add(block_record).is_err() {
|
||
return;
|
||
}
|
||
|
||
let mut block = Block::new(name, base_point);
|
||
block.common.handle = block_handle;
|
||
block.common.owner_handle = br_handle;
|
||
let _ = self.document.add_entity(EntityType::Block(block));
|
||
|
||
let mut block_end = BlockEnd::new();
|
||
block_end.common.handle = end_handle;
|
||
block_end.common.owner_handle = br_handle;
|
||
let _ = self.document.add_entity(EntityType::BlockEnd(block_end));
|
||
|
||
for mut entity in entities {
|
||
Self::reset_clone_subhandles(&mut self.document, &mut entity);
|
||
entity.common_mut().handle = Handle::NULL;
|
||
entity.common_mut().owner_handle = br_handle;
|
||
let _ = self.document.add_entity(entity);
|
||
}
|
||
self.bump_geometry();
|
||
}
|
||
|
||
pub(super) fn synced_hatch_models(&self) -> Vec<HatchModel> {
|
||
let layout_block = self.current_layout_block_handle();
|
||
|
||
let layer_hidden = |layer: &str| {
|
||
self.document
|
||
.layers
|
||
.get(layer)
|
||
.map(|l| l.flags.off || l.flags.frozen)
|
||
.unwrap_or(false)
|
||
};
|
||
|
||
// synced_hatch_models is cached on geometry_epoch and the GPU
|
||
// upload is keyed on geometry_epoch only (see render.rs — hatch
|
||
// buffers are "static"). Don't view-cull here; the per-frame
|
||
// skip flag in compute_hatch_lod handles frustum + sub-pixel
|
||
// culling at draw time, which keeps the GPU upload set stable
|
||
// across pan/zoom.
|
||
//
|
||
// We INCLUDE hatches from blocks other than `current_layout`'s
|
||
// own block (specifically: paper-layout content viewports want
|
||
// model-block hatches). Every hatch's `world_origin` is already
|
||
// baked into the correct block coord-space at
|
||
// `populate_hatches_from_document` time (offset for model, 0 for
|
||
// paper), so projecting them through a camera built for the
|
||
// wrong block lands them outside the frustum and the per-vp
|
||
// scissor / LOD culls them out — no double-rendering.
|
||
let depth_map = self.draw_depth_map();
|
||
let mut models: Vec<HatchModel> = self
|
||
.hatches
|
||
.iter()
|
||
.filter(|(&handle, _)| {
|
||
let Some(entity) = self.document.get_entity(handle) else {
|
||
return true;
|
||
};
|
||
let c = entity.common();
|
||
if c.invisible || layer_hidden(&c.layer) {
|
||
return false;
|
||
}
|
||
// Reject block-defn-only hatches (entities owned by a
|
||
// BLOCK record that's neither model nor a paper layout
|
||
// block) — they're tessellated separately via Insert
|
||
// explosion and only the laid-out copies should appear.
|
||
self.belongs_to_visible_block(handle, c.owner_handle, layout_block)
|
||
|| self.belongs_to_visible_block(
|
||
handle,
|
||
c.owner_handle,
|
||
self.model_space_block_handle(),
|
||
)
|
||
})
|
||
.map(|(&handle, model)| {
|
||
let entity = self.document.get_entity(handle);
|
||
let mut m = model.clone();
|
||
if let Some(e) = entity {
|
||
m.color = self.render_style(e).0;
|
||
if let EntityType::Hatch(dxf) = e {
|
||
match &mut m.pattern {
|
||
model::hatch_model::HatchPattern::Pattern(_) => {
|
||
m.angle_offset = dxf.pattern_angle as f32;
|
||
let anno = if self.current_layout == "Model" {
|
||
self.annotation_scale
|
||
} else {
|
||
1.0
|
||
};
|
||
m.scale = dxf.pattern_scale as f32 * anno;
|
||
}
|
||
model::hatch_model::HatchPattern::Gradient { angle_deg, .. } => {
|
||
*angle_deg = dxf.pattern_angle.to_degrees() as f32;
|
||
}
|
||
model::hatch_model::HatchPattern::Solid => {}
|
||
}
|
||
}
|
||
}
|
||
if self.selected.contains(&handle) {
|
||
m.color = [0.15, 0.55, 1.00, m.color[3]];
|
||
}
|
||
m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
|
||
m
|
||
})
|
||
.collect();
|
||
|
||
// Background for adapting block-child hatch colours at the leaf (#221).
|
||
let hatch_bg: [f32; 4] = if self.current_layout != "Model" {
|
||
self.paper_bg_color
|
||
} else {
|
||
self.bg_color
|
||
};
|
||
for entity in self.document.entities() {
|
||
let EntityType::Insert(ins) = entity else {
|
||
continue;
|
||
};
|
||
if ins.common.invisible || layer_hidden(&ins.common.layer) {
|
||
continue;
|
||
}
|
||
if !self.belongs_to_visible_block(
|
||
ins.common.handle,
|
||
ins.common.owner_handle,
|
||
layout_block,
|
||
) {
|
||
continue;
|
||
}
|
||
let selected = self.selected.contains(&ins.common.handle);
|
||
// XCLIP: clip this insert's exploded hatch fills to the boundary,
|
||
// matching how the line geometry is clipped in expand_insert.
