cad-editor/src/entities/solid.rs

177 lines
6.4 KiB
Rust
Raw Normal View History

// SOLID entity — 2D filled quadrilateral (or triangle when p3 == p4).
//
// Wireframe: the 4 perimeter edges as TruckObject::Lines.
// Filled: two triangles on `fill_tris`, so a SOLID nested in a block (e.g.
// a `_BoxFilled` dimension arrowhead) renders filled — block
// expansion has no separate hatch-model injection. Top-level SOLIDs
// also get a solid-fill HatchModel; the duplicate fill is invisible
// for the opaque solids these are (arrowheads, cell fills).
// Grips: 4 corner grip points.
use acadrust::entities::Solid;
use crate::command::EntityTransform;
use crate::entities::common::{edit_prop as edit, ro_prop as ro, square_grip};
use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
use crate::scene::convert::acad_to_truck::{TruckEntity, TruckObject};
use crate::scene::model::object::{GripApply, GripDef, PropSection};
use crate::scene::model::wire_model::SnapHint;
fn v3(v: &acadrust::types::Vector3) -> [f64; 3] {
[v.x, v.y, v.z]
}
fn dvec3(v: &acadrust::types::Vector3) -> glam::DVec3 {
glam::DVec3::new(v.x, v.y, v.z)
}
impl TruckConvertible for Solid {
fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
let p0 = v3(&self.first_corner);
let p1 = v3(&self.second_corner);
let p2 = v3(&self.third_corner);
let p3 = v3(&self.fourth_corner);
// DXF SOLID vertex order: 1-2-4-3 (Z-shaped), render as closed quad outline.
// AutoCAD stores corners in "Z" order: p0-p1 are top edge, p2-p3 are bottom edge,
// so the visual quad is p0→p1→p3→p2→p0.
let pts = vec![
2026-05-12 10:36:15 +03:00
p0,
p1,
[f64::NAN; 3],
2026-05-12 10:36:15 +03:00
p1,
p3,
[f64::NAN; 3],
2026-05-12 10:36:15 +03:00
p3,
p2,
[f64::NAN; 3],
2026-05-12 10:36:15 +03:00
p2,
p0,
];
let dv = |c: &acadrust::types::Vector3| glam::DVec3::new(c.x, c.y, c.z);
let snap = vec![
(dv(&self.first_corner), SnapHint::Node),
(dv(&self.second_corner), SnapHint::Node),
(dv(&self.third_corner), SnapHint::Node),
(dv(&self.fourth_corner), SnapHint::Node),
];
// Fill the visual quad p0→p1→p3→p2 (Z-order) as two triangles; a
// triangle SOLID (p2 == p3) degenerates the second, which is harmless.
let fill_tris = vec![p0, p1, p3, p0, p3, p2];
Some(TruckEntity {
fix(pick): hit-test lineweight width and thickness walls Selection tested a flat 8 px radius around each wire's centreline and nothing else, so two things the user can see were not pickable. A wire renders as a band `line_weight_px` wide, so pick now widens to that rendered half-width via `pick_tolerance_px`, mirroring the wire shader's `select(0.5, half_width, lwdisplay_enable)`. Behaviour is unchanged for every standard weight (the widest, 2.11 mm, renders 7.97 px half-width — just under the 8 px threshold); this keeps the two sides from drifting apart if the display boost in `lineweight_to_px` ever changes. Entities extruded by a DXF thickness draw their wall as four edges with nothing in between, so the interior was a hole the cursor fell through. WireModel gains `pick_tris`: triangles hit-testing treats as solid and the renderer never uploads. Kept apart from `fill_tris` because that channel reaches the GPU, and a wall that rendered shaded would change how every thickness drawing looks. Ranked below `fill_tris` — those are drawn, these are not, so where they overlap the drawn face is what the user means. Walls are dropped when a wire is projected into a floating viewport: `points` are reprojected and clipped into paper coords there, so cloned model-space triangles would hit-test at a model-scale offset. Extruded entities stay selectable by their edges, which do get projected. The wall loop runs on every hover that misses everything else, so it rejects on the wire's AABB first — an extruded circle is ~128 triangles and a drawing full of thickness would otherwise project every wall on each mouse move. