cad-editor/src/scene/mod.rs

5437 lines
215 KiB
Rust
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pub mod acad_to_truck;
pub mod block_cache;
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mod camera;
pub mod complex_lt;
pub mod cxf;
pub mod dispatch;
pub mod grip;
pub mod hatch_model;
pub mod hatch_patterns;
pub mod hit_test;
pub mod image_model;
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pub mod mesh_model;
pub mod object;
pub mod paper_canvas;
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pub mod pipeline;
pub mod properties;
pub mod quadtree;
/// Result of `Scene::entity_index()`. The wire path queries `tree` for
/// view-rect candidates and also always emits `unbounded_handles`
/// (entities with no usable bbox — legacy `UNBOUNDED_AABB` sentinel).
pub(super) struct EntityIndex {
pub tree: quadtree::QuadTree,
pub unbounded_handles: Vec<Handle>,
}
pub(crate) mod render;
mod selection;
pub mod solid3d_tess;
pub mod tess_util;
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pub mod tessellate;
pub mod transform;
pub mod truck_tess;
pub mod viewport_pane;
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pub mod wire_model;
use camera::Camera;
pub use camera::Projection;
pub use hatch_model::HatchModel;
pub use image_model::ImageModel;
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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pub use mesh_model::MeshLodSet;
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pub use object::{GripApply, GripDef};
pub use pipeline::uniforms::Uniforms;
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pub use pipeline::viewcube::{hit_test, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX};
pub use selection::SelectionState;
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pub use wire_model::WireModel;
use crate::command::EntityTransform;
use acadrust::entities::{Block, BlockEnd, Insert as DxfInsert};
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use acadrust::entities::{
BoundaryEdge, BoundaryPath, Hatch as DxfHatch, PolylineEdge, Solid as DxfSolid,
};
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use acadrust::objects::ObjectType;
use acadrust::types::Vector2;
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use acadrust::{CadDocument, EntityType, Handle, TableEntry};
use glam;
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use truck_modeling::{
base::{BoundedCurve, ParameterDivision1D},
BSplineCurve as TruckBSpline, KnotVec, NurbsCurve, Point3, Vector4,
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};
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use iced::time::Duration;
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use std::cell::RefCell;
use std::collections::{HashMap, HashSet};
use std::rc::Rc;
use std::sync::atomic::{AtomicU64, Ordering};
use std::sync::Arc;
/// Global counter so every Scene and every geometry mutation gets a
/// process-wide unique epoch. This prevents two different tabs (Scenes)
/// from ever sharing the same epoch value, which would cause the shared
/// GPU Pipeline to skip re-uploading geometry when switching tabs.
static GEOMETRY_EPOCH: AtomicU64 = AtomicU64::new(1);
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/// Resolve a viewport's paper-to-model scale ratio from its two
/// DXF-derived sources.
///
/// `view_height` (model-space view extent) is the canonical source — it
/// is what AutoCAD actually uses to draw, and what we keep in sync on
/// every write. `custom_scale` is consulted only when `view_height` is
/// missing or zero (some third-party exporters omit it).
#[inline]
pub fn vp_effective_scale(custom_scale: f64, view_height: f64, vp_height: f64) -> f64 {
if view_height.abs() > 1e-9 {
return vp_height / view_height;
}
if custom_scale.abs() > 1e-9 {
return custom_scale;
}
1.0
}
/// Pre-built entity caches returned by [`build_derived_caches`].
/// Produced in the file-load background task so the UI thread only assigns.
#[derive(Debug, Clone)]
pub struct DerivedCaches {
pub world_offset: [f64; 3],
pub local_extent_max: f32,
pub hatches: HashMap<Handle, HatchModel>,
pub images: HashMap<Handle, ImageModel>,
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
pub meshes: HashMap<Handle, MeshLodSet>,
/// Number of entities removed by the corrupt-entity guard during load.
/// Reported back to the UI so the user knows when a file had parser-junk
/// entities silently dropped.
pub corrupt_dropped: usize,
}
/// Build hatch / image / mesh caches from a document without needing `&mut Scene`.
/// Intended to run on a background thread during file load.
pub fn build_derived_caches(doc: &CadDocument) -> DerivedCaches {
// model-space block handle (same logic as Scene::model_space_block_handle)
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let model_block = doc
.objects
.values()
.find_map(|obj| {
if let acadrust::objects::ObjectType::Layout(l) = obj {
if l.name == "Model" && !l.block_record.is_null() {
Some(l.block_record)
} else {
None
}
} else {
None
}
})
.unwrap_or_else(|| {
doc.block_records
.get("*Model_Space")
.map(|br| br.handle)
.unwrap_or(Handle::NULL)
});
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
// world_offset selection
//
// Header `$EXTMIN`/`$EXTMAX` is the fast path, but it's untrustworthy:
// the sentinel (1e20 / -1e20) when the writer never computed extents,
// stale values when a drawing was edited and extents weren't refreshed,
// and Civil-3D-style top-level extents that span only an Insert's
// bounding box rather than the actual MSPACE geometry. Any of those
// leave the precision-preserving offset wrong, so direct MSPACE
// entities render at huge magnitudes and f32 wires lose precision.
//
// Cross-check the header against a per-entity AABB scan of MSPACE
// (same `bounding_box()` API and same SANE_EXTENT/zero-placeholder
// filters that `block_cache::build_defn` already uses for block defns)
// and prefer the entity-scan when the header center drifts more than
// 10× its own half-span away from the entity centroid.
let (world_offset, local_extent_max) = compute_world_offset(doc, model_block);
use rayon::prelude::*;
// Single pass over entities — collect only handles per kind. No clones.
// Heavy tessellation runs in parallel below, reading entities via
// `doc.get_entity(h)` (O(1) HashMap lookup).
let mut hatch_handles: Vec<Handle> = Vec::new();
let mut image_handles: Vec<Handle> = Vec::new();
let mut mesh_handles: Vec<Handle> = Vec::new();
for e in doc.entities() {
let h = e.common().handle;
match e {
EntityType::Hatch(_) | EntityType::Solid(_) => hatch_handles.push(h),
EntityType::RasterImage(_) => image_handles.push(h),
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) => {
mesh_handles.push(h)
}
_ => {}
}
}
// hatches
let hatches: HashMap<Handle, HatchModel> = hatch_handles
.par_iter()
.filter_map(|&handle| {
let e = doc.get_entity(handle)?;
let owner = e.common().owner_handle;
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let offset = if owner == model_block {
world_offset
} else {
[0.0; 3]
};
let model = match e {
EntityType::Hatch(dxf) => {
let color = tess_util::aci_to_rgba(&dxf.common.color);
Scene::hatch_model_from_dxf(dxf, color, offset)
}
EntityType::Solid(solid) => {
let color = tess_util::aci_to_rgba(&solid.common.color);
Some(Scene::solid_hatch_model(solid, color, offset))
}
_ => None,
};
model.map(|m| (handle, m))
})
.collect();
// images
let images: HashMap<Handle, ImageModel> = image_handles
.par_iter()
.filter_map(|&handle| {
if let EntityType::RasterImage(img) = doc.get_entity(handle)? {
ImageModel::from_raster_image(img).map(|m| (handle, m))
} else {
None
}
})
.collect();
// meshes (parallel tessellation). FACETRES (header.facet_resolution)
// scales the per-LOD segment counts so users with finer drawings get
// smoother solids; clamped to AutoCAD's [0.01, 10.0] range inside.
let facet_res = doc.header.facet_resolution;
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
let meshes: HashMap<Handle, MeshLodSet> = mesh_handles
.par_iter()
.filter_map(|&handle| {
let e = doc.get_entity(handle)?;
let color = tess_util::aci_to_rgba(&e.common().color);
crate::entities::solid3d::tessellate_volume(e, color, facet_res)
.map(|m| (handle, m))
})
.collect();
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DerivedCaches {
world_offset,
local_extent_max,
hatches,
images,
meshes,
corrupt_dropped: 0,
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}
}
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
/// Pick the model-space precision-preserving offset and the `fit_all`
/// outlier-rejection limit.
///
/// Tries header `$EXTMIN/$EXTMAX` first, then cross-checks against a direct
/// MSPACE entity AABB scan. The entity scan wins when the header is invalid
/// (sentinel / sub-empty) or when the header center has drifted more than
/// 10× its own half-span from the entity centroid (a stale-extents DXF).
fn compute_world_offset(
doc: &acadrust::CadDocument,
model_block: Handle,
) -> ([f64; 3], f32) {
// Mirrors `block_cache::SANE_EXTENT` — wire coords past this magnitude
// are treated as corruption rather than precision-relevant geometry.
const SANE_EXTENT: f64 = 1.0e8;
// The filter here MUST agree with `belongs_to_visible_block` (the
// render-time filter): if rendering treats an entity as MSPACE but
// we skip it here, our offset misses the geometry that's actually on
// screen, and direct WCS-coordinate wires drag f32 precision to its
// knees. Likewise, including block-defn entities that the render
// path strictly drops would pull the centroid toward block-local
// origins.
//
// Authoritative path: if the model BlockRecord enumerates its
// entities via `entity_handles`, use that set directly. Falls back
// to the legacy permissive interpretation when no BlockRecord
// enumerates anything (legacy DXF without group-code 330) — match
// `belongs_to_visible_block`'s permissive default for that case.
let model_br = doc
.block_records
.iter()
.find(|br| br.handle == model_block);
let mspace_set: Option<std::collections::HashSet<Handle>> = model_br
.filter(|br| !br.entity_handles.is_empty())
.map(|br| br.entity_handles.iter().copied().collect());
let any_enumerated = doc
.block_records
.iter()
.any(|br| !br.entity_handles.is_empty());
let owned_by_other_block: std::collections::HashSet<Handle> = if mspace_set.is_none() {
doc.block_records
.iter()
.filter(|br| br.handle != model_block)
.flat_map(|br| br.entity_handles.iter().copied())
.collect()
} else {
std::collections::HashSet::new()
};
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// ── Pass 1: collect per-entity centroids ─────────────────────────────
// Min/max midpoint is wrecked by a single bogus entity at WCS distance
// (e.g. a Ray with bad direction, an orphan reference at WCS x=-510k
// when the real drawing sits at WCS x=+510k — the midpoint lands
// halfway between, far from both clusters). Per-entity centroids let
// us take the median, which is immune to single outliers regardless
// of how far they sit.
let mut centers: Vec<[f64; 3]> = Vec::new();
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
for e in doc.entities() {
let c = e.common();
let h = c.handle;
let include = if let Some(ref set) = mspace_set {
set.contains(&h)
} else if c.owner_handle == model_block {
true
} else if !c.owner_handle.is_null() {
false
} else if owned_by_other_block.contains(&h) {
false
} else {
// owner null + h not enumerated by any block: legacy permissive
// when no block enumerated at all, strict drop otherwise (same
// as belongs_to_visible_block).
!any_enumerated
};
if !include {
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
continue;
}
// Skip block-defn sentinels and AttributeDefinition — same as
// block_cache::build_defn. Their bboxes don't represent drawable
// MSPACE geometry.
if matches!(
e,
EntityType::Block(_)
| EntityType::BlockEnd(_)
| EntityType::AttributeDefinition(_)
) {
continue;
}
let (bmin, bmax) = match e {
EntityType::Insert(ins) => (ins.insert_point, ins.insert_point),
_ => {
let bb = e.as_entity().bounding_box();
(bb.min, bb.max)
}
};
// Empty-entity placeholder (Polyline/Hatch/Spline/Mesh with no
// vertices). Including these would pull the centroid toward origin
// and destroy precision on UTM-authored content.
if bmin.x == 0.0
&& bmin.y == 0.0
&& bmin.z == 0.0
&& bmax.x == 0.0
&& bmax.y == 0.0
&& bmax.z == 0.0
{
continue;
}
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let cx = (bmin.x + bmax.x) * 0.5;
let cy = (bmin.y + bmax.y) * 0.5;
let cz = (bmin.z + bmax.z) * 0.5;
if !cx.is_finite() || !cy.is_finite() || !cz.is_finite() {
continue;
}
if cx.abs() > SANE_EXTENT || cy.abs() > SANE_EXTENT {
continue;
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
}
2026-05-15 22:58:32 +03:00
centers.push([cx, cy, cz]);
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
}
2026-05-15 22:58:32 +03:00
let entity_ok = !centers.is_empty();
// Median of per-entity centroids → robust drawing center.
// For local_extent_max: 95th-percentile distance from the median × 2
// gives the half-span of the dense cluster while leaving room for
// legitimate outliers (sparse leaders, dimensions, scattered annotations).
let median = |v: &mut Vec<f64>| -> f64 {
v.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
v[v.len() / 2]
};
let percentile = |v: &mut Vec<f64>, frac: f64| -> f64 {
v.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
let i = ((v.len() as f64 - 1.0) * frac).round() as usize;
v[i]
};
let (ecx, ecy, ecz, espan_max) = if entity_ok {
let mut xs: Vec<f64> = centers.iter().map(|c| c[0]).collect();
let mut ys: Vec<f64> = centers.iter().map(|c| c[1]).collect();
let mut zs: Vec<f64> = centers.iter().map(|c| c[2]).collect();
let mx = median(&mut xs);
let my = median(&mut ys);
let mz = median(&mut zs);
let mut dx: Vec<f64> = centers.iter().map(|c| (c[0] - mx).abs()).collect();
let mut dy: Vec<f64> = centers.iter().map(|c| (c[1] - my).abs()).collect();
let p95 = percentile(&mut dx, 0.95).max(percentile(&mut dy, 0.95));
(mx, my, mz, (p95 * 2.0).max(1.0) as f32)
} else {
(0.0, 0.0, 0.0, 0.0)
};
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
// ── Pass 2: read header extents ──────────────────────────────────────
let h = &doc.header;
let hmin = h.model_space_extents_min;
let hmax = h.model_space_extents_max;
let header_ok = hmin.x < hmax.x
&& hmin.y < hmax.y
&& hmin.x.abs() < SANE_EXTENT
&& hmax.x.abs() < SANE_EXTENT
&& hmin.y.abs() < SANE_EXTENT
&& hmax.y.abs() < SANE_EXTENT;
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// Entity-derived offset is preferred whenever it's available — the
// median-of-centroids ignores Ray/orphan/duplicate-block-defn outliers
// that the header EXTMIN/EXTMAX (a min/max midpoint) bakes in. Header
// is the fallback only when the entity scan found nothing.