|
||
let clip_poly = pick::xclip::insert_spatial_filter(&self.document, ins)
|
||
.map(|sf| pick::xclip::world_clip_polygon(sf, ins));
|
||
// Walk the full block tree: `explode_from_document` only descends
|
||
// one level, so nested INSERTs are re-exploded here. Each level
|
||
// bakes its transform into the children it returns, so nested
|
||
// hatches land in the correct world position. A depth guard keeps
|
||
// a malformed cyclic block reference from looping forever.
|
||
let normalize = crate::modules::draw::modify::explode::normalize_insert_entity;
|
||
// Block-child colour inheritance sources (#221), kept RAW and
|
||
// adapted at the leaf. `ins_color` feeds ByBlock; `l0` (the
|
||
// INSERT's *layer* style) feeds the layer-0 rule. Both chain
|
||
// through nested inserts, mirroring expand_insert.
|
||
let ins_color =
|
||
crate::scene::view::render::render_style_for(&self.document, entity).0;
|
||
let l0 = crate::scene::view::render::layer_render_style(
|
||
&self.document,
|
||
&ins.common.layer,
|
||
);
|
||
let mut stack: Vec<(
|
||
EntityType,
|
||
usize,
|
||
[f32; 4],
|
||
crate::scene::view::render::InheritStyle,
|
||
)> = ins
|
||
.explode_from_document(&self.document)
|
||
.into_iter()
|
||
.map(|e| (normalize(e), 0usize, ins_color, l0))
|
||
.collect();
|
||
while let Some((sub, depth, sub_ins_color, sub_l0)) = stack.pop() {
|
||
match sub {
|
||
EntityType::Insert(nins) => {
|
||
if depth >= 32 {
|
||
continue;
|
||
}
|
||
use acadrust::types::Color;
|
||
// Chain the inheritance sources into the nested insert,
|
||
// mirroring expand_insert's nested resolution: ByBlock →
|
||
// parent source; layer-0 + ByLayer → parent layer-0
|
||
// target; else the nested insert's own resolved style.
|
||
let child_ins_color = if nins.common.color == Color::ByBlock {
|
||
sub_ins_color
|
||
} else if nins.common.layer == "0"
|
||
&& nins.common.color == Color::ByLayer
|
||
{
|
||
sub_l0.color
|
||
} else {
|
||
crate::scene::view::render::render_style_for(
|
||
&self.document,
|
||
&EntityType::Insert(nins.clone()),
|
||
)
|
||
.0
|
||
};
|
||
let child_l0 = if nins.common.layer == "0" {
|
||
sub_l0
|
||
} else {
|
||
crate::scene::view::render::layer_render_style(
|
||
&self.document,
|
||
&nins.common.layer,
|
||
)
|
||
};
|
||
for e in nins.explode_from_document(&self.document) {
|
||
stack.push((normalize(e), depth + 1, child_ins_color, child_l0));
|
||
}
|
||
}
|
||
EntityType::Hatch(dxf) => {
|
||
if dxf.common.invisible || layer_hidden(&dxf.common.layer) {
|
||
continue;
|
||
}
|
||
// Resolve ByBlock / layer-0 inheritance for this block
|
||
// child, then adapt to the background (#221). Pattern /
|
||
// lineweight args are unused by a hatch's colour.
|
||
let color = crate::scene::view::render::render_style_for_block_sub(
|
||
&self.document,
|
||
&EntityType::Hatch(dxf.clone()),
|
||
sub_ins_color,
|
||
0.0,
|
||
[0.0; 8],
|
||
0.0,
|
||
sub_l0,
|
||
)
|
||
.0;
|
||
let color =
|
||
crate::scene::view::render::adapt_to_bg(color, hatch_bg);
|
||
if let Some(mut model) =
|
||
Self::hatch_model_from_dxf(&dxf, color)
|
||
{
|
||
if let Some(poly) = &clip_poly {
|
||
let clipped = pick::xclip::clip_hatch_boundary(
|
||
&model.boundary,
|
||
model.world_origin,
|
||
poly,
|
||
);
|
||
if clipped.is_empty() {
|
||
continue;
|
||
}
|
||
model.boundary = std::sync::Arc::new(clipped);
|
||
}
|
||
if selected {
|
||
model.color = [0.15, 0.55, 1.00, model.color[3]];
|
||
}
|
||
models.push(model);
|
||
}
|
||
}
|
||
_ => {}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Wide LWPolyline and Polyline2D fills
|
||
for entity in self.document.entities() {
|
||
let (common, fill_origin, fills) = match entity {
|
||
EntityType::LwPolyline(pl) => {
|
||
let (o, f) = crate::entities::lwpolyline::wide_fills(pl);
|
||
(&pl.common, o, f)
|
||
}
|
||
EntityType::Polyline2D(pl) => {
|
||
let (o, f) = crate::entities::polyline::wide_fills(pl);
|
||
(&pl.common, o, f)
|
||
}
|
||
_ => continue,
|
||
};
|
||
if fills.is_empty() {
|
||
continue;
|
||
}
|
||
if common.invisible || layer_hidden(&common.layer) {
|
||
continue;
|
||
}
|
||
if !self.belongs_to_visible_block(common.handle, common.owner_handle, layout_block) {
|
||
continue;
|
||
}
|
||
let base_color = self.render_style(entity).0;
|
||
let selected = self.selected.contains(&common.handle);
|
||
let color = if selected {
|
||
[0.15, 0.55, 1.00, 1.0]
|
||
} else {
|
||
base_color
|
||
};
|
||
for boundary in fills {
|
||
models.push(HatchModel {
|
||
boundary: Arc::new(boundary),
|
||
pattern: model::hatch_model::HatchPattern::Solid,
|
||
name: "SOLID".into(),
|
||
color,
|
||
angle_offset: 0.0,
|
||
scale: 1.0,
|
||
world_origin: fill_origin,
|
||
vp_scissor: None,
|
||
draw_depth: depth_map.get(&common.handle.value()).copied().unwrap_or(0.0),
|
||
});
|
||
}
|
||
}
|
||
|
||
models
|
||
}
|
||
|
||
/// Wipeout fill models — rendered in a separate pass AFTER wires so that
|
||
/// wipeouts correctly mask everything below them in the draw order.
