forked from 1b-agent/opencadstudio-upstream
The codec and kernel repositories and crates are renamed opencadcodec and opencadkernel. Inside OCS they are depended on under short keys, so code reads `codec::`, `kernel::` and the new `graph::` (opencadgraph, the node graph engine). File-format and protocol spellings stay as they were: the ACIS product id `acadrust`, the ACADRUST_* switches and the plugin version keys `acadrust_version` / `acadrust_source`. A button left of MCP on the command line opens a translucent node graph over the viewport, with a palette of object, input, math, logic, list, text and geometry nodes added by click or drag. An object node owns drawing entities and its rows are the Properties panel's own rows for them: the single-object page is extracted from refresh_properties as entity_property_sections, values use the control protocol's property_json, and writes go through set_property_value with a property target override, so the panel, MCP and the graph share one read/write path. A list reaching an object row makes one entity per element. Each graph action is one undo step; the canvas pans and zooms. Co-Authored-By: Claude Opus 5.5 <[email protected]>
287 lines
9.7 KiB
Rust
287 lines
9.7 KiB
Rust
use codec::objects::{
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ObjectType, VisualStyle, VisualStyleProperty, VisualStylePropertyValue,
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};
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use codec::{CadDocument, EntityType, Handle};
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#[derive(Clone, Debug)]
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pub struct MeshVisualStyle {
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pub full_handle: Option<Handle>,
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pub face_handle: Option<Handle>,
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pub edge_handle: Option<Handle>,
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pub description: String,
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pub style_type: i16,
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pub face_lighting_model: i16,
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pub face_lighting_quality: i16,
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pub face_color_mode: i16,
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pub face_modifier: i32,
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pub face_opacity: f32,
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pub face_specular: f32,
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pub mono_color: Option<[f32; 4]>,
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pub edge_model: i32,
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pub edge_style: i32,
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pub edge_color: Option<[f32; 4]>,
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pub edge_opacity: f32,
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pub edge_width: f32,
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pub edge_overhang: i32,
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pub edge_jitter: i32,
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pub silhouette_color: Option<[f32; 4]>,
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pub silhouette_width: i32,
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pub halo_gap: i32,
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pub isoline_count: i32,
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pub hide_precision: bool,
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pub display_settings: i32,
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pub brightness: f32,
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pub shadow_type: i32,
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pub extended_lighting_model: i16,
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pub internal_use_only: bool,
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}
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fn core_property(style: &VisualStyle, index: usize) -> Option<&VisualStyleProperty> {
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if style.properties.len() >= 28 {
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return style.properties.get(index);
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}
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if style.properties.len() == 24 {
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let legacy = match index {
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4 => 0,
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5 => 1,
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6 => 2,
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9 => 3,
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10 => 4,
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11 => 5,
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13 => 6,
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14 => 7,
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15 => 8,
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16 => 9,
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17 => 10,
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18 => 11,
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19 => 12,
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20 => 13,
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21 => 14,
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22 => 15,
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23 => 16,
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24 => 17,
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12 => 19,
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25 => 20,
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26 => 21,
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27 => 22,
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_ => return None,
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};
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return style.properties.get(legacy);
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}
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style.properties.get(index)
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}
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fn property_double(style: &VisualStyle, index: usize, fallback: f64) -> f64 {
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let Some(property) = core_property(style, index) else {
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return fallback;
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};
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match property.value {
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VisualStylePropertyValue::Short(value) => value as f64,
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VisualStylePropertyValue::Long(value) => value as f64,
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VisualStylePropertyValue::Double(value) => value,
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VisualStylePropertyValue::Bool(value) => value as u8 as f64,
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_ => fallback,
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}
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}
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fn property_long(style: &VisualStyle, index: usize, fallback: i32) -> i32 {
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property_double(style, index, fallback as f64) as i32
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}
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fn property_bool(style: &VisualStyle, index: usize, fallback: bool) -> bool {
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property_double(style, index, fallback as u8 as f64) != 0.0
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}
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fn property_color(style: &VisualStyle, index: usize) -> Option<[f32; 4]> {
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let property = core_property(style, index)?;
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if property.enabled == 0 {
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return None;
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}
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let VisualStylePropertyValue::Color(color) = &property.value else {
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return None;
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};
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if matches!(
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color,
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codec::types::Color::ByLayer | codec::types::Color::ByBlock
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) {
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return None;
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}
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Some(crate::scene::convert::tess_util::aci_to_rgba(color))
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}
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impl MeshVisualStyle {
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pub(crate) fn from_dwg(handle: Handle, style: &VisualStyle) -> Self {
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Self {
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full_handle: Some(handle),
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face_handle: None,
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edge_handle: None,
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description: style.description.clone(),
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style_type: style.style_type,
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face_lighting_model: style.face_lighting_model,
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face_lighting_quality: style.face_lighting_quality,
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face_color_mode: style.face_color_mode,
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face_modifier: style.face_modifier,
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face_opacity: property_double(style, 4, 1.0).clamp(0.0, 1.0) as f32,
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face_specular: property_double(style, 5, 0.0).max(0.0) as f32,
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mono_color: property_color(style, 6),
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edge_model: style.edge_model,
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edge_style: style.edge_style,
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edge_color: property_color(style, 15),
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edge_opacity: property_double(style, 16, 1.0).clamp(0.0, 1.0) as f32,
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edge_width: property_double(style, 17, 1.0).max(0.0) as f32,
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edge_overhang: property_long(style, 18, 0),
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edge_jitter: property_long(style, 19, 0),
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silhouette_color: property_color(style, 20),
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silhouette_width: property_long(style, 21, 0),
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halo_gap: property_long(style, 22, 0),