if entity_ok {
([ecx, ecy, ecz], espan_max)
} else if header_ok {
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
let offset = [
(hmin.x + hmax.x) * 0.5,
(hmin.y + hmax.y) * 0.5,
(hmin.z + hmax.z) * 0.5,
];
let hw = ((hmax.x - hmin.x) * 0.5) as f32;
let hh = ((hmax.y - hmin.y) * 0.5) as f32;
let hz = ((hmax.z - hmin.z) * 0.5).max(1.0) as f32;
(offset, hw.max(hh).max(hz) * 10.0)
2026-05-15 22:58:32 +03:00
} else {
([0.0; 3], 1e9_f32)
fix(scene): cross-check world_offset against MSPACE entity AABB, not just DXF header world_offset (the precision-preserving translation subtracted from every f32 wire point) came purely from the DXF $EXTMIN/$EXTMAX header. Three real-world failure modes drove geometry far from the local origin and killed f32 precision on MSPACE wires: * Sentinel header (1e20 / -1e20) when the writer never computed extents → world_offset = [0,0,0] → UTM-authored drawings render at WCS 4M with single-pixel jitter. * Stale header — drawing was edited but extents weren't refreshed → offset center sits well outside the actual entity centroid. * Civil-3D-style header that reports only a single Insert footprint, leaving direct MSPACE Line/Polyline/Hatch geometry far from the chosen offset. Block defns already self-correct via `block_cache::build_defn`'s per-defn bbox scan; top-level had no equivalent and was the inconsistent half of the system. Add `compute_world_offset()` that scans MSPACE entity bounding boxes (same `bounding_box()` API + SANE_EXTENT and zero-placeholder filters that `build_defn` uses) and: * Header invalid + entity scan ok → use entity scan. * Header ok + entity scan empty → keep header (truly empty file). * Both ok → cross-check: if the header center drifts more than 10× its own half-span from the entity centroid, the header is stale — trust the entity scan. * Both unavailable → ([0,0,0], 1e9) sentinel. `compute_and_set_world_offset` now delegates to the same helper so the load path and any later recompute path can't diverge. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 21:56:19 +03:00
}
}
2026-03-22 14:56:27 +03:00
pub struct Scene {
pub camera: Rc<RefCell<Camera>>,
pub selection: Rc<RefCell<SelectionState>>,
/// The CAD document — single source of truth for all entities.
pub document: CadDocument,
/// Currently selected entity handles.
pub selected: HashSet<Handle>,
/// In-progress preview wires while a command is active (rubber-band + object ghosts).
pub preview_wires: Vec<WireModel>,
/// Committed-segment wire drawn during multi-point commands (normal colour).
pub interim_wire: Option<WireModel>,
pub camera_generation: u64,
/// Incremented whenever geometry-affecting state changes (entities, selection,
/// preview wires, layer visibility, layout). The GPU pipeline uses this to
/// skip re-uploading unchanged geometry buffers every frame.
pub geometry_epoch: u64,
/// Cached tessellation of all visible entity wires for the current layout.
/// Keyed by `(geometry_epoch, camera_generation)` so a camera change
/// invalidates the cull-dependent wire list as well as a geometry change.
/// Uses `Arc` so `build_primitive()` avoids a full Vec clone during navigation.
wire_cache: RefCell<Option<((u64, u64), Arc<Vec<WireModel>>)>>,
/// Index built from every SortEntitiesTable in the document.
/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
/// Cached hatch fill models, keyed by geometry_epoch. View culling
/// is handled at draw time via `hatch_skip_flags` in the pipeline,
/// not at build time — that lets the GPU buffer stay stable across
/// pan/zoom while still skipping out-of-view hatches.
hatch_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
/// Cached wipeout fill models, keyed by geometry_epoch. Same
/// reasoning as `hatch_cache`.
wipeout_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
/// Cached image models, keyed by geometry_epoch. Images do their own
/// per-frame culling in the GPU pipeline (vp_scissor); no camera key
/// needed here.
image_cache: RefCell<Option<(u64, Arc<Vec<ImageModel>>)>>,
/// Cached mesh models, keyed by geometry_epoch.
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
mesh_cache: RefCell<Option<(u64, Arc<Vec<MeshLodSet>>)>>,
/// Per-viewport wire cache for paper-space rendering.
/// Maps vp_handle → (geometry_epoch, Arc<Vec<WireModel>>).
viewport_wire_cache: RefCell<HashMap<Handle, (u64, Arc<Vec<WireModel>>)>>,
/// Cached tessellation of paper-space layout block entities (title block, annotations, etc.).
/// Separate from `wire_cache` so paper_canvas_wires() doesn't re-tessellate on every frame.
/// Keyed by `(geometry_epoch, camera_generation)` — paper view changes
/// on zoom too, so culled wire output depends on camera.
paper_sheet_cache: RefCell<Option<((u64, u64), Arc<Vec<WireModel>>)>>,
/// Per-viewport projected wire cache for the paper canvas (2-D Iced widget).
/// Stores projected + clipped wires in paper-space coordinates.
/// Maps vp_handle → (geometry_epoch, Vec<WireModel>).
paper_projected_cache: RefCell<HashMap<Handle, (u64, Vec<WireModel>)>>,
/// Full paper-canvas wire list (sheet + inactive-viewport projections + interim/preview).
/// Keyed by geometry_epoch — valid for all navigation frames (pan/zoom do not bump epoch).
/// Returns Arc so paper_canvas_wires() is O(1) on cache hits.
paper_canvas_cache: RefCell<Option<(u64, Arc<Vec<WireModel>>)>>,
2026-03-22 14:56:27 +03:00
/// Active layout name — "Model" or a paper space layout name.
pub current_layout: String,
/// GPU render data for hatch fills, keyed by the DXF entity Handle.
pub hatches: HashMap<Handle, HatchModel>,
/// GPU render data for solid meshes (truck Shell/Solid tessellation).
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
pub meshes: HashMap<Handle, MeshLodSet>,
/// GPU render data for raster images (RasterImage entities), keyed by handle.
pub images: HashMap<Handle, ImageModel>,
/// The viewport that is currently "entered" (MSPACE mode).
/// `None` = paper space editing (PSPACE). Only meaningful when
/// `current_layout != "Model"`.
pub active_viewport: Option<Handle>,
/// Custom model-space background fill color for Wipeout entities.
/// Set from the active tab's `bg_color`; defaults to dark grey.
pub bg_color: [f32; 4],
/// Custom paper-space background fill color for Wipeout entities.
pub paper_bg_color: [f32; 4],
/// Scene centroid subtracted from all coordinates before f32 conversion.
/// Eliminates f32 precision loss at large world coordinates (e.g. UTM 4,000,000 m).
pub world_offset: [f64; 3],
/// Largest local-space coordinate expected from real geometry, derived from
/// EXTMIN/EXTMAX (10× safety margin). Used by fit_all() to ignore garbage
/// entity coordinates (origin-stuck entities, bad Ray/XLine direction vectors).
pub local_extent_max: f32,
/// Current annotation scale (CANNOSCALE equivalent).
/// Multiplier applied to Text/MText/Dimension sizes during tessellation.
/// 1.0 = no scaling. 50.0 = "1:50" drawing scale.
pub annotation_scale: f32,
/// Cached model-space bounding box, keyed by geometry_epoch.
/// Avoids re-tessellating all entities on every ZOOM E / auto-fit call.
model_extents_cache: RefCell<Option<(u64, Option<(glam::Vec3, glam::Vec3)>)>>,
/// Reverse map: entity_handle → block_record_handle, built from entity_handles lists.
/// Keyed by geometry_epoch. Eliminates the O(B) fallback scan in belongs_to_visible_block.
entity_block_map_cache: RefCell<Option<(u64, HashMap<Handle, Handle>)>>,
/// Tessellated block definitions in block-local coords, keyed by geometry_epoch.
/// Lets Insert tessellation transform-copy cached wires instead of
/// clone+explode+re-tessellate per reference.
block_defn_cache: RefCell<Option<(u64, Arc<block_cache::BlockCache>)>>,
/// Spatial index + always-emit list for top-level entities
/// (Phase 2.1). Lazily rebuilt by `entity_index()` on
/// `geometry_epoch` change. See `EntityIndex` for what each side
/// holds and why both are needed.
entity_index_cache: RefCell<Option<(u64, EntityIndex)>>,
/// Last viewport aspect ratio captured by the render pipeline. Used by
/// `view_world_aabb` to compute the world-space view rect on demand.
last_render_aspect: std::cell::Cell<f32>,
/// World units that map to one screen pixel at the current camera +
/// viewport size, captured each render. Drives the LOD pixel-size cull
/// in expand_insert / tessellate_entity. 0 means "not yet set" — culling
/// falls back to None.
last_world_per_pixel: std::cell::Cell<f32>,
2026-03-22 14:56:27 +03:00
}
impl Scene {
pub fn new() -> Self {
Self {
camera: Rc::new(RefCell::new(Camera::default())),
selection: Rc::new(RefCell::new(SelectionState::default())),
document: CadDocument::new(),
selected: HashSet::new(),
preview_wires: vec![],
interim_wire: None,
camera_generation: 0,
geometry_epoch: GEOMETRY_EPOCH.fetch_add(1, Ordering::Relaxed),
wire_cache: RefCell::new(None),
sort_cache: RefCell::new(None),
hatch_cache: RefCell::new(None),
wipeout_cache: RefCell::new(None),
image_cache: RefCell::new(None),
mesh_cache: RefCell::new(None),
viewport_wire_cache: RefCell::new(HashMap::new()),
paper_sheet_cache: RefCell::new(None),
paper_projected_cache: RefCell::new(HashMap::new()),
paper_canvas_cache: RefCell::new(None),
2026-03-22 14:56:27 +03:00
current_layout: "Model".to_string(),
hatches: HashMap::new(),
meshes: HashMap::new(),
images: HashMap::new(),
active_viewport: None,
bg_color: [0.11, 0.11, 0.11, 1.0],
paper_bg_color: [1.0, 1.0, 1.0, 1.0],
world_offset: [0.0; 3],
local_extent_max: 1e9,
annotation_scale: 1.0,
model_extents_cache: RefCell::new(None),
entity_block_map_cache: RefCell::new(None),
block_defn_cache: RefCell::new(None),
entity_index_cache: RefCell::new(None),
last_render_aspect: std::cell::Cell::new(16.0 / 9.0),
last_world_per_pixel: std::cell::Cell::new(0.0),
}
}
/// Compute the current camera's world-space XY view AABB with
/// `world_offset` already subtracted (so the result is in the same f32
/// space as emitted wire points). Adds a 25% margin around the
/// frustum to absorb pan inertia and avoid clipped-edge popping.
pub(super) fn view_world_aabb(&self) -> Option<[f32; 4]> {
if self.current_layout != "Model" {
// Paper-space viewport composition handles its own culling; the
// top-level paper canvas is small enough not to need it.
return None;
}
// Until the first explicit camera move (typically `fit_all()` after
// file open), the camera sits at the default origin while geometry
// lives at large local offsets — culling against the default rect
// would discard everything and starve fit_all of points to fit to.
if self.camera_generation == 0 {
return None;
}
let cam = self.camera.borrow();
let aspect = self.last_render_aspect.get().max(0.01);
let h = cam.ortho_size();
let w = h * aspect;
let margin = 1.25_f32;
// `cam.target` is in the same local f32 space as emitted wire points
// (fit_to_bounds populates it from local wire coords). No further
// `world_offset` subtraction is needed.
let cx = cam.target.x;
let cy = cam.target.y;
Some([
cx - w * margin,
cy - h * margin,
cx + w * margin,
cy + h * margin,
])
}
/// Called by the render pipeline once per frame so `view_world_aabb` knows
/// the active widget's aspect ratio.
pub fn set_render_aspect(&self, aspect: f32) {
if aspect.is_finite() && aspect > 0.0 {
self.last_render_aspect.set(aspect);
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}
}
/// World units per screen pixel at the current viewport size. Returns
/// `None` until the first render captures real bounds.
///
/// Also returns `None` in paper space: `set_render_pixel_scale` is only
/// fed by the shader pipeline (`build_primitive`), and the paper layout
/// renders through `PaperCanvas` (an Iced 2-D canvas) which never touches
/// it. Whatever value is cached would be a stale model-world wpp and,
/// applied to mm-sheet entity AABBs, would cull every paper-space
/// annotation. Matches the same skip already in `view_world_aabb`.
pub(super) fn world_per_pixel(&self) -> Option<f32> {
if self.current_layout != "Model" {
return None;
}
let v = self.last_world_per_pixel.get();
if v > 0.0 && v.is_finite() {
Some(v)
} else {
None
}
}
/// Called from the render path with the current widget bounds so the
/// LOD pixel-size culler knows how big one world unit projects to.
pub fn set_render_pixel_scale(&self, width_px: f32, height_px: f32) {
if !width_px.is_finite() || !height_px.is_finite() || height_px <= 0.0 {
return;
}
let cam = self.camera.borrow();
// Orthographic only. (Perspective varies with depth — we'd want a
// depth-aware scale per entity. Skipped for now.)
let h = cam.ortho_size();
let world_per_px = (2.0 * h) / height_px;
if world_per_px.is_finite() && world_per_px > 0.0 {
self.last_world_per_pixel.set(world_per_px);
}
}
/// Get (or build on miss) the block-definition cache for the current epoch.
/// Built single-threaded — recursive nested expansion makes parallelization
/// fiddly and the cache only rebuilds when geometry actually changes.
pub(super) fn block_cache_arc(&self) -> Arc<block_cache::BlockCache> {
{
let cache = self.block_defn_cache.borrow();
if let Some((epoch, ref arc)) = *cache {
if epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let bg = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
let anno = if self.current_layout == "Model" {
self.annotation_scale
} else {
1.0
};
let built = block_cache::BlockCache::build(&self.document, anno, bg);
let arc = Arc::new(built);
*self.block_defn_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
pub fn bump_geometry(&mut self) {
self.geometry_epoch = GEOMETRY_EPOCH.fetch_add(1, Ordering::Relaxed);
}
/// Returns true if this viewport should display model-space content
/// (i.e. it is a user viewport, not the sheet/overall viewport).
///
/// Rules:
/// - id=1 → always the sheet viewport → false
/// - id≥2 → always a user viewport → true
/// - id=0 or id<0 (DWG reader omits the id; some DXF exporters write -1):
/// use geometry: the sheet viewport is centred at the paper origin (0,0)
/// with scale≈1.0 (view_height ≈ paper-space height).
pub fn is_content_viewport(vp: &acadrust::entities::Viewport) -> bool {
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if vp.id == 1 {
return false;
}
if vp.id > 1 {
return true;
}
// id ≤ 0: DWG files never write group-code 69 (viewport id), so all
// viewports arrive with id=0.
//
// In DWG format the sheet ("overall") viewport always has its center at
// the paper-space origin (0, 0). Content viewports are placed at their
// actual position on the paper and therefore have a non-zero center.
// Using center position is more reliable than a scale heuristic because
// the sheet viewport's scale is not always exactly 1:1 (observed: 0.8965
// in real-world files, which the old 0.02 tolerance missed entirely).
vp.center.x.abs() >= 0.5 || vp.center.y.abs() >= 0.5
}
/// Public accessor for the block-record handle of the current layout.
/// Used by external callers (e.g. `commit_entity`) that need the handle
/// without going through private API.
pub fn current_layout_block_handle_pub(&self) -> Handle {
self.current_layout_block_handle()
}
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/// Returns the block-record handle for `current_layout`.