|
||
pub(crate) fn wipeout_models(&self) -> Vec<HatchModel> {
|
||
let is_paper = self.current_layout != "Model";
|
||
let bg_color: [f32; 4] = if is_paper {
|
||
self.paper_bg_color
|
||
} else {
|
||
self.bg_color
|
||
};
|
||
// No per-frame view-cull here: GPU wipeout buffer upload is
|
||
// gated on geometry_epoch only (see render.rs), so any cull at
|
||
// build time would freeze the visible subset at the geometry
|
||
// epoch boundary and never re-evaluate as the user pans. The
|
||
// pipeline's `wipeout_skip_flags` (compute_wipeout_lod) does
|
||
// the per-frame skip at draw time instead.
|
||
let mut models = Vec::new();
|
||
for entity in self.document.entities() {
|
||
let EntityType::Wipeout(wo) = entity else {
|
||
continue;
|
||
};
|
||
if entity.common().invisible {
|
||
continue;
|
||
}
|
||
if self
|
||
.document
|
||
.layers
|
||
.get(&entity.common().layer)
|
||
.map(|l| l.flags.off || l.flags.frozen)
|
||
.unwrap_or(false)
|
||
{
|
||
continue;
|
||
}
|
||
// Per-entity world_offset selection so paper-layout content
|
||
// viewports still see model-block wipeouts at the right local
|
||
// coordinates (same rationale as hatches).
|
||
let (fill_origin, boundary) = Self::wipeout_boundary_2d(wo);
|
||
if boundary.len() >= 3 {
|
||
let mut fill_color = bg_color;
|
||
if self.selected.contains(&wo.common.handle) {
|
||
fill_color = [0.15, 0.55, 1.00, 0.35];
|
||
}
|
||
models.push(HatchModel {
|
||
boundary: Arc::new(boundary),
|
||
pattern: model::hatch_model::HatchPattern::Solid,
|
||
name: "WIPEOUT_FILL".into(),
|
||
color: fill_color,
|
||
angle_offset: 0.0,
|
||
scale: 1.0,
|
||
world_origin: fill_origin,
|
||
vp_scissor: None,
|
||
draw_depth: 0.0,
|
||
});
|
||
}
|
||
}
|
||
models
|
||
}
|
||
|
||
/// Compute the 2D (XY) boundary polygon for a Wipeout entity.
|
||
/// Wipeout fill boundary as small f32 offsets from the returned `world_origin`
|
||
/// (the insertion point, kept in f64). Building it in absolute WCS f32
|
||
/// collapsed the boundary into squares at UTM-scale coordinates; the
|
||
/// relative-to-eye hatch fill reconstructs `world_origin + offset` precisely.
|
||
pub(super) fn wipeout_boundary_2d(
|
||
wo: &acadrust::entities::Wipeout,
|
||
) -> ([f64; 2], Vec<[f32; 2]>) {
|
||
use acadrust::entities::WipeoutClipType;
|
||
|
||
let origin = [wo.insertion_point.x, wo.insertion_point.y];
|
||
|
||
let is_polygon = wo.clipping_enabled
|
||
&& wo.clip_boundary_vertices.len() >= 3
|
||
&& matches!(wo.clip_type, WipeoutClipType::Polygonal);
|
||
|
||
if is_polygon {
|
||
// DXF clip vertices live in image-pixel space, centred on the
|
||
// image (range −size/2 … +size/2). Image-bottom-left → insertion,
|
||
// image-y-axis points DOWN (per the DXF "v_vector points down the
|
||
// image" convention), so map:
|
||
// x_off = (clip.x + size.x/2) × u_vec
|
||
// y_off = (size.y/2 − clip.y) × v_vec ← y flipped
|
||
// Offsets are relative to `origin` (the insertion point).
|
||
let cx_of = |v: &acadrust::types::Vector2| v.x + wo.size.x * 0.5;
|
||
let cy_of = |v: &acadrust::types::Vector2| wo.size.y * 0.5 - v.y;
|
||
let mut poly: Vec<[f32; 2]> = wo
|
||
.clip_boundary_vertices
|
||
.iter()
|
||
.map(|v| {
|
||
let cx = cx_of(v);
|
||
let cy = cy_of(v);
|
||
let wx = (wo.u_vector.x * cx + wo.v_vector.x * cy) as f32;
|
||
let wy = (wo.u_vector.y * cx + wo.v_vector.y * cy) as f32;
|
||
[wx, wy]
|
||
})
|
||
.collect();
|
||
// Close the loop: the GPU `in_polygon` ray-cast walks
|
||
// sequential pairs and doesn't wrap, so without an explicit
|
||
// closing vertex the last edge (vN-1 → v0) is never tested and
|
||
// the fill bleeds far past the boundary.