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isoline_count: property_long(style, 23, 0),
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hide_precision: property_bool(style, 24, false),
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display_settings: property_long(style, 25, 0),
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brightness: property_double(style, 26, 0.0) as f32,
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shadow_type: if style.properties.len() == 24 {
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style
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.properties
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.get(23)
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.map_or(0, |property| match property.value {
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VisualStylePropertyValue::Short(value) => value as i32,
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VisualStylePropertyValue::Long(value) => value,
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VisualStylePropertyValue::Double(value) => value as i32,
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VisualStylePropertyValue::Bool(value) => value as i32,
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_ => 0,
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})
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} else {
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property_long(style, 27, 0)
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},
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extended_lighting_model: style.extended_lighting_model,
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internal_use_only: style.internal_use_only,
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}
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}
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fn override_face(&mut self, handle: Handle, style: &VisualStyle) {
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let source = Self::from_dwg(handle, style);
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self.face_handle = Some(handle);
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self.face_lighting_model = source.face_lighting_model;
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self.face_lighting_quality = source.face_lighting_quality;
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self.face_color_mode = source.face_color_mode;
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self.face_modifier = source.face_modifier;
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self.face_opacity = source.face_opacity;
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self.face_specular = source.face_specular;
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self.mono_color = source.mono_color;
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self.brightness = source.brightness;
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self.extended_lighting_model = source.extended_lighting_model;
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}
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fn override_edge(&mut self, handle: Handle, style: &VisualStyle) {
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let source = Self::from_dwg(handle, style);
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self.edge_handle = Some(handle);
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self.edge_model = source.edge_model;
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self.edge_style = source.edge_style;
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self.edge_color = source.edge_color;
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self.edge_opacity = source.edge_opacity;
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self.edge_width = source.edge_width;
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self.edge_overhang = source.edge_overhang;
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self.edge_jitter = source.edge_jitter;
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self.silhouette_color = source.silhouette_color;
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self.silhouette_width = source.silhouette_width;
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self.halo_gap = source.halo_gap;
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self.isoline_count = source.isoline_count;
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self.hide_precision = source.hide_precision;
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}
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pub fn face_visible(&self) -> bool {
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self.face_lighting_model != 0 && self.face_color_mode != 0
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}
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pub fn edges_visible(&self) -> bool {
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self.edge_model != 0
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}
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pub fn face_color(&self, base: [f32; 4]) -> [f32; 4] {
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let mut color = match self.face_color_mode {
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3 | 4 => self.mono_color.unwrap_or(base),
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5 => {
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let tint = self.mono_color.unwrap_or(base);
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[
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(base[0] + tint[0]) * 0.5,
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(base[1] + tint[1]) * 0.5,
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(base[2] + tint[2]) * 0.5,
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base[3],
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]
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}
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6 => {
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let luminance = base[0] * 0.2126 + base[1] * 0.7152 + base[2] * 0.0722;
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[
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base[0] * 0.7 + luminance * 0.3,
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base[1] * 0.7 + luminance * 0.3,
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base[2] * 0.7 + luminance * 0.3,
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base[3],
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]
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}
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_ => base,
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};
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if self.face_modifier & 1 != 0 {
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color[3] *= self.face_opacity;
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}
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color
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}
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pub fn edge_color(&self, base: [f32; 4]) -> [f32; 4] {
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let mut color = self.edge_color.unwrap_or(base);
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color[3] *= self.edge_opacity;
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color
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}
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}
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pub(crate) fn resolve_visual_style_handle(
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document: &CadDocument,
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handle: Handle,
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) -> Option<MeshVisualStyle> {
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visual_style(document, Some(handle))
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.map(|(handle, style)| MeshVisualStyle::from_dwg(handle, style))
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}
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fn visual_style(
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document: &CadDocument,
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handle: Option<Handle>,
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) -> Option<(Handle, &VisualStyle)> {
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let handle = handle.filter(|handle| handle.is_valid())?;
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match document.objects.get(&handle) {
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Some(ObjectType::VisualStyle(style)) => Some((handle, style)),
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_ => None,
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}
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}
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pub fn resolve_mesh_visual_style(
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document: &CadDocument,
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entity: &EntityType,
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) -> Option<MeshVisualStyle> {
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let common = entity.common();
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let full = visual_style(document, common.full_visual_style_handle);
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let face = visual_style(document, common.face_visual_style_handle);
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let edge = visual_style(document, common.edge_visual_style_handle);
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let mut result = full
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.map(|(handle, style)| MeshVisualStyle::from_dwg(handle, style))
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.or_else(|| {
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face.or(edge)
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.map(|(handle, style)| MeshVisualStyle::from_dwg(handle, style))
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})?;
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if full.is_none() {
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result.full_handle = None;
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}
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if let Some((handle, style)) = face {
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result.override_face(handle, style);
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}
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if let Some((handle, style)) = edge {
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result.override_edge(handle, style);
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}
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Some(result)
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}
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pub fn apply_mesh_visual_style(
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set: &mut super::mesh_model::MeshLodSet,
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document: &CadDocument,
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entity: &EntityType,
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) {
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set.visual_style = resolve_mesh_visual_style(document, entity);
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}
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