///
/// Primary path: the Layout object's `block_record` field (set correctly
/// by the DWG reader).
///
/// Fallback for DXF files: the DXF reader never reads group code 340
/// (block_record handle), so `block_record` is NULL after loading DXF.
/// In that case we derive the block-record name from the DXF convention:
/// Model → "*Model_Space"
/// first paper tab → "*Paper_Space"
/// second paper tab → "*Paper_Space0"
/// Nth paper tab → "*Paper_Space{N-2}"
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fn current_layout_block_handle(&self) -> Handle {
// Locate the Layout object for the active layout name.
let layout = self.document.objects.values().find_map(|obj| {
if let ObjectType::Layout(l) = obj {
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if l.name == self.current_layout {
Some(l)
} else {
None
}
} else {
None
}
});
if let Some(l) = layout {
// Fast path: block_record already set (DWG reader).
if !l.block_record.is_null() {
return l.block_record;
}
// Fallback: resolve via conventional DXF block-record name.
let br_name: String = if self.current_layout == "Model" {
"*Model_Space".into()
} else {
// tab_order 1 → "*Paper_Space", 2 → "*Paper_Space0", etc.
let tab = l.tab_order;
if tab <= 1 {
"*Paper_Space".into()
} else {
format!("*Paper_Space{}", tab - 2)
}
};
if let Some(br) = self.document.block_records.get(&br_name) {
return br.handle;
}
// Last resort: match by position among paper layouts when tab_order
// is unreliable (some exporters set it to 0 for all layouts).
if self.current_layout != "Model" {
let mut ps_brs: Vec<_> = self
.document
.block_records
.iter()
.filter(|br| br.is_paper_space())
.collect();
ps_brs.sort_by(|a, b| a.name.cmp(&b.name));
let mut paper_layouts: Vec<(i16, &str)> = self
.document
.objects
.values()
.filter_map(|obj| {
if let ObjectType::Layout(l) = obj {
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if l.name != "Model" {
Some((l.tab_order, l.name.as_str()))
} else {
None
}
} else {
None
}
})
.collect();
paper_layouts.sort_by_key(|(o, n)| (*o, *n));
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if let Some(pos) = paper_layouts
.iter()
.position(|(_, n)| *n == self.current_layout)
{
if let Some(br) = ps_brs.get(pos) {
return br.handle;
}
}
} else if let Some(br) = self.document.block_records.get("*Model_Space") {
return br.handle;
}
}
Handle::NULL
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}
/// Returns `(min, max)` paper-space limits for the current layout, or `None`
/// when in Model space. Falls back to A4 landscape if nothing reliable is found.
pub fn paper_limits(&self) -> Option<((f64, f64), (f64, f64))> {
if self.current_layout == "Model" {
return None;
}
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self.document
.objects
.values()
.find_map(|obj| {
if let ObjectType::Layout(l) = obj {
if l.name != self.current_layout {
return None;
}
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// Use the physical paper dimensions from PlotSettings if available
// (populated from DWG embedded plot settings or DXF codes 44/45/73).
// Rotation 1=90° or 3=270° → swap width and height.
if l.paper_width > 1e-6 && l.paper_height > 1e-6 {
let (pw, ph) = if l.plot_rotation == 1 || l.plot_rotation == 3 {
(l.paper_height, l.paper_width)
} else {
(l.paper_width, l.paper_height)
};
let ox = l.min_limits.0.min(0.0);
let oy = l.min_limits.1.min(0.0);
return Some(((ox, oy), (ox + pw, oy + ph)));
}
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// Fall back to the Layout's drawing limits.
let (min, max) = (l.min_limits, l.max_limits);
let w = (max.0 - min.0).abs();
let h = (max.1 - min.1).abs();
if w < 1e-6 || h < 1e-6 {
return Some(((0.0, 0.0), (297.0, 210.0)));
}
Some((min, max))
} else {
None
}
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})
.or(Some(((0.0, 0.0), (297.0, 210.0))))
}
/// Scale of the first user viewport (id > 1) in the current paper layout,
/// used for the status-bar display. Returns `None` in Model space or if
/// no user viewport exists.
pub fn first_viewport_scale(&self) -> Option<f64> {
if self.current_layout == "Model" {
return None;
}
let layout_block = self.current_layout_block_handle();
if layout_block.is_null() {
return None;
}
self.document.entities().find_map(|e| {
if let EntityType::Viewport(vp) = e {
if Self::is_content_viewport(vp) && vp.common.owner_handle == layout_block {
return Some(vp_effective_scale(
vp.custom_scale,
vp.view_height,
vp.height,
));
}
}
None
})
}
/// List of user viewports in the current layout: (handle, label, frozen_layer_handles).
pub fn viewport_list(&self) -> Vec<(acadrust::Handle, String, Vec<acadrust::Handle>)> {
if self.current_layout == "Model" {
return vec![];
}
let layout_block = self.current_layout_block_handle();
if layout_block.is_null() {
return vec![];
}
let mut result: Vec<(acadrust::Handle, String, Vec<acadrust::Handle>)> = self
.document
.entities()
.filter_map(|e| {
if let EntityType::Viewport(vp) = e {
if Self::is_content_viewport(vp) && vp.common.owner_handle == layout_block {
Some((vp.common.handle, vp.id, vp.frozen_layers.clone()))
} else {
None
}
} else {
None
}
})
.collect::<Vec<_>>()
.into_iter()
.enumerate()
.map(|(i, (h, id, frozen))| {
let label = if id > 1 {
format!("VP {}", id - 1)
} else {
format!("VP {}", i + 1)
};
(h, label, frozen)
})
.collect();
result.sort_by_key(|(_, label, _)| label.clone());
result
}
/// Count of user viewports (id > 1) in the current layout.
pub fn viewport_count(&self) -> usize {
if self.current_layout == "Model" {
return 0;
}
let layout_block = self.current_layout_block_handle();
if layout_block.is_null() {
return 0;
}
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self.document
.entities()
.filter(|e| {
if let EntityType::Viewport(vp) = e {
Self::is_content_viewport(vp) && vp.common.owner_handle == layout_block
} else {
false
}
})
.count()
}
/// True if any currently selected entity is a Viewport.
/// Used to enable the scale picker when a viewport is selected in paper space.
pub fn has_selected_viewport(&self) -> bool {
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self.selected
.iter()
.any(|&h| matches!(self.document.get_entity(h), Some(EntityType::Viewport(_))))
}
/// First content viewport handle in the current layout, used as fallback target
/// when no viewport is active or explicitly selected.
fn first_viewport_handle(&self) -> Option<Handle> {
if self.current_layout == "Model" {
return None;
}
let layout_block = self.current_layout_block_handle();
if layout_block.is_null() {
return None;
}
self.document.entities().find_map(|e| {
if let EntityType::Viewport(vp) = e {
if Self::is_content_viewport(vp) && vp.common.owner_handle == layout_block {
return Some(vp.common.handle);
}
}
None
})
}
/// Set the scale of the active/selected viewport.
/// Priority: active_viewport → first selected viewport → first viewport in layout.
pub fn set_viewport_scale(&mut self, scale: f64) {
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let target =
self.active_viewport
.or_else(|| {
self.selected.iter().copied().find(|&h| {
matches!(self.document.get_entity(h), Some(EntityType::Viewport(_)))
})
})
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.or_else(|| self.first_viewport_handle());
if let Some(handle) = target {
if let Some(EntityType::Viewport(vp)) = self.document.get_entity_mut(handle) {
if !vp.status.locked && scale > 1e-9 {
vp.custom_scale = scale;
vp.view_height = vp.height / scale;
}
}
self.viewport_wire_cache.borrow_mut().remove(&handle);
self.bump_geometry();
}
}
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/// Sorted list of layout names: "Model" first, then paper layouts by tab order.
pub fn layout_names(&self) -> Vec<String> {
let mut names = vec!["Model".to_string()];
// Deduplicate by name: prefer the entry with a non-null block_record (the
// real layout from the file) over the default placeholder created by
// CadDocument::new().
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let mut by_name: std::collections::HashMap<String, (i16, Handle)> = Default::default();
for obj in self.document.objects.values() {
if let ObjectType::Layout(l) = obj {
if l.name == "Model" || l.name.is_empty() {
continue;
}
let entry = by_name
.entry(l.name.clone())
.or_insert((l.tab_order, l.block_record));
if entry.1.is_null() && !l.block_record.is_null() {
*entry = (l.tab_order, l.block_record);
}
}
}
let mut paper: Vec<(i16, String)> = by_name
.into_iter()
.map(|(name, (order, _))| (order, name))
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.collect();
paper.sort_by_key(|(order, _)| *order);
names.extend(paper.into_iter().map(|(_, n)| n));
names
}
/// Collect closed polygon outlines (world XY) from the current layout.
pub fn closed_outlines(&self) -> Vec<Vec<[f32; 2]>> {
self.entity_wires()
.into_iter()
.filter_map(|wire| {
let pts = wire.points;
if pts.len() < 4 {
return None;
}
let f = pts.first()?;
let l = pts.last()?;
let dx = f[0] - l[0];
let dy = f[1] - l[1];
if (dx * dx + dy * dy).sqrt() > 1e-2 {
return None;
}
Some(pts.iter().map(|p| [p[0], p[1]]).collect())
})
.collect()
}
/// Cached tessellation of the current layout block's paper-space entities.
/// Shared by both `entity_wires_arc()` and `paper_canvas_wires()` so a single
/// cache miss triggers only one tessellation pass, not two.
fn paper_sheet_wires_arc(&self) -> Arc<Vec<WireModel>> {
let key = (self.geometry_epoch, self.camera_generation);
{
let cache = self.paper_sheet_cache.borrow();
if let Some((cached_key, ref arc)) = *cache {
if cached_key == key {
return Arc::clone(arc);
}
}
}
let layout_block = self.current_layout_block_handle();
let arc = Arc::new(self.wires_for_block(layout_block));
*self.paper_sheet_cache.borrow_mut() = Some((key, Arc::clone(&arc)));
arc
}
/// Build WireModels from all document entities for the current layout.
/// Returns a shared `Arc` so `build_primitive()` can skip the clone during
/// navigation frames where no preview wires are active.
pub(super) fn entity_wires_arc(&self) -> Arc<Vec<WireModel>> {
let key = (self.geometry_epoch, self.camera_generation);
{
let cache = self.wire_cache.borrow();
if let Some((cached_key, ref arc)) = *cache {
if cached_key == key {
return Arc::clone(arc);
}
}
}
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let layout_block = self.current_layout_block_handle();
// Model space: paper_sheet_wires_arc IS the full entity wire set — share the Arc,
// no Vec clone needed.
if self.current_layout == "Model" {
let arc = self.paper_sheet_wires_arc();
*self.wire_cache.borrow_mut() = Some((key, Arc::clone(&arc)));
return arc;
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}
// Paper space: extend sheet wires with projected viewport content.
let mut wires = (*self.paper_sheet_wires_arc()).clone();
wires.extend(self.viewport_content_wires(layout_block, None, None));
let arc = Arc::new(wires);
*self.wire_cache.borrow_mut() = Some((key, Arc::clone(&arc)));
arc
}
/// Build WireModels from all document entities + optional preview wire.
pub fn entity_wires(&self) -> Vec<WireModel> {
(*self.entity_wires_arc()).clone()
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}
pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
{
let cache = self.hatch_cache.borrow();
if let Some((cached_epoch, ref arc)) = *cache {
if cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.synced_hatch_models());
*self.hatch_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
pub(super) fn wipeout_models_arc(&self) -> Arc<Vec<HatchModel>> {
{
let cache = self.wipeout_cache.borrow();
if let Some((cached_epoch, ref arc)) = *cache {
if cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.wipeout_models());
*self.wipeout_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
pub(super) fn images_arc(&self) -> Arc<Vec<ImageModel>> {
{
let cache = self.image_cache.borrow();
if let Some((cached_epoch, ref arc)) = *cache {
if cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.images.values().cloned().collect());
*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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pub(super) fn meshes_arc(&self) -> Arc<Vec<MeshLodSet>> {
{
let cache = self.mesh_cache.borrow();
if let Some((cached_epoch, ref arc)) = *cache {
if cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.meshes.values().cloned().collect());
*self.mesh_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
fix(hit_test): correct hatch selection — NaN-aware ray-cast + block-insert resolve Two related click bugs: 1. `point_in_polygon` treated NaN points (the path separators used by multi-path hatches with islands / holes) as regular vertices, producing spurious closing edges between sub-paths. The cursor inside a real hatch failed the test → the click iterator moved on to the NEXT hatch in HashMap order and silently returned the wrong one. Rewrite the ray-cast to reset the previous-vertex / path-start state at every NaN, so each sub-path closes against its own first vertex and contributes its parity flip correctly. 2. Clicking on a hatch *inside* a block was either missing entirely (after the visible_hatches_for_click filter) or returning the block-defn source hatch handle (misleading — that handle isn't the thing the user sees). AutoCAD selects the parent Insert when a sub-entity of a block is clicked. Add `Scene::insert_hatches_for_click` which walks the same explode path `synced_hatch_models` uses and tags every exploded sub-hatch with its parent Insert handle, plus `hit_test::click_hit_insert_hatch` which iterates that list. The click resolver now tries wire → MSPACE hatch → insert-internal hatch in order, so clicking on a block-internal hatch selects the Insert. Box / lasso select paths are unchanged — wire hit-test already picks up Inserts, and dragging a box over block-internal hatches is rare enough not to need its own resolution path yet. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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/// Hatches eligible for click / box / lasso hit-testing in the current
/// layout. Filters out block-internal source hatches (stored in
/// `self.hatches` at block-local coords for the block-defn position,
/// which doesn't project correctly through the offset-rel view_proj
/// and was causing the wrong hatch to be selected on click).
pub fn visible_hatches_for_click(&self) -> HashMap<Handle, HatchModel> {
let layout_block = self.current_layout_block_handle();
self.hatches
.iter()
.filter_map(|(&h, m)| {
let owner = self.document.get_entity(h)?.common().owner_handle;
if self.belongs_to_visible_block(h, owner, layout_block) {
Some((h, m.clone()))
} else {
None
}
})
.collect()
}
/// Per-Insert hatch models in the current layout, keyed by the Insert
/// handle so a click on a block-internal hatch can select the parent
/// Insert (AutoCAD behaviour: sub-entities of a block aren't directly
/// selectable; the click resolves to the Insert).
pub fn insert_hatches_for_click(&self) -> Vec<(Handle, HatchModel)> {
let layout_block = self.current_layout_block_handle();
let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
let layer_hidden = |layer: &str| {
self.document
.layers
.get(layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
};
let mut out: Vec<(Handle, HatchModel)> = Vec::new();
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;
}
for sub in ins
.explode_from_document(&self.document)
.into_iter()
.map(crate::modules::home::modify::explode::normalize_insert_entity)
{
let EntityType::Hatch(dxf) = sub else {
continue;
};
if dxf.common.invisible || layer_hidden(&dxf.common.layer) {
continue;
}
let color = self.render_style(&EntityType::Hatch(dxf.clone())).0;
if let Some(model) = Self::hatch_model_from_dxf(&dxf, color, hatch_offset) {
out.push((ins.common.handle, model));
}
}
}
out
}
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/// Wires that should participate in hit-testing, snapping, and selection.