|
||
if let Some(&first) = poly.first() {
|
||
if poly.last() != Some(&first) {
|
||
poly.push(first);
|
||
}
|
||
}
|
||
(origin, poly)
|
||
} else {
|
||
// Rectangular boundary from 4 corners, as offsets from `origin`.
|
||
let ux = (wo.u_vector.x * wo.size.x) as f32;
|
||
let uy = (wo.u_vector.y * wo.size.x) as f32;
|
||
let vx = (wo.v_vector.x * wo.size.y) as f32;
|
||
let vy = (wo.v_vector.y * wo.size.y) as f32;
|
||
// Close the loop (repeat corner 0): the GPU `in_polygon` ray-cast
|
||
// walks sequential vertex pairs and never wraps last→first, so an
|
||
// unclosed quad leaves the v3→v0 edge untested and the solid mask
|
||
// bleeds past the boundary — same reason the polygon branch closes.
|
||
(
|
||
origin,
|
||
vec![
|
||
[0.0, 0.0],
|
||
[ux, uy],
|
||
[ux + vx, uy + vy],
|
||
[vx, vy],
|
||
[0.0, 0.0],
|
||
],
|
||
)
|
||
}
|
||
}
|
||
|
||
pub(super) fn hatch_model_from_dxf(
|
||
dxf: &DxfHatch,
|
||
color: [f32; 4],
|
||
) -> Option<HatchModel> {
|
||
let normal = (dxf.normal.x, dxf.normal.y, dxf.normal.z);
|
||
// Build the boundary in f64 first so the precision-preserving
|
||
// origin computation below sees full WCS precision. We only cast
|
||
// to f32 once at the end, after subtracting the AABB centre, so
|
||
// the stored offsets are small-magnitude with high f32 precision
|
||
// even on large UTM-scale drawings.
|
||
let to_xy = |x: f64, y: f64| -> [f64; 2] {
|
||
let (wx, wy, _) =
|
||
crate::scene::view::transform::ocs_point_to_wcs((x, y, dxf.elevation), normal);
|
||
[wx, wy]
|
||
};
|
||
if dxf.paths.is_empty() {
|
||
return None;
|
||
}
|
||
|
||
let mut boundary: Vec<[f64; 2]> = Vec::new();
|
||
|
||
for path in &dxf.paths {
|
||
let before_path = boundary.len();
|
||
if !boundary.is_empty() {
|
||
boundary.push([f64::NAN, f64::NAN]);
|
||
}
|
||
let path_start = boundary.len();
|
||
|
||
for edge in &path.edges {
|
||
match edge {
|
||
BoundaryEdge::Polyline(poly) => {
|
||
let verts = &poly.vertices;
|
||
let count = verts.len();
|
||
if count == 0 {
|
||
continue;
|
||
}
|
||
let seg_count = if poly.is_closed {
|
||
count
|
||
} else {
|
||
count.saturating_sub(1)
|
||
};
|
||
for i in 0..seg_count {
|
||
let v0 = &verts[i];
|
||
let v1 = &verts[(i + 1) % count];
|
||
let bulge = v0.z;
|
||
// Tess in f64 to preserve ~1 cm precision at
|
||
// UTM-scale WCS (the f32 path used to produce
|
||
// visibly wavy hatch arcs at 1e5+ magnitude).
|
||
let arc = if bulge.abs() < 1e-9 {
|
||
None
|
||
} else {
|
||
crate::entities::common::BulgeArc::from_bulge(
|
||
[v0.x, v0.y],
|
||
[v1.x, v1.y],
|
||
bulge,
|
||
)
|
||
};
|
||
let Some(arc) = arc else {
|
||
boundary.push(to_xy(v0.x, v0.y));
|
||
continue;
|
||
};
|
||
let segs = convert::tess_util::arc_segments(
|
||
arc.radius,
|
||
arc.sweep.abs(),
|
||
convert::tess_util::fill_chord_tol(arc.radius),
|
||
);
|
||
for j in 0..segs {
|
||
let s = arc.sample(j as f64 / segs as f64);
|
||
boundary.push(to_xy(s[0], s[1]));
|
||
}
|
||
}
|
||
if poly.is_closed {
|
||
if let Some(&first) = boundary.get(path_start) {
|
||
boundary.push(first);
|
||
}
|
||
}
|
||
}
|
||
BoundaryEdge::Line(line) => {
|
||
boundary.push(to_xy(line.start.x, line.start.y));
|
||
boundary.push(to_xy(line.end.x, line.end.y));
|
||
}
|
||
BoundaryEdge::CircularArc(arc) => {
|
||
let (sa, span) = convert::tess_util::arc_signed_span(
|
||
arc.start_angle,
|
||
arc.end_angle,
|
||
arc.counter_clockwise,
|
||
);
|
||
let segs = convert::tess_util::arc_segments(
|
||
arc.radius,
|
||
span.abs(),
|
||
convert::tess_util::fill_chord_tol(arc.radius),
|
||
);
|
||
for i in 0..=segs {
|
||
let t = sa + span * (i as f64 / segs as f64);
|
||
boundary.push(to_xy(
|
||
arc.center.x + arc.radius * t.cos(),
|
||
arc.center.y + arc.radius * t.sin(),
|
||
));
|
||
}
|
||
}
|
||
BoundaryEdge::EllipticArc(ell) => {
|
||
let r_maj = (ell.major_axis_endpoint.x * ell.major_axis_endpoint.x
|
||
+ ell.major_axis_endpoint.y * ell.major_axis_endpoint.y)
|
||
.sqrt();
|
||
let r_min = r_maj * ell.minor_axis_ratio;
|
||
let rot = ell
|
||
.major_axis_endpoint
|
||
.y
|
||
.atan2(ell.major_axis_endpoint.x);
|
||
let (sa, span) = convert::tess_util::arc_signed_span(
|
||
ell.start_angle,
|
||
ell.end_angle,
|
||
ell.counter_clockwise,
|
||
);
|
||
let segs = convert::tess_util::arc_segments(
|
||
r_maj,
|
||
span.abs(),
|
||
convert::tess_util::fill_chord_tol(r_maj),
|
||
);
|
||
let (cr, sr) = (rot.cos(), rot.sin());
|
||
for i in 0..=segs {
|
||
let t = sa + span * (i as f64 / segs as f64);
|
||
let lx = r_maj * t.cos();
|
||
let ly = r_min * t.sin();
|
||
boundary.push(to_xy(
|
||
ell.center.x + lx * cr - ly * sr,
|
||
ell.center.y + lx * sr + ly * cr,
|
||
));
|
||
}
|
||
}
|
||
BoundaryEdge::Spline(spline) => {
|
||
// DXF spline control_points pack (x, y, weight) into
|
||
// a Vector3 — the z field is the rational weight, NOT
|
||
// a Z coordinate. The legacy code dropped weight and
|
||
// sampled with a fixed 16 segments; both bugs
|
||
// produced visibly wrong fill regions for spline-
|
||
// bounded hatches (especially block-internal ones,
|
||
// where boundaries are often spline curves with
|
||
// rational weights and short cubic segments).
