Large-model viewport performance: bounding-box culling for face/edge/vertex picking, cached per-body boxes and model extent, picks reused while nothing changed and skipped while the view moves (400 bodies: hover 18.7 -> 1.9 ms, orbit 21 -> 2.6 ms; docs/perf.md)
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01AS5Tn3xieewUSg3uxrMVdL
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@@ -24,6 +24,10 @@ pub enum NavMode {
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#[derive(Default)]
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pub struct ViewportState {
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/// Per-body bounding boxes for fast picking, keyed by the model they were taken from.
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pick_bounds: std::sync::Mutex<Option<(usize, std::sync::Arc<Vec<(String, solvecraft_engine::geom::Aabb3)>>)>>,
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/// The last pick (its key and hits): reused while nothing it depends on changed.
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last_pick: Option<(u64, Vec<Hit>)>,
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pub rect: Option<Rect>,
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pub gpu: Option<GpuTarget>,
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slot: SceneSlot,
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@@ -122,7 +126,7 @@ fn rgba(c: Rgb) -> [u8; 4] {
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}
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pub fn scene_radius(app: &SolveApp) -> f64 {
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let mut b = solvecraft_engine::view::bounds(&app.session);
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let mut b = model_bounds(app);
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if !app.preview.bounds.is_empty() {
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b = b.union(&app.preview.bounds);
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}
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@@ -342,9 +346,103 @@ pub fn construction_quads(app: &SolveApp) -> Vec<(String, Vec3, [Vec3; 4])> {
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/// Pick what is under `pos`: sketch points, sketch curves, vertices, edges and axes first, then
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/// the surfaces along the ray (profiles, faces, planes) nearest first.
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/// Bounding boxes of the shown model's bodies (cached until the model changes).
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fn body_bounds(
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app: &SolveApp,
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st: &std::sync::Arc<solvecraft_engine::doc::ModelState>,
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) -> std::sync::Arc<Vec<(String, solvecraft_engine::geom::Aabb3)>> {
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let key = std::sync::Arc::as_ptr(st) as usize;
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if let Ok(mut g) = app.viewport.pick_bounds.lock() {
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if let Some((k, b)) = g.as_ref()
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&& *k == key
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{
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return b.clone();
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}
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let b = std::sync::Arc::new(st.bodies.iter().map(|b| (b.name.clone(), b.mesh().bounds())).collect::<Vec<_>>());
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*g = Some((key, b.clone()));
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return b;
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}
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std::sync::Arc::new(Vec::new())
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}
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/// The model's extent: bodies (from the cached boxes) and sketches.
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pub fn model_bounds(app: &SolveApp) -> solvecraft_engine::geom::Aabb3 {
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let st = app.session.world_state();
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let mut b = body_bounds(app, &st).iter().fold(solvecraft_engine::geom::Aabb3::EMPTY, |a, (_, x)| a.union(x));
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for ss in &st.sketches {
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if let Some((lo, hi)) = ss.sketch.bounds() {
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for p in [lo, hi] {
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b.add(ss.plane.to_world(p));
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}
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}
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}
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b
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}
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/// Where a ray enters a box (None: it misses).
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fn ray_box(o: Vec3, d: Vec3, b: &solvecraft_engine::geom::Aabb3, pad: f64) -> Option<f64> {
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let (mut t0, mut t1) = (f64::NEG_INFINITY, f64::INFINITY);
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for (oo, dd, lo, hi) in [(o.x, d.x, b.min.x, b.max.x), (o.y, d.y, b.min.y, b.max.y), (o.z, d.z, b.min.z, b.max.z)] {
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let (lo, hi) = (lo - pad, hi + pad);
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if dd.abs() < 1e-15 {
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if oo < lo || oo > hi {
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return None;
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}
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} else {
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let (a, c) = ((lo - oo) / dd, (hi - oo) / dd);
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t0 = t0.max(a.min(c));
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t1 = t1.min(a.max(c));
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}
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}
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(t0 <= t1).then_some(t0)
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}
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/// A box's outline on screen, grown by `px` (None: behind the eye).