///
/// - Model layout: all entity wires (same as entity_wires).
/// - PSPACE (paper layout, no active viewport): paper-space entities only —
/// viewport content is NOT interactive.
/// - MSPACE (active viewport set): model-space content of the active viewport
/// only — paper-space entities are NOT interactive.
pub fn hit_test_wires(&self) -> Arc<Vec<WireModel>> {
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if self.current_layout == "Model" {
return self.entity_wires_arc();
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}
let layout_block = self.current_layout_block_handle();
match self.active_viewport {
None => Arc::new(self.wires_for_block(layout_block)),
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Some(vp_handle) => {
Arc::new(self.viewport_content_wires(layout_block, Some(vp_handle), None))
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}
}
}
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/// Tessellate all non-invisible entities owned by `block_handle`.
fn wires_for_block(&self, block_handle: Handle) -> Vec<WireModel> {
use acadrust::objects::ObjectType;
// ── Ensure sort-order index is current ────────────────────────────
// Replaces the old O(objects) find_map with one rebuild per epoch,
// after which every wires_for_block call is an O(1) HashMap lookup.
{
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let needs_rebuild = self
.sort_cache
.borrow()
.as_ref()
.map(|(e, _)| *e != self.geometry_epoch)
.unwrap_or(true);
if needs_rebuild {
let mut idx: HashMap<Handle, HashMap<u64, u64>> = HashMap::new();
for obj in self.document.objects.values() {
if let ObjectType::SortEntitiesTable(t) = obj {
if !t.is_empty() {
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let map = t
.entries()
.map(|e| (e.entity_handle.value(), e.sort_handle.value()))
.collect();
idx.insert(t.block_owner_handle, map);
}
}
}
*self.sort_cache.borrow_mut() = Some((self.geometry_epoch, idx));
}
}
// Visibility test reused by both paths below.
let visibility_ok = |e: &EntityType| -> bool {
let c = e.common();
if c.invisible {
return false;
}
// Block/BlockEnd are block-defn sentinels, not drawable geometry.
// Without this skip they fall through to fallback_geometry's `_`
// arm and emit a 1-unit phantom segment at world_offset that
// poisons fit_all and shows up in selection.
if matches!(e, EntityType::Block(_) | EntityType::BlockEnd(_)) {
return false;
}
if self
.document
.layers
.get(&c.layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
{
return false;
}
self.belongs_to_visible_block(e.common().handle, c.owner_handle, block_handle)
};
// Phase 2.1 — quadtree-driven candidate selection. When a view
// AABB exists (Model layout with a settled camera), only iterate
// entities whose stored WCS bbox intersects the view; unindexable
// entities (Insert/Viewport) are appended via a small linear scan.
// Paper space and the first-frame "settle" path fall back to the
// full doc scan — preserving prior behaviour.
let visible: Vec<&EntityType> = if let Some(local_view) = self.view_world_aabb() {
let [ox, oy, _] = self.world_offset;
let view_wcs: [f64; 4] = [
local_view[0] as f64 + ox,
local_view[1] as f64 + oy,
local_view[2] as f64 + ox,
local_view[3] as f64 + oy,
];
let (candidates, unbounded): (Vec<Handle>, Vec<Handle>) = {
let idx = self.entity_index();
(idx.tree.query_rect(view_wcs), idx.unbounded_handles.clone())
};
let mut out: Vec<&EntityType> =
Vec::with_capacity(candidates.len() + unbounded.len() + 16);
for h in candidates {
if let Some(e) = self.document.get_entity(h) {
if visibility_ok(e) {
out.push(e);
}
}
}
// Unbounded entities — always emit regardless of view, mirroring
// legacy `entity_aabb`'s UNBOUNDED_AABB sentinel.
for h in unbounded {
if let Some(e) = self.document.get_entity(h) {
if visibility_ok(e) {
out.push(e);
}
}
}
// Inserts/Viewports/Block/BlockEnd — handled by their own paths
// (block expansion, viewport rendering); always candidates.
for e in self.document.entities() {
if is_unindexable_entity(e) && visibility_ok(e) {
out.push(e);
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}
}
out
} else {
self.document
.entities()
.filter(|e| visibility_ok(e))
.collect()
};
// Tessellate in parallel across all available CPU cores.
use rayon::prelude::*;
let doc = &self.document;
let sel = &self.selected;
let avp = self.active_viewport;
// Paper-space entities live in sheet coordinates (mm), not model-world
// coordinates, so world_offset must not be subtracted from them.
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let woff = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
let bg = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
let anno = if self.current_layout == "Model" {
self.annotation_scale
} else {
1.0
};
let blk_cache = self.block_cache_arc();
let blk_ref: &block_cache::BlockCache = &blk_cache;
let view_aabb = self.view_world_aabb();
let wpp = self.world_per_pixel();
// Zoom-adaptive curve sampling for top-level Edge tessellation. Target
// ~0.5 px chord height — far-out arcs that used to emit hundreds of
// segments now collapse to a handful. The guard clears the override
// when this scope exits so off-render tessellation (snap previews,
// hit-test, block_cache rebuild) sees the default.
struct CurveTolGuard;
impl Drop for CurveTolGuard {
fn drop(&mut self) {
crate::scene::truck_tess::set_curve_tol_override(None);
}
}
let _tol_guard = wpp.map(|w| {
crate::scene::truck_tess::set_curve_tol_override(Some((w * 0.5) as f64));
CurveTolGuard
});
let mut wires: Vec<WireModel> = visible
.into_par_iter()
.flat_map(|e| {
tessellate_entity(
doc,
sel,
avp,
woff,
bg,
anno,
e,
Some(blk_ref),
view_aabb,
wpp,
)
})
.collect();
// Apply draw order via the cached index (O(1) block lookup).
{
let cache = self.sort_cache.borrow();
if let Some((_, ref idx)) = *cache {
if let Some(sort_map) = idx.get(&block_handle) {
wires.sort_by_key(|w| {
let key = Self::handle_from_wire_name(&w.name)
.map(|h| h.value())
.unwrap_or(u64::MAX);
sort_map.get(&key).copied().unwrap_or(u64::MAX / 2)
});
}
}
}
wires
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}
/// Decide whether an entity should be drawn as direct content of `block_handle`.
fn belongs_to_visible_block(
&self,
entity_handle: Handle,
owner_handle: Handle,
block_handle: Handle,
) -> bool {
if block_handle.is_null() {
return true;
}
if owner_handle == block_handle {
return true;
}
if !owner_handle.is_null() {
return false;
}
// owner_handle is null (common in DXF files that omit group code 330).
// Use the current layout's entity_handles as the authoritative list when
// available — this prevents block-definition geometry from leaking into
// the viewport even when owner handles are missing.
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if let Some(br) = self
.document
.block_records
.iter()
.find(|br| br.handle == block_handle)
{
if !br.entity_handles.is_empty() {
return br.entity_handles.contains(&entity_handle);
}
}
// P: epoch-cached reverse map replaces O(B) block_records scan.
let map = self.entity_block_map();
if let Some(&owner) = map.get(&entity_handle) {
return owner == block_handle;
}
// Map miss. Permissive only when NO BlockRecord enumerated its
// entity_handles — that's a legacy DXF that omits 330 group codes
// everywhere, where dropping unknown-owner entities would empty
// model space. When at least one block did enumerate, the file is
// capable of declaring ownership, so an unknown-owner entity is
// an orphan (typically a block-defn entity whose owner was lost on
// round-trip) and must not leak into the queried block.
if map.is_empty() {
return true;
}
false
}
/// Build (and epoch-cache) a reverse map: entity_handle → block_record_handle,
/// covering every entity explicitly listed in a block_record's entity_handles.
fn entity_block_map(&self) -> std::cell::Ref<'_, HashMap<Handle, Handle>> {
{
let cache = self.entity_block_map_cache.borrow();
if let Some((epoch, _)) = *cache {
if epoch == self.geometry_epoch {
drop(cache);
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return std::cell::Ref::map(self.entity_block_map_cache.borrow(), |c| {
&c.as_ref().unwrap().1
});
}
}
}
let mut map: HashMap<Handle, Handle> = HashMap::new();
for br in self.document.block_records.iter() {
for &eh in &br.entity_handles {
map.insert(eh, br.handle);
}
}
*self.entity_block_map_cache.borrow_mut() = Some((self.geometry_epoch, map));
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std::cell::Ref::map(self.entity_block_map_cache.borrow(), |c| {
&c.as_ref().unwrap().1
})
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}
/// Spatial index + always-emit list for top-level entities. Lazily
/// rebuilt on `geometry_epoch` change.
///
/// `tree` holds entities whose `bounding_box()` is finite and
/// non-degenerate. `unbounded_handles` holds entities whose bbox
/// is degenerate or non-finite — the legacy `entity_aabb` treated
/// those as `UNBOUNDED_AABB` (never culled), so the wire path must
/// always emit them regardless of view. Inserts/Viewports/Blocks
/// /BlockEnds are filtered out at build time and re-added by the
/// wire path via a separate scan (their WCS bbox depends on
/// transforms handled elsewhere).
pub(super) fn entity_index(&self) -> std::cell::Ref<'_, EntityIndex> {
{
let cache = self.entity_index_cache.borrow();
if let Some((epoch, _)) = *cache {
if epoch == self.geometry_epoch {
drop(cache);
return std::cell::Ref::map(self.entity_index_cache.borrow(), |c| {
&c.as_ref().unwrap().1
});
}
}
}
let mut items: Vec<(Handle, [f64; 4])> = Vec::new();
let mut unbounded: Vec<Handle> = Vec::new();
let mut union: Option<[f64; 4]> = None;
for e in self.document.entities() {
if is_unindexable_entity(e) {
continue;
}
match entity_world_aabb_f64(e) {
Some(ab) => {
union = Some(match union {
None => ab,
Some(u) => [
u[0].min(ab[0]),
u[1].min(ab[1]),
u[2].max(ab[2]),
u[3].max(ab[3]),
],
});
items.push((e.common().handle, ab));
}
None => unbounded.push(e.common().handle),
}
}
let root = match union {
Some(u) => {
let w = (u[2] - u[0]).max(1.0);
let h = (u[3] - u[1]).max(1.0);
let mx = w * 0.01;
let my = h * 0.01;
[u[0] - mx, u[1] - my, u[2] + mx, u[3] + my]
}
None => [-1.0, -1.0, 1.0, 1.0],
};
let mut tree = quadtree::QuadTree::new(root);
for (h, ab) in items {
tree.insert(h, ab);
}
*self.entity_index_cache.borrow_mut() = Some((
self.geometry_epoch,
EntityIndex {
tree,
unbounded_handles: unbounded,
},
));
std::cell::Ref::map(self.entity_index_cache.borrow(), |c| {
&c.as_ref().unwrap().1
})
}
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/// Full tessellation pipeline for one entity.
fn tessellate_one(&self, e: &EntityType) -> Vec<WireModel> {
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let bg = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
let anno = if self.current_layout == "Model" {
self.annotation_scale
} else {
1.0
};
let blk_cache = self.block_cache_arc();
// tessellate_one is used for one-off lookups (hit test, properties).
// Skip culling here so the caller always gets the full geometry.
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tessellate_entity(
&self.document,
&self.selected,
self.active_viewport,
self.world_offset,
bg,
anno,
e,
Some(&blk_cache),
None,
None,
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)
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}
fn model_space_block_handle(&self) -> Handle {
// Primary: Layout object's block_record (DWG reader sets this).
if let Some(h) = self.document.objects.values().find_map(|obj| {
if let ObjectType::Layout(l) = obj {
if l.name == "Model" && !l.block_record.is_null() {
Some(l.block_record)
} else {
None
}
} else {
None
}
}) {
return h;
}
// Fallback for DXF files: conventional block-record name.
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self.document
.block_records
.get("*Model_Space")
.map(|br| br.handle)
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.unwrap_or(Handle::NULL)
}
/// Compute the axis-aligned bounding box of all model-space entities.
/// Result is epoch-cached so repeated ZOOM E / auto-fit calls are O(1).
pub fn model_space_extents(&self) -> Option<(glam::Vec3, glam::Vec3)> {
{
let cache = self.model_extents_cache.borrow();
if let Some((epoch, ext)) = *cache {
if epoch == self.geometry_epoch {
return ext;
}
}
}
let result = self.compute_model_space_extents();
*self.model_extents_cache.borrow_mut() = Some((self.geometry_epoch, result));
result
}
fn compute_model_space_extents(&self) -> Option<(glam::Vec3, glam::Vec3)> {
let model_block = self.model_space_block_handle();
if model_block.is_null() {
return None;
}
let [ox, oy, _] = self.world_offset;
let mut min = glam::Vec3::splat(f32::INFINITY);
let mut max = glam::Vec3::splat(f32::NEG_INFINITY);
let mut any = false;
// Prefer the already-computed wire AABB cache when available — avoids re-tessellating.
if self.current_layout == "Model" {
let cache = self.wire_cache.borrow();
if let Some(((epoch, _cam_gen), ref arc)) = *cache {
if epoch == self.geometry_epoch {
for wire in arc.iter() {
let [ax, ay, bx, by] = wire.aabb;
if ax.is_finite() && bx.is_finite() {
min = min.min(glam::Vec3::new(ax + ox as f32, ay + oy as f32, 0.0));
max = max.max(glam::Vec3::new(bx + ox as f32, by + oy as f32, 0.0));
any = true;
}
}
return if any { Some((min, max)) } else { None };
}
}
}
// Fallback: tessellate (first call or paper-space context).