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 14:58:55 +03:00
pick_tris: Vec::new(),
object: TruckObject::Lines(pts),
snap_pts: snap,
tangent_geoms: vec![],
key_vertices: vec![p0, p1, p2, p3],
fill_tris,
})
}
}
impl Grippable for Solid {
fn grips(&self) -> Vec<GripDef> {
vec![
square_grip(0, dvec3(&self.first_corner)),
square_grip(1, dvec3(&self.second_corner)),
square_grip(2, dvec3(&self.third_corner)),
square_grip(3, dvec3(&self.fourth_corner)),
]
}
fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
let corner = match grip_id {
0 => &mut self.first_corner,
1 => &mut self.second_corner,
2 => &mut self.third_corner,
3 => &mut self.fourth_corner,
_ => return,
};
match apply {
GripApply::Translate(d) => {
corner.x += d.x as f64;
corner.y += d.y as f64;
corner.z += d.z as f64;
}
GripApply::Absolute(p) => {
corner.x = p.x as f64;
corner.y = p.y as f64;
corner.z = p.z as f64;
}
}
}
}
impl PropertyEditable for Solid {
fn geometry_properties(&self, _text_style_names: &[String]) -> Vec<PropSection> {
// Elevation is the OCS Z shared by the planar corners (no dedicated
// field on the entity); reported from the first corner's Z.
let elevation = self.first_corner.z;
vec![PropSection {
title: "Geometry".into(),
props: vec![
edit("Point 1 X", "sl_p1x", self.first_corner.x),
edit("Point 1 Y", "sl_p1y", self.first_corner.y),
edit("Point 1 Z", "sl_p1z", self.first_corner.z),
edit("Point 2 X", "sl_p2x", self.second_corner.x),
edit("Point 2 Y", "sl_p2y", self.second_corner.y),
edit("Point 2 Z", "sl_p2z", self.second_corner.z),
edit("Point 3 X", "sl_p3x", self.third_corner.x),
edit("Point 3 Y", "sl_p3y", self.third_corner.y),
edit("Point 3 Z", "sl_p3z", self.third_corner.z),
edit("Point 4 X", "sl_p4x", self.fourth_corner.x),
edit("Point 4 Y", "sl_p4y", self.fourth_corner.y),
edit("Point 4 Z", "sl_p4z", self.fourth_corner.z),
ro("Elevation", "sl_elev", format!("{:.4}", elevation)),
],
}]
}
fn apply_geom_prop(&mut self, field: &str, value: &str) {
2026-05-12 10:36:15 +03:00
let Ok(v) = value.trim().parse::<f64>() else {
return;
};
match field {
"sl_p1x" => self.first_corner.x = v,
"sl_p1y" => self.first_corner.y = v,
"sl_p1z" => self.first_corner.z = v,
"sl_p2x" => self.second_corner.x = v,
"sl_p2y" => self.second_corner.y = v,
"sl_p2z" => self.second_corner.z = v,
"sl_p3x" => self.third_corner.x = v,
"sl_p3y" => self.third_corner.y = v,
"sl_p3z" => self.third_corner.z = v,
"sl_p4x" => self.fourth_corner.x = v,
"sl_p4y" => self.fourth_corner.y = v,
"sl_p4z" => self.fourth_corner.z = v,
_ => {}
}
}
}
impl Transformable for Solid {
fn apply_transform(&mut self, t: &EntityTransform) {
crate::scene::view::transform::apply_standard_entity_transform(
self,
t,
|entity, p1, p2| {
for corner in [
&mut entity.first_corner,
&mut entity.second_corner,
&mut entity.third_corner,
&mut entity.fourth_corner,
] {
crate::scene::view::transform::reflect_xy_point(
&mut corner.x,
&mut corner.y,
p1,
p2,
);
}
},
);
}
}