cad-editor/src/scene/hatch_model.rs

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// HatchModel — CPU-side hatch fill data; rendered entirely on the GPU.
use std::sync::Arc;
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//
// The boundary is a closed polygon in world XY coordinates.
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// The GPU fragment shader performs point-in-polygon and hatch-line tests so
// no line geometry is ever tessellated on the CPU.
pub const MAX_HATCH_BOUNDARY_VERTS: usize = 1024;
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/// One line family from a PAT-format hatch pattern.
///
/// Format mirrors the standard PAT line format:
/// `angle_deg, x0, y0, dx, dy [, dash1, dash2, ...]`
///
/// The perpendicular spacing between adjacent parallel lines is:
/// `| -dx * sin(angle) + dy * cos(angle) |`
#[derive(Clone, Debug)]
pub struct PatFamily {
/// Line direction in degrees.
pub angle_deg: f32,
/// Origin of the first line in this family.
pub x0: f32,
pub y0: f32,
/// Step vector to the next parallel line.
pub dx: f32,
pub dy: f32,
/// Dash/gap sequence: positive = dash length, negative = gap length.
/// Empty = solid (no dash pattern).
pub dashes: Vec<f32>,
}
/// Hatch fill pattern.
#[derive(Clone, Debug)]
pub enum HatchPattern {
/// Opaque solid fill.
Solid,
/// One or more line families (PAT format).
Pattern(Vec<PatFamily>),
/// Linear gradient from `color` to `color2` along `angle_deg`.
Gradient { angle_deg: f32, color2: [f32; 4] },
}
/// A hatched region defined by a closed polygon boundary.
#[derive(Clone, Debug)]
pub struct HatchModel {
fix(scene): hatch boundary + pattern precision for large-WCS drawings Two precision problems were producing visibly wrong hatches on UTM-scale (and similarly-offset) drawings even after world_offset was correct: 1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge arc tessellation ran the whole arc-center computation in f32. With vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated into the sampled arc points and showed up as visibly wavy / jagged hatch boundaries on edges that crossed the long axis of the drawing. Re-run the full bulge → arc math in f64; only cast at the to_xy call that feeds the (also f64) boundary buffer. 2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew precision when `xz` was at offset-rel WCS magnitude and perp_step was sub-cm. Move the precision-critical bits out of f32 by keeping each hatch's anchor in f64 on the model side: `HatchModel` now carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]` vertices are stored as small offsets from it. The GPU vertex shader adds `origin` back inside the view_proj multiply for clip position (sub-pixel-lossy at large hatches but invisible); the `xz` varying that the fragment shader uses for in_polygon + pattern math stays in hatch-local space at full f32 precision. For pattern alignment across adjacent hatches with the same family, the GPU pipeline snaps the anchor to the family's perp/along grid in f64 before sending it down. Snap uses the same QCAD-PAT convention (`fam.dy = perp_step`, `fam.dx = along_step`) the shader's check_family uses — an earlier attempt used the world-frame `(-dx*sin + dy*cos)` formula, which produced a meaningless grid and no alignment. Trade-off: pattern phase is "global modulo per-family-grid" rather than tied to WCS (0,0). Same hatches still align with each other; the absolute phase relative to the WCS origin may differ from the pre-fix behaviour on small drawings. Consumers that read `model.boundary` directly (hit_test, paper_canvas, add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`. The hatch wgsl bind-group entry for binding 0 was bumped to `VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`. The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be and the scissor plumbing from fbbac42 still work — those touched different fields of the same struct. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 08:41:23 +03:00
/// World XY anchor (in the same offset-relative coordinate space as
/// the rest of the scene — `world_offset` already subtracted, but
/// kept at f64 precision). Boundary vertices are stored as f32
/// offsets from this anchor so that:
/// 1) hit-test / paper_canvas can still read small-magnitude f32
/// coords without precision loss from the f64 → f32 cast that
/// would otherwise happen at large drawing extents (UTM, etc.).
/// 2) the GPU pipeline can pre-shift the quad in hatch-local
/// space (so the fragment shader's `xz` varying stays small)
/// and add `world_origin` back inside the view_proj multiply.
/// Reconstruct WCS-relative coords as `(world_origin.x + v.x as f64,
/// world_origin.y + v.y as f64)`.
pub world_origin: [f64; 2],
/// World-XY coordinates of the boundary polygon vertices, stored as
/// f32 offsets from `world_origin`. NaN-NaN sentinels separate
/// disconnected paths and must be preserved un-shifted by consumers.
pub boundary: Arc<Vec<[f32; 2]>>,
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/// Fill pattern.
pub pattern: HatchPattern,
/// Catalog name for this pattern (e.g. "ANSI31", "SOLID", "LINEAR").
/// Stored so `add_hatch()` can write the correct name to the DXF entity.
pub name: String,
/// RGBA color in [0,1].
pub color: [f32; 4],
/// Pattern rotation offset in radians (from DXF `pattern_angle`).
/// Applied on top of each family's base angle at render time.
pub angle_offset: f32,
/// Pattern scale multiplier (from DXF `pattern_scale`).
pub scale: f32,
/// Optional world-space XY rect [x0, y0, x1, y1] for paper-space
/// viewport clipping. When `Some`, the pipeline translates it into
/// a per-frame pixel scissor and clips this hatch's draw call to it,
/// preventing viewport-projected content from bleeding past the
/// viewport frame. Mirrors `WireModel.vp_scissor`.
pub vp_scissor: Option<[f32; 4]>,
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}