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fn screen_box(proj: &Proj, b: &solvecraft_engine::geom::Aabb3, px: f32) -> Option<Rect> {
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let mut r = Rect::NOTHING;
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for i in 0..8 {
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let p = Vec3::new(
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if i & 1 == 0 { b.min.x } else { b.max.x },
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if i & 2 == 0 { b.min.y } else { b.max.y },
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if i & 4 == 0 { b.min.z } else { b.max.z },
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);
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r.extend_with(proj.to_screen(p)?);
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}
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Some(r.expand(px))
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}
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/// What is under `pos`, reusing the last answer while the cursor, the camera and the model are
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/// unchanged.
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fn pick_cached(app: &mut SolveApp, proj: &Proj, pos: Pos2) -> Vec<Hit> {
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let mut h = std::collections::hash_map::DefaultHasher::new();
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pos.x.to_bits().hash(&mut h);
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pos.y.to_bits().hash(&mut h);
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for v in [app.cam.yaw, app.cam.pitch, app.cam.distance, app.cam.target.x, app.cam.target.y, app.cam.target.z] {
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v.to_bits().hash(&mut h);
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}
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app.session.revision.hash(&mut h);
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(std::sync::Arc::as_ptr(&app.session.world_state()) as usize).hash(&mut h);
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app.session.active_sketch.hash(&mut h);
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app.dialog.as_ref().and_then(|d| d.active_input()).map(|i| i.accept).hash(&mut h);
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app.ui.hidden_bodies.hash(&mut h);
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app.ui.perspective.hash(&mut h);
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(proj.rect.width().to_bits(), proj.rect.height().to_bits()).hash(&mut h);
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let key = h.finish();
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if let Some((k, hits)) = &app.viewport.last_pick
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&& *k == key
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{
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return hits.clone();
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}
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let hits = pick(app, proj, pos);
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app.viewport.last_pick = Some((key, hits.clone()));
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hits
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}
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pub fn pick(app: &SolveApp, proj: &Proj, pos: Pos2) -> Vec<Hit> {
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let s = &app.session;
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let st = s.world_state();
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let bounds = body_bounds(app, &st);
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let bound = |name: &str| bounds.iter().find(|(n, _)| n == name).map(|(_, b)| *b);
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let mut hits = Vec::new();
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let (o, d) = proj.ray(pos);
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// Sketch points of the active sketch (of every shown sketch while a command takes points).
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@@ -392,6 +490,15 @@ pub fn pick(app: &SolveApp, proj: &Proj, pos: Pos2) -> Vec<Hit> {
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if app.ui.hidden_bodies.contains(&b.name) {
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continue;
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}
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// Bodies whose box the ray misses (or enters behind the best hit so far) are skipped.
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if let Some(bb) = bound(&b.name) {
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let pad = bb.diagonal() * 1e-6 + 1e-9;
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match ray_box(o, d, &bb, pad) {
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None => continue,
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Some(t0) if bestf.as_ref().is_some_and(|(bt, _)| t0 > *bt) => continue,
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_ => {}
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}
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}
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let m = b.mesh();
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if let Some((t, ti)) = m.raycast(o, d)
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&& bestf.as_ref().is_none_or(|(bt, _)| t < *bt)
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@@ -409,6 +516,12 @@ pub fn pick(app: &SolveApp, proj: &Proj, pos: Pos2) -> Vec<Hit> {
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if app.ui.hidden_bodies.contains(&b.name) {
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continue;
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}
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// Only bodies whose outline on screen is near the cursor can have an edge under it.
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if let Some(bb) = bound(&b.name)
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&& screen_box(proj, &bb, 8.0).is_some_and(|r| !r.contains(pos))
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{
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continue;
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}
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let m = b.mesh();
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for (ei, e) in m.edges.iter().enumerate() {
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if m.seams.get(ei).copied().unwrap_or(false) {
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@@ -997,7 +1110,9 @@ pub fn show(app: &mut SolveApp, ui: &mut egui::Ui) {
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}
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// ---- interaction ----
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let hits = hover.filter(|_| inside && app.viewport.boxsel.is_none()).map(|p| pick(app, &proj, p)).unwrap_or_default();
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// No picking while the view moves (orbit, pan, zoom): nothing can be hovered meanwhile.