|
||
//
|
||
// Build a NurbsCurve when `rational`, otherwise a
|
||
// plain BSplineCurve, and sample adaptively via
|
||
// truck's `parameter_division` at the same chord
|
||
// tolerance the fill polygon uses for arcs.
|
||
let degree = spline.degree.max(0) as usize;
|
||
let knot_vec = if !spline.knots.is_empty() {
|
||
KnotVec::from(spline.knots.clone())
|
||
} else if spline.control_points.len() >= degree + 1 {
|
||
KnotVec::uniform_knot(degree, spline.control_points.len() - 1)
|
||
} else {
|
||
KnotVec::from(vec![])
|
||
};
|
||
let knot_ok = spline.control_points.len() >= 2
|
||
&& degree >= 1
|
||
&& knot_vec.len() == spline.control_points.len() + degree + 1;
|
||
|
||
// Rough chord-tolerance: 0.1% of the control-poly
|
||
// diagonal so adaptive sampling produces enough
|
||
// points to follow the curve without exploding on
|
||
// huge splines.
|
||
let (mut sp_min_x, mut sp_min_y) = (f64::INFINITY, f64::INFINITY);
|
||
let (mut sp_max_x, mut sp_max_y) = (f64::NEG_INFINITY, f64::NEG_INFINITY);
|
||
for cp in &spline.control_points {
|
||
sp_min_x = sp_min_x.min(cp.x);
|
||
sp_min_y = sp_min_y.min(cp.y);
|
||
sp_max_x = sp_max_x.max(cp.x);
|
||
sp_max_y = sp_max_y.max(cp.y);
|
||
}
|
||
let diag = ((sp_max_x - sp_min_x).powi(2)
|
||
+ (sp_max_y - sp_min_y).powi(2))
|
||
.sqrt();
|
||
let tol = convert::tess_util::fill_chord_tol(diag.max(1.0));
|
||
|
||
let mut sampled = false;
|
||
if knot_ok {
|
||
if spline.rational {
|
||
// NURBS: pack (x, y, 0, w) into Vector4.
|
||
let cps: Vec<Vector4> = spline
|
||
.control_points
|
||
.iter()
|
||
.map(|p| {
|
||
let w = if p.z.abs() > 1e-12 { p.z } else { 1.0 };
|
||
Vector4::new(p.x * w, p.y * w, 0.0, w)
|
||
})
|
||
.collect();
|
||
let bspl = TruckBSpline::new(knot_vec.clone(), cps);
|
||
let curve = NurbsCurve::new(bspl);
|
||
let (t0, t1) = curve.range_tuple();
|
||
let (_, pts) = curve.parameter_division((t0, t1), tol);
|
||
for p in pts {
|
||
boundary.push(to_xy(p.x, p.y));
|
||
}
|
||
sampled = true;
|
||
} else {
|
||
let cps: Vec<Point3> = spline
|
||
.control_points
|
||
.iter()
|
||
.map(|p| Point3::new(p.x, p.y, 0.0))
|
||
.collect();
|
||
let bspl = TruckBSpline::new(knot_vec, cps);
|
||
let (t0, t1) = bspl.range_tuple();
|
||
let (_, pts) = bspl.parameter_division((t0, t1), tol);
|
||
for p in pts {
|
||
boundary.push(to_xy(p.x, p.y));
|
||
}
|
||
sampled = true;
|
||
}
|
||
}
|
||
if !sampled {
|
||
// Fallback: prefer fit_points (which lie on the
|
||
// curve) over control_points (which usually
|
||
// don't). A control-point polyline would draw
|
||
// the convex-hull silhouette — visibly wrong.