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
// wire.key_vertices live in offset-rel coords (world_offset
// already subtracted at tessellation time). Add it back so the
// result matches Path 1 above and the caller's expectation —
// callers (auto_fit_viewport) write the centroid directly to
// `Viewport.view_target`, which is a WCS field; storing
// offset-rel coords there silently double-subtracts world_offset
// inside `camera_for_viewport` and points the viewport at the
// wrong location on UTM-scale drawings.
let oz = self.world_offset[2] as f32;
for entity in self.document.entities() {
let c = entity.common();
if c.owner_handle != model_block || c.invisible {
continue;
}
for wire in self.tessellate_one(entity) {
for &[x, y, z] in &wire.key_vertices {
if x.is_finite() && y.is_finite() && z.is_finite() {
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
min = min.min(glam::Vec3::new(
x + ox as f32,
y + oy as f32,
z + oz,
));
max = max.max(glam::Vec3::new(
x + ox as f32,
y + oy as f32,
z + oz,
));
any = true;
}
}
}
}
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if any {
return Some((min, max));
}
// Last-resort: the header's saved EXTMIN/EXTMAX. AutoCAD writes these
// on save so opening a file gives ZOOM EXTENTS a useful answer before
// the wire cache is built.
const SANE_EXTENT: f64 = 1.0e16;
let h = &self.document.header;
let hmin = h.model_space_extents_min;
let hmax = h.model_space_extents_max;
if hmin.x < hmax.x
&& hmin.y < hmax.y
&& hmin.x.abs() < SANE_EXTENT
&& hmax.x.abs() < SANE_EXTENT
&& hmin.y.abs() < SANE_EXTENT
&& hmax.y.abs() < SANE_EXTENT
{
return Some((
glam::Vec3::new(hmin.x as f32, hmin.y as f32, hmin.z as f32),
glam::Vec3::new(hmax.x as f32, hmax.y as f32, hmax.z as f32),
));
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}
None
}
/// Set a newly created viewport's `view_target` and `view_height` so that
/// all model-space content is visible at a reasonable scale.
pub fn auto_fit_viewport(&mut self, vp_handle: Handle) {
let extents = self.model_space_extents();
let (min, max) = match extents {
Some(e) => e,
None => return,
};
let center = (min + max) * 0.5;
let content_w = (max.x - min.x).max(1e-3);
let content_h = (max.y - min.y).max(1e-3);
let vp = match self.document.get_entity_mut(vp_handle) {
Some(acadrust::EntityType::Viewport(vp)) => vp,
_ => return,
};
// Set the view target to the model-space centroid (XY plane, z=0).
vp.view_target.x = center.x as f64;
vp.view_target.y = center.y as f64;
vp.view_target.z = 0.0;
// Choose the scale that fits both dimensions with a small margin.
let margin = 1.1_f64;
let scale_w = vp.width / (content_w as f64 * margin);
let scale_h = vp.height / (content_h as f64 * margin);
let fit_scale = scale_w.min(scale_h).min(1000.0).max(1e-6);
vp.custom_scale = fit_scale;
vp.view_height = vp.height / fit_scale;
}
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/// Collect model-space wires projected into paper space for all (or one specific)
/// user viewports. `only_vp = Some(h)` restricts output to that viewport.
fn viewport_content_wires(
&self,
paper_block: Handle,
only_vp: Option<Handle>,
exclude_vp: Option<Handle>,
) -> Vec<WireModel> {
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use acadrust::entities::Viewport;
let viewports: Vec<&Viewport> = self
.document
.entities()
.filter_map(|e| {
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if let EntityType::Viewport(vp) = e {
Some(vp)
} else {
None
}
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})
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.filter(|vp| {
Self::is_content_viewport(vp)
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&& vp.common.owner_handle == paper_block
&& vp.status.is_on
&& only_vp.map_or(true, |h| vp.common.handle == h)
&& exclude_vp.map_or(true, |h| vp.common.handle != h)
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})
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.collect();
if viewports.is_empty() {
return vec![];
}
let mut result = Vec::new();
for vp in viewports {
let vp_handle = vp.common.handle;
// ── Fast path: return cached projected wires ──────────────────
{
let cache = self.paper_projected_cache.borrow();
if let Some((cached_epoch, ref wires)) = cache.get(&vp_handle) {
if *cached_epoch == self.geometry_epoch {
result.extend_from_slice(wires);
continue;
}
}
}
// ── Cache miss: compute projection ────────────────────────────
// Use camera_for_viewport so the axes match the GPU renderer exactly.
let cam_frame = match self.camera_for_viewport(vp_handle) {
Some(c) => c,
None => continue,
};
let view_right = cam_frame.rotation * glam::Vec3::X;
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let view_up = cam_frame.rotation * glam::Vec3::Y;
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
// ── Scale, target, view_center — saved-view-then-fallback ─────
//
// Honor the file's saved view (view_target + view_center +
// view_height) whenever the WCS region it points at overlaps
// model content. Some DWG files (typical for AutoCAD
// viewports the user never explicitly panned/zoomed into)
// arrive with view_target = (0, 0, 0) and a stale view_center
// pointing at empty WCS — in that case AutoCAD silently
// auto-fits to the model on first display; mirror that so
// UTM-scale drawings don't open with blank viewports.
let mut effective_view_center = (vp.view_center.x, vp.view_center.y);
let mut effective_view_height = vp.view_height as f32;
// Project the saved view's WCS rect and test against
// `world_offset`-centered IQR cluster (`local_extent_max`).
let saved_center_wcs_x = vp.view_target.x + vp.view_center.x;
let saved_center_wcs_y = vp.view_target.y + vp.view_center.y;
let saved_half_h = (effective_view_height as f64) * 0.5;
let saved_half_w = saved_half_h * (vp.width / vp.height.max(1.0));
let cluster_half = self.local_extent_max.max(1.0) as f64;
let cluster_min_x = self.world_offset[0] - cluster_half;
let cluster_max_x = self.world_offset[0] + cluster_half;
let cluster_min_y = self.world_offset[1] - cluster_half;
let cluster_max_y = self.world_offset[1] + cluster_half;
let saved_overlaps = saved_center_wcs_x + saved_half_w >= cluster_min_x
&& saved_center_wcs_x - saved_half_w <= cluster_max_x
&& saved_center_wcs_y + saved_half_h >= cluster_min_y
&& saved_center_wcs_y - saved_half_h <= cluster_max_y
&& effective_view_height > 1e-9;
if !saved_overlaps {
// Saved view points at empty space — auto-fit to the
// outlier-immune content cluster (world_offset ±
// local_extent_max).
let margin = 1.05_f64;
let fit_h = cluster_half * 2.0 * margin;
let fit_w = fit_h * (vp.width / vp.height.max(1.0));
let scale_w = vp.width / fit_w;
let scale_h = vp.height / fit_h;
let fit_scale = scale_w.min(scale_h).max(1e-12);
effective_view_height = (vp.height / fit_scale) as f32;
effective_view_center = (self.world_offset[0], self.world_offset[1]);
}
// When the saved view did not overlap the model cluster we just
// forced `effective_view_height` to a fit value above — that
// override must win regardless of the configured priority,
// otherwise broken files render blank under custom_scale-first.
let scale = if !saved_overlaps {
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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vp.height as f32 / effective_view_height
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} else {
vp_effective_scale(
vp.custom_scale,
effective_view_height as f64,
vp.height,
) as f32
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};
let pcx = vp.center.x as f32;
let pcy = vp.center.y as f32;
let pcz = vp.center.z as f32;
let hw = (vp.width / 2.0) as f32;
let hh = (vp.height / 2.0) as f32;
// ── Use cached tessellation (model_wires_for_viewport_arc) ────
// This eliminates the per-frame tessellate_one() loop that was here
// previously; tessellation is now O(1) on navigation frames.
let model_wires = self.model_wires_for_viewport_arc(vp_handle);
// ── Project and clip wires into viewport ──────────────────────
let vp_x0 = pcx - hw;
let vp_x1 = pcx + hw;
let vp_y0 = pcy - hh;
let vp_y1 = pcy + hh;
// camera_dist: how far the camera is from the target plane.
let use_perspective = vp.status.perspective && vp.lens_length > 1.0;
let camera_dist = if use_perspective {
(vp.view_height as f32 * vp.lens_length as f32 / 24.0).max(0.001)
} else {
0.0
};
let mut projected: Vec<WireModel> = Vec::new();
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
// Precompute precision-stable WCS-space projection inputs in
// f64. The previous f32 inner loop suffered catastrophic
// cancellation on UTM-scale drawings: `(wire_offset_rel -
// target_offset_rel).dot(view_right) - view_center` is a
// small paper offset computed by subtracting two values at
// ~5e6 magnitude — f32 ULP there is ~0.5 m, so paper output
// jittered by cm even when the actual model was clean.
//
// Do everything WCS-relative in f64; cast to f32 only at the
// final paper position.
let display_center_x = vp.view_target.x + effective_view_center.0;
let display_center_y = vp.view_target.y + effective_view_center.1;
let display_center_z = vp.view_target.z;
let view_right_d = (
view_right.x as f64,
view_right.y as f64,
view_right.z as f64,
);
let view_up_d = (view_up.x as f64, view_up.y as f64, view_up.z as f64);
let view_fwd = cam_frame.rotation * glam::Vec3::Z;
let view_fwd_d = (view_fwd.x as f64, view_fwd.y as f64, view_fwd.z as f64);
let camera_dist_d = camera_dist as f64;
let scale_d = scale as f64;
let pcx_d = pcx as f64;
let pcy_d = pcy as f64;
let [wo_x, wo_y, wo_z] = self.world_offset;
for wire in model_wires.iter() {
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let projected_pts: Vec<[f32; 3]> = wire
.points
.iter()
.map(|&[mx, my, mz]| {
if mx.is_nan() || my.is_nan() || mz.is_nan() {
return [f32::NAN; 3];
}
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
// wire stored offset-rel; reconstruct WCS in f64
// then subtract display center in WCS → small
// f64 mp_proj with full precision.
let mp_x = (mx as f64 + wo_x) - display_center_x;
let mp_y = (my as f64 + wo_y) - display_center_y;
let mp_z = (mz as f64 + wo_z) - display_center_z;
let u = mp_x * view_right_d.0
+ mp_y * view_right_d.1
+ mp_z * view_right_d.2;
let v = mp_x * view_up_d.0
+ mp_y * view_up_d.1
+ mp_z * view_up_d.2;
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if use_perspective {
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
let d_vd = mp_x * view_fwd_d.0
+ mp_y * view_fwd_d.1
+ mp_z * view_fwd_d.2;
let fwd = camera_dist_d - d_vd;
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if fwd <= 0.001 {
return [f32::NAN; 3];
}
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
let factor = camera_dist_d / fwd;
[
(pcx_d + u * factor * scale_d) as f32,
(pcy_d + v * factor * scale_d) as f32,
pcz,
]
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} else {
fix(scene): viewport auto-fit fallback + f64-precision projection Three changes to make paper-space viewports render correctly on UTM-scale drawings whose viewports were saved with default view_target=(0, 0, 0) and a view_center pointing at empty WCS: 1. **Auto-fit fallback.** When the saved view's WCS rect doesn't overlap the IQR-bounded content cluster (`world_offset ± local_extent_max`), override `view_center` with `world_offset` and recompute `view_height` to fit the cluster into the paper viewport. Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized viewports; without it those viewports rendered blank. 2. **f64 projection inner loop.** The previous f32 path computed `(wire_offset_rel - target_offset_rel).dot(view_right) - view_center` by subtracting values at ~5e6 magnitude (f32 ULP ~0.5 m) to land on a small paper offset. The cancellation produced centimetre-scale jitter on paper output even when the model was clean. Reconstruct the wire WCS coord, subtract the display center, and dot-project in f64; cast to f32 only at the final paper position where magnitudes are bounded by the viewport rect. 3. **examples/inspect_viewports.rs** — diagnostic that dumps every viewport's saved view fields (view_target, view_center, view_height vs paper height, custom_scale, status flags) plus drawing-level insertion_units and model-space extents. Used to verify that acadrust's DWG reader reads view_height correctly; the `view_height == vp.height` patterns observed on real files turn out to be genuine "default 1:1" file content rather than a reader bug (a round-trip test through DwgWriter / DwgReader survives all per-viewport values). Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/ expose-blockrecord-is-loaded` (a stale branch with the abandoned is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main now carries the layout paper-dimensions and mirrored-arc fixes that this branch used to add — plus PR #20's DXF reading fixes that the old branch was missing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 19:32:36 +03:00
[
(pcx_d + u * scale_d) as f32,
(pcy_d + v * scale_d) as f32,
pcz,
]
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}
})
.collect();
// Fast AABB pre-reject.
let any_near = projected_pts.iter().any(|&[x, y, _]| {
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x.is_finite()
&& y.is_finite()
&& x >= vp_x0 - 1.0
&& x <= vp_x1 + 1.0
&& y >= vp_y0 - 1.0
&& y <= vp_y1 + 1.0
});
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let (min_x, max_x, min_y, max_y) =
projected_pts.iter().filter(|p| p[0].is_finite()).fold(
(
f32::INFINITY,
f32::NEG_INFINITY,
f32::INFINITY,
f32::NEG_INFINITY,
),
|(mnx, mxx, mny, mxy), &[x, y, _]| {
(mnx.min(x), mxx.max(x), mny.min(y), mxy.max(y))
},
);
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let aabb_hits =
max_x >= vp_x0 && min_x <= vp_x1 && max_y >= vp_y0 && min_y <= vp_y1;
if !any_near && !aabb_hits {
continue;
}
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let clipped =
clip_polyline_to_rect(&projected_pts, vp_x0, vp_y0, vp_x1, vp_y1, pcz);
if clipped.is_empty() {
continue;
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}
let adapted = render::adapt_to_bg(wire.color, self.paper_bg_color);
let [r, g, b, a] = adapted;
let mut out = wire.clone();
out.points = clipped;
out.color = [r * 0.80, g * 0.80, b * 0.80, a * 0.85];
out.line_weight_px = wire.line_weight_px;
// Wire's pattern was sized for model-space coords during
// tessellation; we just projected points into paper coords
// (× scale), so rescale the dash pattern by the same factor
// to keep dimensional consistency in the GPU shader.
out.pattern_length = wire.pattern_length * scale;
out.pattern = wire.pattern.map(|v| v * scale);
out.vp_scissor = Some([vp_x0, vp_y0, vp_x1, vp_y1]);
projected.push(out);
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}
// Store in cache, then extend result.
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self.paper_projected_cache
.borrow_mut()
.insert(vp_handle, (self.geometry_epoch, projected.clone()));
result.extend(projected);
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}
result
}
// ── MSPACE helpers ───────────────────────────────────────────────────
/// Convert a **paper-space** world coordinate to **model-space** using the
/// geometry of the currently active viewport. Returns the input unchanged
/// when there is no active viewport.
pub fn paper_to_model(&self, paper_pt: glam::Vec3) -> glam::Vec3 {
let vp_handle = match self.active_viewport {
Some(h) => h,
None => return paper_pt,
};
let vp = match self.document.get_entity(vp_handle) {
Some(acadrust::EntityType::Viewport(vp)) => vp,
_ => return paper_pt,
};
let scale =
vp_effective_scale(vp.custom_scale, vp.view_height, vp.height) as f32;
if scale.abs() < 1e-9 {
return paper_pt;
}
let tx = vp.view_target.x as f32;
let ty = vp.view_target.y as f32;
let pcx = vp.center.x as f32;
let pcy = vp.center.y as f32;
glam::Vec3::new(
(paper_pt.x - pcx) / scale + tx,
(paper_pt.y - pcy) / scale + ty,
paper_pt.z,
)
}
/// Pan the active viewport's model-space view by `(screen_dx, screen_dy)` pixels.
/// The delta is converted to model-space units using the camera and viewport scale.