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let navigating = scroll != 0.0 || ((middle || secondary_down) && delta != egui::Vec2::ZERO) || (app.viewport.nav.is_some() && primary_down);
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let hits = hover.filter(|_| inside && app.viewport.boxsel.is_none() && !navigating).map(|p| pick_cached(app, &proj, p)).unwrap_or_default();
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let cand = if app.tool.is_some() { hits.first().cloned().map(|h| (h, None)) } else { candidate(app, &hits).map(|(h, s)| (h, Some(s))) };
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app.viewport.hover = cand.as_ref().map(|c| c.0.clone());
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let add = mods.shift || mods.command || mods.ctrl;
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+21
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@@ -1,36 +1,25 @@
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# Performance
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# Viewport performance
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## Large sketches
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Measured with the control channel (`ui.inspect` `frame_ms`: CPU time of one UI frame, which
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includes picking under the cursor) on the sample plate patterned 20 × 20 (400 bodies, about
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600k triangles), 1600 × 1000 window under Xvfb, release build. Hover: 60 cursor moves across
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the model; orbit: a right-drag.
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Measured with `cargo test -p solvecraft-engine --release sketch_perf -- --ignored --nocapture`
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(`crates/engine/src/cmd/sketch_perf_tests.rs`). The sketch holds `n` rectangles (four lines,
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horizontal/vertical constraints and two length dimensions each) and `n` circles. All times are
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wall-clock milliseconds on the development machine while other builds were running (load
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average around 60), so treat them as upper bounds.
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| | hover median | hover p90 | orbit median |
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|---|---|---|---|
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| before | 18.7 ms | 37.5 ms | 21.0 ms |
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| after | 1.9 ms | 2.4 ms | 2.6 ms |
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| after, Browser hidden | 0.4 ms | — | 0.4 ms |
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| n | curves | points | constraints | solve | profiles | draw lists | snap query | add a line (command) | drag a point (command) |
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|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
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| 250 | 1 250 | 1 251 | 1 500 | 15 | 30 | 12 | 0.1 | 68 | 48 |
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| 500 | 2 500 | 2 501 | 3 000 | 35 | 47 | 10 | 0.1 | 123 | 100 |
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| 1000 | 5 000 | 5 001 | 6 000 | 65 | 134 | 1 | 0.3 | 232 | 100 |
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What changed:
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- **Picking culls by bounding box.** Per-body boxes are cached until the model changes. The
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face raycast skips bodies whose box the ray misses or enters behind the nearest hit so far.
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Edge and vertex tests skip bodies whose box, projected on screen, is not under the cursor.
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- **Picks are reused** while the cursor, camera and model are unchanged, and **no picking runs
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while the view moves** (orbit, pan, zoom).
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- **The model extent is cached** (it sets the view's depth range and was recomputed from every
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mesh several times per frame).
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"Add a line" and "drag a point" are whole commands: they copy the sketch, solve it, store it and
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re-evaluate the timeline (a second solve, plus profile finding). "Draw lists" is
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`view::sketch_lines`, the polylines the viewport draws.
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Before the 2026-10-08 changes the n = 1000 sketch took 1 280 ms to solve, 590 ms to find
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profiles and 5.1 s per command:
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- The solver built one dense Jacobian over every variable of the sketch, for each connected
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component's iterations and again for the degree-of-freedom analysis (5 000 × 10 000 entries,
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then reduced row echelon form). It now builds each component's Jacobian over that component's
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own variables. The sketch's Jacobian is block diagonal, so its rank is the sum of the
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components' ranks, and components were already solved separately.
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- Grouping variables into components searched a list per variable. It now uses a map.
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- Profile finding looked at every curve end for each crossing it found, and sorted profiles with
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a linear id lookup in the comparison. It now uses the grid it already builds for crossings,
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and sorts on precomputed keys.
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Projection (linked reference geometry) is cached per model state, so edits to a sketch with
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projected silhouettes or sections on a ~20 000-triangle model cost about 3 ms each instead of
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about 80 ms.
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With 49 bodies the frame was already 2.8 ms (hover) before these changes. The remaining frame
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time with the Browser shown is mostly the Browser listing every body row. GPU ID-buffer picking
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was not needed at this size.
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