|
||
let pts: &[_] = if !spline.fit_points.is_empty() {
|
||
&spline.fit_points
|
||
} else {
|
||
&[]
|
||
};
|
||
if !pts.is_empty() {
|
||
for p in pts {
|
||
boundary.push(to_xy(p.x, p.y));
|
||
}
|
||
} else {
|
||
for cp in &spline.control_points {
|
||
boundary.push(to_xy(cp.x, cp.y));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if boundary.len() == path_start {
|
||
boundary.truncate(before_path);
|
||
continue;
|
||
}
|
||
if boundary.len() >= path_start + 3 {
|
||
let first = boundary[path_start];
|
||
let last = *boundary.last().unwrap();
|
||
if (first[0] - last[0]).abs() > 1e-5 || (first[1] - last[1]).abs() > 1e-5 {
|
||
boundary.push(first);
|
||
}
|
||
}
|
||
}
|
||
|
||
if boundary.is_empty() {
|
||
return None;
|
||
}
|
||
// The batched hatch renderer keeps boundaries in a GPU storage
|
||
// buffer (no fixed length), so a hatch with many island loops must
|
||
// retain *every* loop or even-odd island detection breaks. The old
|
||
// flat `truncate(1024)` cut complex multi-loop hatches mid-boundary:
|
||
// trailing islands were dropped and the final partial loop was left
|
||
// open, flipping the even-odd parity so the fill bled across the
|
||
// rest of the shape. Only guard against pathological vertex counts,
|
||
// and when trimming, cut at a whole-loop (NaN sentinel) boundary so
|
||
// no sub-loop is ever left open. (#148)
|
||
const MAX_HATCH_MODEL_VERTS: usize = 16_384;
|
||
if boundary.len() > MAX_HATCH_MODEL_VERTS {
|
||
// Drop only whole trailing loops: cut at the last NaN sentinel
|
||
// at/before the cap. If the first loop alone exceeds the cap,
|
||
// keep it whole rather than leaving it open.
|
||
let cut = boundary[..MAX_HATCH_MODEL_VERTS]
|
||
.iter()
|
||
.rposition(|&[x, y]| x.is_nan() || y.is_nan())
|
||
.unwrap_or(boundary.len());
|
||
boundary.truncate(cut);
|
||
}
|
||
|
||
let pattern = if dxf.gradient_color.is_enabled() {
|
||
let color2 = dxf
|
||
.gradient_color
|
||
.colors
|
||
.get(1)
|
||
.and_then(|e| e.color.rgb())
|
||
.map(|(r, g, b)| [r as f32 / 255.0, g as f32 / 255.0, b as f32 / 255.0, 1.0])
|
||
.unwrap_or(color);
|
||
let angle_deg = dxf.pattern_angle.to_degrees() as f32;
|
||
model::hatch_model::HatchPattern::Gradient { angle_deg, color2 }
|
||
} else if dxf.is_solid {
|
||
model::hatch_model::HatchPattern::Solid
|
||
} else {
|
||
let pat_name = &dxf.pattern.name;
|
||
if let Some(entry) = crate::scene::model::hatch_patterns::find(pat_name) {
|
||
entry.gpu.clone()
|
||
} else {
|
||
model::hatch_model::HatchPattern::Pattern(vec![model::hatch_model::PatFamily {
|
||
angle_deg: 0.0,
|
||
x0: 0.0,
|
||
y0: 0.0,
|
||
dx: 0.0,
|
||
dy: 5.0 * dxf.pattern_scale as f32,
|
||
dashes: vec![],
|
||
}])
|
||
}
|
||
};
|
||
|
||
let name = if dxf.gradient_color.is_enabled() {
|
||
dxf.gradient_color.name.clone()
|
||
} else if dxf.is_solid {
|
||
"SOLID".into()
|
||
} else {
|
||
dxf.pattern.name.clone()
|
||
};
|
||
|
||
// Precision-preserving cast f64 → f32: pick an `world_origin`
|
||
// anchor (boundary AABB centre in f64) and store every vertex
|
||
// as a small f32 offset from it. NaN separators are preserved
|
||
// so the in_polygon ray-cast still sees the path breaks.
|
||
let mut min_x = f64::INFINITY;
|
||
let mut min_y = f64::INFINITY;
|
||
let mut max_x = f64::NEG_INFINITY;
|
||
let mut max_y = f64::NEG_INFINITY;
|
||
for &[x, y] in &boundary {
|
||
if x.is_finite() && y.is_finite() {
|
||
if x < min_x { min_x = x; }
|
||
if y < min_y { min_y = y; }
|
||
if x > max_x { max_x = x; }
|
||
if y > max_y { max_y = y; }
|
||
}
|
||
}
|
||
let world_origin = if min_x.is_finite() && min_y.is_finite() {
|
||
[(min_x + max_x) * 0.5, (min_y + max_y) * 0.5]
|
||
} else {
|
||
[0.0, 0.0]
|
||
};
|
||
let boundary_f32: Vec<[f32; 2]> = boundary
|
||
.iter()
|
||
.map(|&[x, y]| {
|
||
if x.is_finite() && y.is_finite() {
|
||
[(x - world_origin[0]) as f32, (y - world_origin[1]) as f32]
|
||
} else {
|
||
[f32::NAN, f32::NAN]
|
||
}
|
||
})
|
||
.collect();
|
||
|
||
Some(HatchModel {
|
||
boundary: std::sync::Arc::new(boundary_f32),
|
||
pattern,
|
||
name,
|
||
color,
|
||
angle_offset: dxf.pattern_angle as f32,
|
||
scale: dxf.pattern_scale as f32,
|
||
world_origin,
|
||
vp_scissor: None,
|
||
draw_depth: 0.0,
|
||
})
|
||
}
|
||
|
||
/// Decode and cache all RasterImage entities from the current document.