/// No-op when there is no active viewport.
pub fn pan_active_viewport(&mut self, screen_dx: f32, screen_dy: f32, bounds: iced::Rectangle) {
let vp_handle = match self.active_viewport {
Some(h) => h,
None => return,
};
// Use the viewport's own camera for the pan axes (matches 3-D view orientation).
let vp_cam = match self.camera_for_viewport(vp_handle) {
Some(c) => c,
None => return,
};
// Read viewport dims (immutable borrow ends here).
let (view_height, vp_height, locked) = match self.document.get_entity(vp_handle) {
Some(acadrust::EntityType::Viewport(vp)) => {
(vp.view_height as f32, vp.height as f32, vp.status.locked)
}
_ => return,
};
if locked {
return;
}
// Correct pan speed: how many model units correspond to one screen pixel.
//
// The paper camera's ortho_size() gives the visible paper-space half-height
// (in paper mm). One screen pixel = 2*half_h / canvas_height paper mm.
// Inside the viewport, one paper mm = view_height / vp_height model units.
// Together: model_per_pixel = (2*half_h / canvas_height) * (view_height / vp_height)
let paper_half_h = self.camera.borrow().ortho_size();
let speed = if bounds.height > 0.0 && paper_half_h > 1e-6 && vp_height > 1e-6 {
(2.0 * paper_half_h / bounds.height) * (view_height / vp_height)
} else {
vp_cam.distance * 0.001
};
let cam_right = vp_cam.rotation * glam::Vec3::X;
let cam_up = vp_cam.rotation * glam::Vec3::Y;
let model_delta = -(cam_right * screen_dx * speed) + (cam_up * screen_dy * speed);
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if let Some(acadrust::EntityType::Viewport(vp)) = self.document.get_entity_mut(vp_handle) {
vp.view_target.x += model_delta.x as f64;
vp.view_target.y += model_delta.y as f64;
vp.view_target.z += model_delta.z as f64;
}
}
/// Zoom the active viewport's model-space view by `steps` notches.
/// Positive = zoom in (increase detail), negative = zoom out.
/// `cursor_paper`: optional paper-space XY of the cursor; when supplied the
/// model point under the cursor is kept stationary (AutoCAD-style zoom).
/// No-op when there is no active viewport.
pub fn zoom_active_viewport(&mut self, steps: f32, cursor_paper: Option<glam::Vec2>) {
let vp_handle = match self.active_viewport {
Some(h) => h,
None => return,
};
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if let Some(acadrust::EntityType::Viewport(vp)) = self.document.get_entity_mut(vp_handle) {
if vp.status.locked {
return;
}
// Zoom in = shrink view_height → higher scale → objects appear larger.
let factor = (1.0_f64 - 0.15 * steps as f64).clamp(0.1, 10.0);
if let Some(cp) = cursor_paper {
// Compute the model-space point under the cursor before zoom.
let scale_before =
vp_effective_scale(vp.custom_scale, vp.view_height, vp.height) as f32;
let cx = vp.center.x as f32;
let cy = vp.center.y as f32;
let tx = vp.view_target.x as f32;
let ty = vp.view_target.y as f32;
let mx = (cp.x - cx) / scale_before + tx;
let my = (cp.y - cy) / scale_before + ty;
// Apply zoom.
vp.view_height = (vp.view_height * factor).max(1e-6);
if vp.view_height.abs() > 1e-9 {
vp.custom_scale = vp.height / vp.view_height;
}
let scale_after = vp.custom_scale as f32;
// Adjust view_target so the model point under cursor stays there.
let mx_after = (cp.x - cx) / scale_after + vp.view_target.x as f32;
let my_after = (cp.y - cy) / scale_after + vp.view_target.y as f32;
vp.view_target.x += (mx - mx_after) as f64;
vp.view_target.y += (my - my_after) as f64;
} else {
vp.view_height = (vp.view_height * factor).max(1e-6);
if vp.view_height.abs() > 1e-9 {
vp.custom_scale = vp.height / vp.view_height;
}
}
}
}
/// Orbit the active viewport's view direction by the given screen-pixel delta.
/// No-op when there is no active viewport or it is locked.
pub fn orbit_active_viewport(&mut self, delta_x: f32, delta_y: f32) {
let vp_handle = match self.active_viewport {
Some(h) => h,
None => return,
};
let mut cam = match self.camera_for_viewport(vp_handle) {
Some(c) => c,
None => return,
};
cam.orbit(delta_x, delta_y);
// yaw_pitch_to_quat(y,p)*Z = (cos(p)*sin(y), -cos(p)*cos(y), sin(p))
// but view_direction convention (matching snap_active_viewport_to_angles) is
// (cos(p)*sin(y), +cos(p)*cos(y), sin(p)) ← Y has opposite sign.
// Negate Y when writing back so camera_for_viewport round-trips correctly.
let eye = cam.rotation * glam::Vec3::Z;
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if let Some(acadrust::EntityType::Viewport(vp)) = self.document.get_entity_mut(vp_handle) {
if vp.status.locked {
return;
}
vp.view_direction.x = eye.x as f64;
vp.view_direction.y = -eye.y as f64;
vp.view_direction.z = eye.z as f64;
}
}
/// Snap the active viewport's view direction to `eye_dir` (unit
/// vector from target toward camera). Twist angle is left at its
/// current value so the up-sense is preserved across successive
/// snaps. No-op when there is no active viewport or it is locked.
pub fn snap_active_viewport_to_direction(&mut self, eye_dir: glam::Vec3) {
let vp_handle = match self.active_viewport {
Some(h) => h,
None => return,
};
let eye = eye_dir.normalize_or(glam::Vec3::Z);
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if let Some(acadrust::EntityType::Viewport(vp)) = self.document.get_entity_mut(vp_handle) {
if vp.status.locked {
return;
}
vp.view_direction.x = eye.x as f64;
vp.view_direction.y = eye.y as f64;
vp.view_direction.z = eye.z as f64;
}
}
/// View-rotation matrix for the active viewport (MSPACE), or the
/// paper-space camera's matrix when not in MSPACE.
/// Used by ViewCube hit-testing so clicks map to the correct camera.
pub fn active_view_rotation_mat(&self) -> glam::Mat4 {
if let Some(h) = self.active_viewport {
if let Some(cam) = self.camera_for_viewport(h) {
return cam.view_rotation_mat();
}
}
self.camera.borrow().view_rotation_mat()
}
/// Return the handle of the user viewport whose bounding rectangle contains
/// the given paper-space point, or `None` if no viewport matches.
pub fn viewport_at_paper_point(&self, px: f32, py: f32) -> Option<Handle> {
let layout_block = self.current_layout_block_handle();
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self.document.entities().find_map(|e| {
let EntityType::Viewport(vp) = e else {
return None;
};
if !Self::is_content_viewport(vp)
|| vp.common.owner_handle != layout_block
|| !vp.status.is_on
{
return None;
}
let hw = (vp.width / 2.0) as f32;
let hh = (vp.height / 2.0) as f32;
let cx = vp.center.x as f32;
let cy = vp.center.y as f32;
if px >= cx - hw && px <= cx + hw && py >= cy - hh && py <= cy + hh {
Some(vp.common.handle)
} else {
None
}
})
}
/// Return the handle of the first active user viewport in the current layout,
/// or `None` if there are none. Used by the MS command.
pub fn first_user_viewport(&self) -> Option<Handle> {
let layout_block = self.current_layout_block_handle();
self.document.entities().find_map(|e| {
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let EntityType::Viewport(vp) = e else {
return None;
};
if Self::is_content_viewport(vp)
&& vp.common.owner_handle == layout_block
&& vp.status.is_on
{
Some(vp.common.handle)
} else {
None
}
})
}
// ── Layout management ─────────────────────────────────────────────────
/// Rename a paper-space layout. Updates the Layout object name in the document.
pub fn rename_layout(&mut self, old_name: &str, new_name: &str) {
for obj in self.document.objects.values_mut() {
if let ObjectType::Layout(l) = obj {
if l.name == old_name {
l.name = new_name.to_string();
return;
}
}
}
}
/// Delete a paper-space layout and all entities owned by it.
/// Returns `false` if the layout was not found or is "Model".
pub fn delete_layout(&mut self, name: &str) -> bool {
if name == "Model" {
return false;
}
let layout_info = self.document.objects.values().find_map(|obj| {
if let ObjectType::Layout(l) = obj {
if l.name == name {
return Some((l.handle, l.block_record));
}
}
None
});
let (layout_handle, block_handle) = match layout_info {
Some(info) => info,
None => return false,
};
// Remove all entities that belong to this layout's block record.
let to_remove: Vec<Handle> = self
.document
.entities()
.filter(|e| e.common().owner_handle == block_handle)
.map(|e| e.common().handle)
.collect();
for h in &to_remove {
self.hatches.remove(h);
self.meshes.remove(h);
self.document.remove_entity(*h);
}
// Remove the Layout object itself.
self.document.objects.remove(&layout_handle);
// If the deleted layout was active, fall back to Model space.
if self.current_layout == name {
self.current_layout = "Model".to_string();
}
self.bump_geometry();
true
}
/// Swap the `tab_order` of two paper layouts so they appear in swapped order.
pub fn swap_layout_order(&mut self, name_a: &str, name_b: &str) {
let mut order_a: Option<i16> = None;
let mut order_b: Option<i16> = None;
for obj in self.document.objects.values() {
if let ObjectType::Layout(l) = obj {
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if l.name == name_a {
order_a = Some(l.tab_order);
}
if l.name == name_b {
order_b = Some(l.tab_order);
}
}
}
if let (Some(oa), Some(ob)) = (order_a, order_b) {
for obj in self.document.objects.values_mut() {
if let ObjectType::Layout(l) = obj {
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if l.name == name_a {
l.tab_order = ob;
} else if l.name == name_b {
l.tab_order = oa;
}
}
}
}
}
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// ── Entity management ─────────────────────────────────────────────────
pub fn add_entity(&mut self, mut entity: EntityType) -> Handle {
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let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
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let hatch_seed = if let EntityType::Hatch(dxf) = &entity {
let color = self.render_style(&entity).0;
Self::hatch_model_from_dxf(dxf, color, hatch_offset)
} else if let EntityType::Solid(solid) = &entity {
let color = self.render_style(&entity).0;
Some(Self::solid_hatch_model(solid, color, hatch_offset))
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} else {
None
};
let image_seed = if let EntityType::RasterImage(img) = &entity {
ImageModel::from_raster_image(img)
} else {
None
};
let facet_res = self.document.header.facet_resolution;
let mesh_seed = if matches!(
&entity,
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_)
) {
let color = self.render_style(&entity).0;
crate::entities::solid3d::tessellate_volume(&entity, color, facet_res)
} else {
None
};
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// Auto-create an ImageDefinition object for new RasterImage entities
// that don't already reference one.
if let EntityType::RasterImage(ref mut img) = entity {
if img.definition_handle.is_none() {
use acadrust::objects::{ImageDefinition, ObjectType};
let def_handle = Handle::new(self.document.next_handle());
let mut img_def = ImageDefinition::with_dimensions(
&img.file_path,
img.size.x as u32,
img.size.y as u32,
);
img_def.handle = def_handle;
img_def.is_loaded = true;
self.document
.objects
.insert(def_handle, ObjectType::ImageDefinition(img_def));
img.definition_handle = Some(def_handle);
}
}
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// Route to the correct block based on current editing mode:
// - PSPACE (paper layout, no active viewport): paper-space layout block.
// - MSPACE or model layout: model space (document default).
let handle = if self.current_layout != "Model" && self.active_viewport.is_none() {
let layout_name = self.current_layout.clone();
self.document
.add_entity_to_layout(entity, &layout_name)
.unwrap_or(Handle::NULL)
} else {
self.document.add_entity(entity).unwrap_or(Handle::NULL)
};
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if !handle.is_null() {
if let Some(model) = hatch_seed {
self.hatches.insert(handle, model);
}
if let Some(model) = image_seed {
self.images.insert(handle, model);
}
if let Some(model) = mesh_seed {
self.meshes.insert(handle, model);
}
self.bump_geometry();
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}
handle
}
/// Returns the RGBA color for the given layer name.
pub fn layer_color(&self, layer: &str) -> [f32; 4] {
let layer_entry = self.document.layers.get(layer);
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let color = layer_entry
.map(|l| &l.color)
.unwrap_or(&acadrust::types::Color::WHITE);
let [r, g, b, _] = crate::scene::tess_util::aci_to_rgba(color);
[r, g, b, 1.0]
}
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pub fn custom_block_names(&self) -> Vec<String> {
self.document
.block_records
.iter()
.filter(|br| !br.is_standard() && !br.is_layout())
.map(|br| br.name.clone())
.collect()
}
pub fn create_block_from_entities(
&mut self,
handles: &[Handle],
name: &str,
base: glam::Vec3,
) -> Result<Handle, 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."));
}
let source_entities: Vec<_> = handles
.iter()
.filter_map(|&h| self.document.get_entity(h).cloned().map(|e| (h, e)))
.collect();
if source_entities.is_empty() {
return Err("No valid entities selected for block creation.".into());
}
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;
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self.document
.block_records
.add(block_record)
.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;
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 (old_handle, mut entity) in source_entities {
dispatch::apply_transform(&mut entity, &local);
entity = crate::modules::home::modify::explode::normalize_entity_for_block(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())?;
self.erase_entities(&[old_handle]);
}
let insert = DxfInsert::new(
name,
acadrust::types::Vector3::new(base.x as f64, base.y as f64, base.z as f64),
);
Ok(self.add_entity(EntityType::Insert(insert)))
}
fn synced_hatch_models(&self) -> Vec<HatchModel> {
let layout_block = self.current_layout_block_handle();
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let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
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.
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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();
!c.invisible
&& !layer_hidden(&c.layer)
&& self.belongs_to_visible_block(handle, c.owner_handle, layout_block)
})
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.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 {
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;
}
hatch_model::HatchPattern::Gradient { angle_deg, .. } => {
*angle_deg = dxf.pattern_angle.to_degrees() as f32;
}
hatch_model::HatchPattern::Solid => {}
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}
}
}
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if self.selected.contains(&handle) {
m.color = [0.15, 0.55, 1.00, m.color[3]];
}
m
})
.collect();
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;
}
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let selected = self.selected.contains(&ins.common.handle);
for sub in ins
.explode_from_document(&self.document)
.into_iter()
.map(crate::modules::home::modify::explode::normalize_insert_entity)
{
let EntityType::Hatch(dxf) = sub else {
continue;
};
if dxf.common.invisible || layer_hidden(&dxf.common.layer) {
continue;
}
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let color = self.render_style(&EntityType::Hatch(dxf.clone())).0;
if let Some(mut model) = Self::hatch_model_from_dxf(&dxf, color, hatch_offset) {
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if selected {
model.color = [0.15, 0.55, 1.00, model.color[3]];
}
models.push(model);
}
}
}
// Wide LWPolyline and Polyline2D fills
let [ox, oy, _] = hatch_offset;
let ox = ox as f32;
let oy = oy as f32;
for entity in self.document.entities() {
let (common, fills) = match entity {
EntityType::LwPolyline(pl) => (&pl.common, crate::entities::lwpolyline::wide_fills(pl)),
EntityType::Polyline2D(pl) => (&pl.common, crate::entities::polyline::wide_fills(pl)),
_ => continue,
};
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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);
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let color = if selected {
[0.15, 0.55, 1.00, 1.0]
} else {
base_color
};
for mut boundary in fills {
// Wires subtract world_offset during tessellation; fills must
// match or the band drifts away from the centerline on
// drawings far from origin.
for p in boundary.iter_mut() {
p[0] -= ox;
p[1] -= oy;
}
models.push(HatchModel {
boundary: Arc::new(boundary),
pattern: hatch_model::HatchPattern::Solid,
name: "SOLID".into(),
color,
angle_offset: 0.0,
scale: 1.0,
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>
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world_origin: [0.0; 2],
vp_scissor: None,
});
}
}
models
}
/// Wipeout fill models — rendered in a separate pass AFTER wires so that
/// wipeouts correctly mask everything below them in the draw order.
pub(super) 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
};
// Paper-space entities are already in small coordinates — don't shift them.
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let world_offset = if is_paper {
[0.0; 3]
} else {
self.world_offset
};
// 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() {
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let EntityType::Wipeout(wo) = entity else {
continue;
};
if entity.common().invisible {
continue;
}
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if self
.document
.layers
.get(&entity.common().layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
{
continue;
}
let boundary = Self::wipeout_boundary_2d(wo, world_offset);
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: hatch_model::HatchPattern::Solid,
name: "WIPEOUT_FILL".into(),
color: fill_color,
angle_offset: 0.0,
scale: 1.0,
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>
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world_origin: [0.0; 2],
vp_scissor: None,
});
}
}
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models
}
/// Compute the 2D (XY) boundary polygon for a Wipeout entity.
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fn wipeout_boundary_2d(
wo: &acadrust::entities::Wipeout,
world_offset: [f64; 3],
) -> Vec<[f32; 2]> {
use acadrust::entities::WipeoutClipType;
let [wox, woy, _woz] = world_offset;
let is_polygon = wo.clipping_enabled
&& wo.clip_boundary_vertices.len() >= 3
&& matches!(wo.clip_type, WipeoutClipType::Polygonal);
if is_polygon {
let ox = (wo.insertion_point.x - wox) as f32;
let oy = (wo.insertion_point.y - woy) as f32;
// 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
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
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.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;
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[ox + wx, oy + 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);
}
}
poly
} else {
// Rectangular boundary from 4 corners.
let ox = (wo.insertion_point.x - wox) as f32;
let oy = (wo.insertion_point.y - woy) as f32;
let oz = wo.insertion_point.z as f32;
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;
let _ = oz;
vec![
[ox, oy],
[ox + ux, oy + uy],
[ox + ux + vx, oy + uy + vy],
[ox + vx, oy + vy],
]
}
}
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fn hatch_model_from_dxf(
dxf: &DxfHatch,
color: [f32; 4],
world_offset: [f64; 3],
) -> Option<HatchModel> {
let [ox, oy, _oz] = world_offset;
let normal = (dxf.normal.x, dxf.normal.y, dxf.normal.z);
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
// 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] {
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let (wx, wy, _) =
crate::scene::transform::ocs_point_to_wcs((x, y, dxf.elevation), normal);
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
[wx - ox, wy - oy]
};
if dxf.paths.is_empty() {
return None;
}
2026-03-22 14:56:27 +03:00
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
let mut boundary: Vec<[f64; 2]> = Vec::new();
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for path in &dxf.paths {
let before_path = boundary.len();
if !boundary.is_empty() {
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
boundary.push([f64::NAN, f64::NAN]);
}
let path_start = boundary.len();
for edge in &path.edges {
match edge {
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BoundaryEdge::Polyline(poly) => {
let verts = &poly.vertices;
let count = verts.len();
if count == 0 {
continue;
}
let seg_count = if poly.is_closed {
count
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} else {
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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
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} 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 = tess_util::arc_segments(
arc.radius,
arc.sweep.abs(),
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]));
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}
}
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if poly.is_closed {
if let Some(&first) = boundary.get(path_start) {
boundary.push(first);
}
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}
}
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BoundaryEdge::Line(line) => {
boundary.push(to_xy(line.start.x, line.start.y));
boundary.push(to_xy(line.end.x, line.end.y));
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}
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BoundaryEdge::CircularArc(arc) => {
let (sa, span) = tess_util::arc_signed_span(
arc.start_angle,
arc.end_angle,
arc.counter_clockwise,
);
let segs = tess_util::arc_segments(
arc.radius,
span.abs(),
tess_util::fill_chord_tol(arc.radius),
);
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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(),
));
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}
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}
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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) = tess_util::arc_signed_span(
ell.start_angle,
ell.end_angle,
ell.counter_clockwise,
);
let segs = tess_util::arc_segments(
r_maj,
span.abs(),
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);
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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,
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));
}
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}
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;
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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)
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} else {
KnotVec::from(vec![])
};
let knot_ok = spline.control_points.len() >= 2
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&& 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 = 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;
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}
}
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));
}
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}
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}
}
}
}
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);
}
}
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}
if boundary.is_empty() {
return None;
}
boundary.truncate(hatch_model::MAX_HATCH_BOUNDARY_VERTS);
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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;
hatch_model::HatchPattern::Gradient { angle_deg, color2 }
} else if dxf.is_solid {
hatch_model::HatchPattern::Solid
} else {
let pat_name = &dxf.pattern.name;
if let Some(entry) = crate::scene::hatch_patterns::find(pat_name) {
entry.gpu.clone()
} else {
hatch_model::HatchPattern::Pattern(vec![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()
};
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
// 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();
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Some(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
boundary: std::sync::Arc::new(boundary_f32),
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pattern,
name,
color,
angle_offset: dxf.pattern_angle as f32,
scale: dxf.pattern_scale as f32,
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>
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world_origin,
vp_scissor: None,
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})
}
/// 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();
}
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pub fn populate_hatches_from_document(&mut self) {
self.hatches.clear();
let model_block = self.model_space_block_handle();
let world_offset = self.world_offset;
let entries: Vec<(Handle, EntityType)> = self
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.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,
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})
.collect();
use rayon::prelude::*;
self.hatches = entries
.into_par_iter()
.filter_map(|(handle, kind)| {
// Paper-space entities live in sheet coordinates — world_offset must not
// be applied to them. Only model-space entities need the shift.
let owner = kind.common().owner_handle;
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let offset = if owner == model_block {
world_offset
} else {
[0.0; 3]
};
let model = match &kind {
EntityType::Hatch(dxf) => {
let color = tess_util::aci_to_rgba(&dxf.common.color);
Self::hatch_model_from_dxf(dxf, color, offset)
}
EntityType::Solid(solid) => {
let color = tess_util::aci_to_rgba(&solid.common.color);
Some(Self::solid_hatch_model(solid, color, offset))
}
_ => None,
};
model.map(|m| (handle, m))
})
.collect();
self.bump_geometry();
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}
/// 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.meshes.clear();
// Collect all ACIS-bearing entities with their color resolved now,
// so the parallel phase only sees owned data.
let entries: Vec<(Handle, EntityType, [f32; 4])> = self
.document
.entities()
.filter_map(|e| match e {
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) => {
let color = tess_util::aci_to_rgba(&e.common().color);
Some((e.common().handle, e.clone(), color))
}
_ => None,
})
.collect();
use rayon::prelude::*;
let facet_res = self.document.header.facet_resolution;
self.meshes = entries
.into_par_iter()
.filter_map(|(handle, entity, color)| {
crate::entities::solid3d::tessellate_volume(&entity, color, facet_res)
.map(|m| (handle, m))
})
.collect();
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).
fn solid_hatch_model(solid: &DxfSolid, color: [f32; 4], world_offset: [f64; 3]) -> HatchModel {
let [ox, oy, _oz] = world_offset;
let boundary = vec![
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[
(solid.first_corner.x - ox) as f32,
(solid.first_corner.y - oy) as f32,
],
[
(solid.second_corner.x - ox) as f32,
(solid.second_corner.y - oy) as f32,
],
[
(solid.fourth_corner.x - ox) as f32,
(solid.fourth_corner.y - oy) as f32,
],
[
(solid.third_corner.x - ox) as f32,
(solid.third_corner.y - oy) as f32,
],
];
HatchModel {
boundary: std::sync::Arc::new(boundary),
pattern: hatch_model::HatchPattern::Solid,
name: "SOLID".into(),
color,
angle_offset: 0.0,
scale: 1.0,
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_origin: [0.0; 2],
vp_scissor: None,
}
}
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pub fn add_hatch(&mut self, model: HatchModel) -> Handle {
let mut dxf = DxfHatch::new();
dxf.is_solid = matches!(
model.pattern,
crate::scene::hatch_model::HatchPattern::Solid
);
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>
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let [wx, wy] = model.world_origin;
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let verts: Vec<Vector2> = model
.boundary
.iter()
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
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| Vector2::new(x as f64 + wx, y as f64 + wy))
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.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::hatch_patterns::find(&model.name) {
dxf.pattern = crate::scene::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
};
let handle = self.add_entity(EntityType::Hatch(dxf));
if !handle.is_null() {
self.hatches.insert(handle, model);
}
handle
}
pub fn clear(&mut self) {
self.document = CadDocument::new();
self.selected = HashSet::new();
self.preview_wires = vec![];
self.current_layout = "Model".to_string();
self.hatches = HashMap::new();
self.meshes = HashMap::new();
*self.camera.borrow_mut() = Camera::default();
self.camera_generation += 1;
self.bump_geometry();
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}
// ── Preview wire ──────────────────────────────────────────────────────
pub fn set_preview_wires(&mut self, wires: Vec<WireModel>) {
self.preview_wires = wires;
self.bump_geometry();
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}
pub fn clear_preview_wire(&mut self) {
self.preview_wires = vec![];
self.interim_wire = None;
self.bump_geometry();
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}
pub fn wire_models_for(&self, handles: &[acadrust::Handle]) -> Vec<WireModel> {
handles
.iter()
.flat_map(|h| {
self.document
.entities()
.find(|e| e.common().handle == *h)
.map(|e| self.tessellate_one(e))
.unwrap_or_default()
})
.collect()
}
/// Build wire models for an arbitrary slice of entities (e.g. clipboard contents).
/// Entities need not be in the document — they are tessellated directly.
pub fn wires_for_entities(&self, entities: &[acadrust::EntityType]) -> Vec<WireModel> {
entities
.iter()
.flat_map(|e| self.tessellate_one(e))
.collect()
}
pub fn set_interim_wire(&mut self, w: WireModel) {
self.interim_wire = Some(w);
self.bump_geometry();
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}
// ── Selection ─────────────────────────────────────────────────────────
pub fn select_entity(&mut self, handle: Handle, exclusive: bool) {
if exclusive {
self.selected.clear();
}
self.selected.insert(handle);
self.bump_geometry();
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}
pub fn deselect_all(&mut self) {
self.selected.clear();
self.bump_geometry();
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}
pub fn selected_entities(&self) -> Vec<(Handle, &EntityType)> {
self.selected
.iter()
.filter_map(|&h| self.document.get_entity(h).map(|e| (h, e)))
.collect()
}
// ── Erase ─────────────────────────────────────────────────────────────
pub fn erase_entities(&mut self, handles: &[Handle]) {
for &h in handles {
self.document.remove_entity(h);
self.selected.remove(&h);
self.hatches.remove(&h);
self.meshes.remove(&h);
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}
// Remove erased handles from all groups; delete groups that become empty.
let group_dict_handle = self.document.header.acad_group_dict_handle;
let to_remove: Vec<Handle> = self
.document
.objects
.values_mut()
.filter_map(|obj| match obj {
ObjectType::Group(g) => {
g.entities.retain(|h| !handles.contains(h));
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if g.entities.is_empty() {
Some(g.handle)
} else {
None
}
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}
_ => None,
})
.collect();
for gh in &to_remove {
if let Some(ObjectType::Dictionary(dict)) =
self.document.objects.get_mut(&group_dict_handle)
{
dict.entries.retain(|(_, h)| h != gh);
}
self.document.objects.remove(gh);
}
self.bump_geometry();
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}
// ── Group helpers ──────────────────────────────────────────────────────
pub fn groups(&self) -> impl Iterator<Item = &acadrust::objects::Group> {
self.document.objects.values().filter_map(|obj| match obj {
ObjectType::Group(g) => Some(g),
_ => None,
})
}
/// Returns the names of all groups that contain `handle`.
pub fn group_names_for_entity(&self, handle: Handle) -> Vec<String> {
self.groups()
.filter(|g| g.contains(handle))
.map(|g| g.name.clone())
.collect()
}
/// Creates a named group from the given handles and registers it in the group dictionary.
pub fn create_group(&mut self, name: String, handles: Vec<Handle>) -> Handle {
let group_dict_handle = self.document.header.acad_group_dict_handle;
let mut group = acadrust::objects::Group::new(&name);
group.handle = self.document.allocate_handle();
group.owner = group_dict_handle;
group.add_entities(handles);
let gh = group.handle;
self.document.objects.insert(gh, ObjectType::Group(group));
if let Some(ObjectType::Dictionary(dict)) =
self.document.objects.get_mut(&group_dict_handle)
{
dict.add_entry(&name, gh);
}
gh
}
/// Dissolves all groups that contain any of the given handles.