|
||
/// Silently skips images whose files cannot be read.
|
||
pub fn populate_images_from_document(&mut self) {
|
||
self.images.clear();
|
||
let entries: Vec<(Handle, acadrust::entities::RasterImage)> = self
|
||
.document
|
||
.entities()
|
||
.filter_map(|e| {
|
||
if let EntityType::RasterImage(img) = e {
|
||
Some((img.common.handle, img.clone()))
|
||
} else {
|
||
None
|
||
}
|
||
})
|
||
.collect();
|
||
for (handle, img) in entries {
|
||
if let Some(model) = ImageModel::from_raster_image(&img) {
|
||
self.images.insert(handle, model);
|
||
}
|
||
}
|
||
self.bump_geometry();
|
||
}
|
||
|
||
pub fn populate_hatches_from_document(&mut self) {
|
||
self.hatches.clear();
|
||
|
||
let entries: Vec<(Handle, EntityType)> = self
|
||
.document
|
||
.entities()
|
||
.filter_map(|e| match e {
|
||
EntityType::Hatch(h) => Some((h.common.handle, e.clone())),
|
||
EntityType::Solid(s) => Some((s.common.handle, e.clone())),
|
||
_ => None,
|
||
})
|
||
.collect();
|
||
|
||
use crate::par::prelude::*;
|
||
self.hatches = entries
|
||
.into_par_iter()
|
||
.filter_map(|(handle, kind)| {
|
||
// Paper-space entities live in sheet coordinates — world_offset must not
|
||
let model = match &kind {
|
||
EntityType::Hatch(dxf) => {
|
||
let color = convert::tess_util::aci_to_rgba(&dxf.common.color);
|
||
Self::hatch_model_from_dxf(dxf, color)
|
||
}
|
||
EntityType::Solid(solid) => {
|
||
let color = convert::tess_util::aci_to_rgba(&solid.common.color);
|
||
Some(Self::solid_hatch_model(solid, color))
|
||
}
|
||
_ => None,
|
||
};
|
||
model.map(|m| (handle, m))
|
||
})
|
||
.collect();
|
||
|
||
self.bump_geometry();
|
||
}
|
||
|
||
/// Tessellate all `Solid3D` entities in the current document into
|
||
/// GPU-ready `MeshModel`s and store them in `self.meshes`.
|
||
///
|
||
/// Called after loading a document or after undo/redo so that every
|
||
/// `Solid3D` entity is represented in the mesh cache.
|
||
pub fn populate_meshes_from_document(&mut self) {
|
||
self.populate_meshes_impl(false);
|
||
}
|
||
|
||
/// Like [`populate_meshes_from_document`] but tessellates only solids
|
||
/// whose handle is not already cached — the existing meshes are kept.
|
||
///
|
||
/// Used after an XREF merge: the host document's solids were already
|
||
/// tessellated by the background loader, and the merge assigns brand-new
|
||
/// handles to every imported xref entity (see `merge_xref_into_block`),
|
||
/// so cached handles are guaranteed to be host solids. This turns the
|
||
/// post-xref pass from "re-tessellate host + all xrefs" into "tessellate
|
||
/// only the newly merged xref solids" — the dominant cost when a drawing
|
||
/// attaches several large xrefs. (#203)
|
||
pub fn populate_missing_meshes_from_document(&mut self) {
|
||
self.populate_meshes_impl(true);
|
||
}
|
||
|
||
fn populate_meshes_impl(&mut self, incremental: bool) {
|
||
if !incremental {
|
||
self.meshes.clear();
|
||
self.block_meshes.clear();
|
||
}
|
||
// BLOCK-entity handles of the layout (model + paper) blocks. A solid
|
||
// owned by one of these is top-level; anything else lives in a block
|
||
// definition and is instanced per INSERT instead. (#123)
|
||
let layout_blocks: std::collections::HashSet<Handle> = self
|
||
.document
|
||
.objects
|
||
.values()
|
||
.filter_map(|o| match o {
|
||
acadrust::objects::ObjectType::Layout(l) if !l.block_record.is_null() => {
|
||
Some(l.block_record)
|
||
}
|
||
_ => None,
|
||
})
|
||
.collect();
|
||
// Resolve color through `render_style` so the same bg adaptation
|
||
// wires use kicks in (pure black on dark bg → white, pure white
|
||
// on light bg → black). Without this, ACIS meshes ignore
|
||
// `adapt_to_bg` and stay invisible against matching bg colours.
|
||
let entries: Vec<(Handle, EntityType, [f32; 4], bool)> = self
|
||
.document
|
||
.entities()
|
||
.filter_map(|e| match e {
|
||
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) | EntityType::Surface(_) => {
|
||
let handle = e.common().handle;
|
||
// Incremental (post-xref) pass: leave already-tessellated
|
||
// host solids untouched, only build the newly merged ones.
|
||
if incremental
|
||
&& (self.meshes.contains_key(&handle) || self.block_meshes.contains_key(&handle))
|
||
{
|
||
return None;
|
||
}
|
||
let color = self.render_style(e).0;
|
||
let top_level = layout_blocks.contains(&e.common().owner_handle);
|
||
Some((handle, e.clone(), color, top_level))
|
||
}
|
||
_ => None,
|
||
})
|
||
.collect();
|
||
|
||
use crate::par::prelude::*;
|
||
let facet_res = self.document.header.facet_resolution;
|
||
// Top-level solids: offset into the render frame, drawn flat.
|
||
// Block-definition solids: keep block-local coords for per-INSERT
|
||
// instancing (no offset applied here).
|
||
let built: Vec<(Handle, MeshLodSet, bool)> = entries
|
||
.into_par_iter()
|
||
.filter_map(|(handle, entity, color, top_level)| {
|
||
crate::entities::solid3d::tessellate_volume(&entity, color, facet_res).map(|m| {
|
||
let m = if top_level { offset_mesh_lod_set(m) } else { m };
|
||
(handle, m, top_level)
|
||
})
|
||
})
|
||
.collect();
|
||
for (handle, m, top_level) in built {
|
||
if top_level {
|
||
self.meshes.insert(handle, m);
|
||
} else {
|
||
self.block_meshes.insert(handle, m);
|
||
}
|
||
}
|
||
|
||
self.bump_geometry();
|
||
}
|
||
|
||
/// Rebuild hatch / image / mesh caches after the document is modified
|
||
/// outside the normal `add_entity` path (e.g. REFCLOSE SAVE).
|
||
pub fn rebuild_derived_caches(&mut self) {
|
||
self.populate_hatches_from_document();
|
||
self.populate_images_from_document();
|
||
self.populate_meshes_from_document();
|
||
}
|
||
|
||
/// Build a solid-fill HatchModel for a DXF Solid entity.
|
||
/// DXF SOLID corners are in "Z-order": p0-p1 top, p2-p3 bottom.
|
||
/// Visual quad is p0→p1→p3→p2 (closed).
|
||
pub(super) fn solid_hatch_model(solid: &DxfSolid, color: [f32; 4]) -> HatchModel {
|
||
let boundary = vec![
|
||
[
|
||
(solid.first_corner.x) as f32,
|
||
(solid.first_corner.y) as f32,
|
||
],
|
||
[
|
||
(solid.second_corner.x) as f32,
|
||
(solid.second_corner.y) as f32,
|
||
],
|
||
[
|
||
(solid.fourth_corner.x) as f32,
|
||
(solid.fourth_corner.y) as f32,
|
||
],
|
||
[
|
||
(solid.third_corner.x) as f32,
|
||
(solid.third_corner.y) as f32,
|
||
],
|
||
];
|
||
HatchModel {
|
||
boundary: std::sync::Arc::new(boundary),
|
||
pattern: model::hatch_model::HatchPattern::Solid,
|
||
name: "SOLID".into(),
|
||
color,
|
||
angle_offset: 0.0,
|
||
scale: 1.0,
|
||
world_origin: [0.0; 2],
|
||
vp_scissor: None,
|
||
draw_depth: 0.0,
|
||
}
|
||
}
|
||
|
||
pub fn add_hatch(&mut self, model: HatchModel) -> Handle {
|
||
let mut dxf = DxfHatch::new();
|
||
dxf.is_solid = matches!(
|
||
model.pattern,
|
||
crate::scene::model::hatch_model::HatchPattern::Solid
|
||
);
|
||
// The boundary points arrive in local render space (world_offset
|
||
// already subtracted). The stored DXF entity must hold WCS, so add the
|
||
// offset back — otherwise the boundary wire, re-projected through the
|
||
// normal entity path, lands `world_offset` away from the fill.
|
||
let wx = model.world_origin[0];
|
||
let wy = model.world_origin[1];
|
||
let verts: Vec<Vector2> = model
|
||
.boundary
|
||
.iter()
|
||
.filter(|v| v[0].is_finite() && v[1].is_finite())
|
||
.map(|&[x, y]| Vector2::new(x as f64 + wx, y as f64 + wy))
|
||
.collect();
|
||
let edge = PolylineEdge::new(verts, true);
|
||
let mut path = BoundaryPath::external();
|
||
path.add_edge(BoundaryEdge::Polyline(edge));
|
||
dxf.paths.push(path);
|
||
if let Some(entry) = crate::scene::model::hatch_patterns::find(&model.name) {
|
||
dxf.pattern = crate::scene::model::hatch_patterns::build_dxf_pattern(entry);
|
||
}
|
||
dxf.pattern_angle = model.angle_offset as f64;
|
||
dxf.pattern_scale = if model.scale.abs() > 1e-6 {
|
||
model.scale as f64
|
||
} else {
|
||
1.0
|
||
};
|
||
|
||
// `add_entity` already builds the render model from the DXF entity via
|
||
// `hatch_model_from_dxf` and inserts it with a correct `world_origin`
|
||
// (AABB-centred) for the relative-to-eye fill. The command-built `model`
|
||
// carries `world_origin: [0, 0]`, which after the world_offset removal
|
||
// leaves the fill mis-placed and effectively invisible until a later
|
||
// edit rebuilds it from the DXF — so keep the seed, don't overwrite it.
|
||
self.add_entity(EntityType::Hatch(dxf))
|
||
}
|
||
|
||
pub fn clear(&mut self) {
|
||
self.document = CadDocument::new();
|
||
self.selected = HashSet::default();
|
||
self.preview_wires = vec![];
|
||
self.current_layout = "Model".to_string();
|
||
self.hatches = HashMap::default();
|
||
self.meshes = HashMap::default();
|
||
*self.camera.borrow_mut() = Camera::default();
|
||
self.camera_generation += 1;
|
||
self.bump_geometry();
|
||
}
|
||
}
|