/// Returns the number of groups removed.
pub fn delete_groups_containing(&mut self, handles: &[Handle]) -> usize {
let group_dict_handle = self.document.header.acad_group_dict_handle;
let to_delete: Vec<Handle> = self
.document
.objects
.values()
.filter_map(|obj| match obj {
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ObjectType::Group(g) if handles.iter().any(|h| g.contains(*h)) => Some(g.handle),
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_ => None,
})
.collect();
let count = to_delete.len();
for gh in &to_delete {
if let Some(ObjectType::Dictionary(dict)) =
self.document.objects.get_mut(&group_dict_handle)
{
dict.entries.retain(|(_, h)| h != gh);
}
self.document.objects.remove(gh);
}
count
}
/// If `handle` belongs to any selectable groups, also select all other members of those groups.
pub fn expand_selection_for_groups(&mut self, handles: &[Handle]) {
let to_add: Vec<Handle> = self
.document
.objects
.values()
.filter_map(|obj| match obj {
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ObjectType::Group(g) if g.selectable && handles.iter().any(|h| g.contains(*h)) => {
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Some(g.entities.clone())
}
_ => None,
})
.flatten()
.collect();
for h in to_add {
self.selected.insert(h);
}
self.bump_geometry();
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}
// ── Layer helpers ──────────────────────────────────────────────────────
pub fn toggle_layer_visibility(&mut self, name: &str) {
if let Some(layer) = self.document.layers.get_mut(name) {
layer.flags.off = !layer.flags.off;
}
self.bump_geometry();
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}
pub fn toggle_layer_lock(&mut self, name: &str) {
if let Some(layer) = self.document.layers.get_mut(name) {
layer.flags.locked = !layer.flags.locked;
}
}
// ── Modify (transform / copy) ─────────────────────────────────────────
pub fn transform_entities(&mut self, handles: &[Handle], t: &EntityTransform) {
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let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
// MIRRTEXT (header.mirror_text): when false AutoCAD positions text /
// mtext / shape by the mirror but keeps the original rotation +
// oblique so the text stays right-reading. Capture before the
// transform and re-apply afterwards.
let preserve_text_orientation =
matches!(t, EntityTransform::Mirror { .. }) && !self.document.header.mirror_text;
let mut text_orient_backup: Vec<(Handle, f64, f64, f64)> = Vec::new();
if preserve_text_orientation {
for &h in handles {
if let Some(entity) = self.document.get_entity(h) {
match entity {
EntityType::Text(t) => {
text_orient_backup.push((h, t.rotation, t.oblique_angle, 0.0))
}
EntityType::MText(m) => {
text_orient_backup.push((h, m.rotation, 0.0, 0.0))
}
EntityType::Shape(s) => text_orient_backup.push((
h,
s.rotation,
s.oblique_angle,
s.relative_x_scale,
)),
_ => {}
}
}
}
}
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for &h in handles {
if let Some(entity) = self.document.get_entity_mut(h) {
dispatch::apply_transform(entity, t);
}
if self.hatches.contains_key(&h) {
let existing_color = self.hatches[&h].color;
let new_model = if let Some(EntityType::Hatch(dxf)) = self.document.get_entity(h) {
Self::hatch_model_from_dxf(dxf, existing_color, hatch_offset)
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} else {
None
};
if let Some(model) = new_model {
self.hatches.insert(h, model);
}
}
}
if preserve_text_orientation {
for (h, rot, oblique, x_scale) in text_orient_backup {
if let Some(entity) = self.document.get_entity_mut(h) {
match entity {
EntityType::Text(t) => {
t.rotation = rot;
t.oblique_angle = oblique;
}
EntityType::MText(m) => {
m.rotation = rot;
}
EntityType::Shape(s) => {
s.rotation = rot;
s.oblique_angle = oblique;
s.relative_x_scale = x_scale;
}
_ => {}
}
}
}
}
self.bump_geometry();
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}
pub fn copy_entities(&mut self, handles: &[Handle], t: &EntityTransform) -> Vec<Handle> {
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let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
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let clones: Vec<EntityType> = handles
.iter()
.filter_map(|&h| self.document.get_entity(h).cloned())
.collect();
let mut new_handles = Vec::with_capacity(clones.len());
for mut entity in clones {
dispatch::apply_transform(&mut entity, t);
entity.common_mut().handle = Handle::NULL;
let h = self.document.add_entity(entity).unwrap_or(Handle::NULL);
if !h.is_null() {
let new_model = if let Some(EntityType::Hatch(dxf)) = self.document.get_entity(h) {
let color = tess_util::aci_to_rgba(&dxf.common.color);
Self::hatch_model_from_dxf(dxf, color, hatch_offset)
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} else {
None
};
if let Some(model) = new_model {
self.hatches.insert(h, model);
}
}
new_handles.push(h);
}
self.bump_geometry();
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new_handles
}
// ── Grip editing ──────────────────────────────────────────────────────
pub fn apply_grip(&mut self, handle: Handle, grip_id: usize, apply: GripApply) {
// For Solid3D / Region / Body, record the old point_of_reference so we
// can translate the pre-tessellated MeshModel by the same delta after
// the grip is applied (the ACIS data itself is not modified).
let old_por: Option<[f64; 3]> = self
.document
.get_entity(handle)
.and_then(crate::entities::solid3d::point_of_reference)
.map(|p| [p.x, p.y, p.z]);
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if let Some(entity) = self.document.get_entity_mut(handle) {
dispatch::apply_grip(entity, grip_id, apply);
}
// Translate MeshModel vertices by the same delta the grip applied.
if let Some(old) = old_por {
let new_por: Option<[f64; 3]> = self
.document
.get_entity(handle)
.and_then(crate::entities::solid3d::point_of_reference)
.map(|p| [p.x, p.y, p.z]);
if let Some(new) = new_por {
let dx = (new[0] - old[0]) as f32;
let dy = (new[1] - old[1]) as f32;
let dz = (new[2] - old[2]) as f32;
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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if let Some(set) = self.meshes.get_mut(&handle) {
for lod in &mut set.lods {
for v in &mut lod.verts {
v[0] += dx;
v[1] += dy;
v[2] += dz;
}
}
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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set.world_aabb[0] += dx;
set.world_aabb[1] += dy;
set.world_aabb[2] += dx;
set.world_aabb[3] += dy;
}
}
}
// Rebuild GPU hatch/solid model when a boundary vertex or corner moves.
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let hatch_offset = if self.current_layout == "Model" {
self.world_offset
} else {
[0.0; 3]
};
match self.document.get_entity(handle) {
Some(EntityType::Hatch(dxf)) => {
let color = tess_util::aci_to_rgba(&dxf.common.color);
if let Some(model) = Self::hatch_model_from_dxf(dxf, color, hatch_offset) {
self.hatches.insert(handle, model);
} else {
self.hatches.remove(&handle);
}
}
Some(EntityType::Solid(solid)) => {
let color = tess_util::aci_to_rgba(&solid.common.color);
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self.hatches
.insert(handle, Self::solid_hatch_model(solid, color, hatch_offset));
}
_ => {}
}
self.bump_geometry();
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}
// ── Hit-test convenience: wire name → Handle ──────────────────────────
pub fn handle_from_wire_name(name: &str) -> Option<Handle> {
name.parse::<u64>().ok().map(Handle::new)
}
/// Restore camera to a named view from the document view table.
pub fn restore_named_view(&mut self, view: &acadrust::tables::View) {
use glam::Vec3;
let cam = &mut *self.camera.borrow_mut();
// view.target is the look-at point; view.direction is eye→target direction.
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cam.target = Vec3::new(
view.target.x as f32,
view.target.y as f32,
view.target.z as f32,
);
// direction in acadrust = from-target-to-eye (same as AutoCAD convention).
let eye_dir = Vec3::new(
view.direction.x as f32,
view.direction.y as f32,
view.direction.z as f32,
);
let eye_dir = if eye_dir.length_squared() > 1e-10 {
eye_dir.normalize()
} else {
Vec3::Z
};
// Build rotation: canonical eye is +Z, rotate to eye_dir.
cam.rotation = glam::Quat::from_rotation_arc(Vec3::Z, eye_dir);
// Sync yaw/pitch from new rotation (for ViewCube).
let pitch = eye_dir.z.clamp(-1.0, 1.0).asin();
let yaw = eye_dir.x.atan2(eye_dir.y);
cam.yaw = yaw;
cam.pitch = pitch;
// Derive distance from view height and fov.
let h = view.height as f32;
cam.distance = if h > 0.0 {
h / (2.0 * (cam.fov_y * 0.5).tan())
} else {
cam.distance
};
self.camera_generation += 1;
}
/// Save the current camera state into a new named view entry.
/// Returns the view; caller must push it into document.views.
pub fn current_as_named_view(&self, name: &str) -> acadrust::tables::View {
use acadrust::types::Vector3;
let cam = self.camera.borrow();
let eye_dir = cam.rotation * glam::Vec3::Z;
let height = cam.ortho_size() * 2.0;
let width = height; // caller can adjust; rough square
acadrust::tables::View {
handle: acadrust::types::Handle::NULL,
name: name.to_string(),
center: Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: 0.0,
},
target: Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: cam.target.z as f64,
},
direction: Vector3 {
x: eye_dir.x as f64,
y: eye_dir.y as f64,
z: eye_dir.z as f64,
},
height: height as f64,
width: width as f64,
lens_length: 50.0,
front_clip: 0.0,
back_clip: 0.0,
twist_angle: 0.0,
}
}
/// Zoom the model-space camera in/out by a percentage.
/// factor > 1 = zoom out, factor < 1 = zoom in.
pub fn zoom_camera(&mut self, factor: f32) {
let mut cam = self.camera.borrow_mut();
cam.distance = (cam.distance * factor).max(0.001);
drop(cam);
self.camera_generation += 1;
}
/// Fit the camera to a world-space bounding box (corners p1, p2).
pub fn zoom_to_window(&mut self, p1: glam::Vec3, p2: glam::Vec3) {
let min = p1.min(p2);
let max = p1.max(p2);
if min == max {
return;
}
self.camera.borrow_mut().fit_to_bounds(min, max);
self.camera_generation += 1;
}
/// Apply camera state from an acadrust View table entry.
/// `model_space`: if true, subtracts world_offset from target (wire-space).
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fn apply_camera_from_view_entry(
&mut self,
view: &acadrust::tables::View,
model_space: bool,
) -> bool {
if view.height.abs() < 1e-9 {
return false;
}
let vd = glam::Vec3::new(
view.direction.x as f32,
view.direction.y as f32,
view.direction.z as f32,
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)
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-1.0, 1.0).asin();
let yaw = if vd.x.abs() < 1e-6 && vd.y.abs() < 1e-6 {
0.0_f32
} else {
vd.x.atan2(-vd.y)
};
let rotation = camera::yaw_pitch_to_quat(yaw, pitch, 0.0);
let view_right = rotation * glam::Vec3::X;
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let view_up = rotation * glam::Vec3::Y;
let base = if model_space {
glam::Vec3::new(
(view.target.x - self.world_offset[0]) as f32,
(view.target.y - self.world_offset[1]) as f32,
(view.target.z - self.world_offset[2]) as f32,
)
} else {
glam::Vec3::new(
view.target.x as f32,
view.target.y as f32,
view.target.z as f32,
)
};
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let target = base + view_right * view.center.x as f32 + view_up * view.center.y as f32;
let fov_y = 45.0_f32.to_radians();
let distance = ((view.height as f32 / 2.0) / (fov_y * 0.5).tan()).max(0.001);
let mut cam = self.camera.borrow_mut();
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cam.target = target;
cam.rotation = rotation;
cam.distance = distance;
cam.yaw = yaw;
cam.pitch = pitch;
cam.fov_y = fov_y;
cam.projection = camera::Projection::Orthographic;
drop(cam);
self.camera_generation += 1;
true
}
/// Set the model-space camera from the VPORT table's *Active entry.
/// Returns true if the entry was found and the camera was set.
fn apply_active_vport_camera(&mut self) -> bool {
// Prefer our named View entry — survives DWG save without being overridden.
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let saved_view = self
.document
.views
.iter()
.find(|v| v.name == "OpenCADStudio_Camera_Model")
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.cloned();
if let Some(view) = saved_view {
return self.apply_camera_from_view_entry(&view, true);
}
let vp = match self.document.vports.iter().find(|v| v.name == "*Active") {
Some(v) => v.clone(),
None => return false,
};
if vp.view_height.abs() < 1e-9 {
return false;
}
let vd = glam::Vec3::new(
vp.view_direction.x as f32,
vp.view_direction.y as f32,
vp.view_direction.z as f32,
)
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-1.0, 1.0).asin();
// view_dir = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
// → yaw = atan2(x, -y), but when looking straight up/down cos(pitch)≈0
// both x and y are near zero and atan2(0, -0.0) = π due to IEEE 754.
let yaw = if vd.x.abs() < 1e-6 && vd.y.abs() < 1e-6 {
0.0_f32 // plan/nadir view: yaw is undefined, default to 0
} else {
vd.x.atan2(-vd.y)
};
let rotation = camera::yaw_pitch_to_quat(yaw, pitch, 0.0);
let view_right = rotation * glam::Vec3::X;
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let view_up = rotation * glam::Vec3::Y;
// view_target is WCS; wire-space subtracts world_offset.
let base = glam::Vec3::new(
(vp.view_target.x - self.world_offset[0]) as f32,
(vp.view_target.y - self.world_offset[1]) as f32,
(vp.view_target.z - self.world_offset[2]) as f32,
);
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let target =
base + view_right * vp.view_center.x as f32 + view_up * vp.view_center.y as f32;
let fov_y = 45.0_f32.to_radians();
let distance = ((vp.view_height as f32 / 2.0) / (fov_y * 0.5).tan()).max(0.001);
let mut cam = self.camera.borrow_mut();
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cam.target = target;
cam.rotation = rotation;
cam.distance = distance;
cam.yaw = yaw;
cam.pitch = pitch;
cam.fov_y = fov_y;
cam.projection = camera::Projection::Orthographic;
drop(cam);
self.camera_generation += 1;
true
}
/// Set the paper-space camera from the sheet viewport's stored view.
/// Returns true if a valid sheet viewport was found and the camera was set.
fn apply_sheet_viewport_camera(&mut self) -> bool {
// Prefer our named View entry — survives DWG save without being overridden.
let view_name = format!("OpenCADStudio_Camera_{}", self.current_layout);
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let saved_view = self
.document
.views
.iter()
.find(|v| v.name == view_name)
.cloned();
if let Some(view) = saved_view {
return self.apply_camera_from_view_entry(&view, false);
}
let layout_block = self.current_layout_block_handle();
if layout_block.is_null() {
return false;
}
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let sheet_vp = self
.document
.entities()
.filter_map(|e| {
if let EntityType::Viewport(vp) = e {
Some(vp)
} else {
None
}
})
.find(|vp| vp.common.owner_handle == layout_block && !Self::is_content_viewport(vp));
let vp = match sheet_vp {
Some(v) => v,
None => return false,
};
if vp.view_height.abs() < 1e-9 {
return false;
}
let vd = glam::Vec3::new(
vp.view_direction.x as f32,
vp.view_direction.y as f32,
vp.view_direction.z as f32,
)
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-1.0, 1.0).asin();
// view_dir = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
// → yaw = atan2(x, -y), but when looking straight up/down cos(pitch)≈0
// both x and y are near zero and atan2(0, -0.0) = π due to IEEE 754.
let yaw = if vd.x.abs() < 1e-6 && vd.y.abs() < 1e-6 {
0.0_f32 // plan/nadir view: yaw is undefined, default to 0
} else {
vd.x.atan2(-vd.y)
};
let rotation = camera::yaw_pitch_to_quat(yaw, pitch, 0.0);
let view_right = rotation * glam::Vec3::X;
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let view_up = rotation * glam::Vec3::Y;
// Paper-space entities have no world_offset applied, so target is raw.
let base = glam::Vec3::new(
vp.view_target.x as f32,
vp.view_target.y as f32,
vp.view_target.z as f32,
);
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let target =
base + view_right * vp.view_center.x as f32 + view_up * vp.view_center.y as f32;
let fov_y = 45.0_f32.to_radians();
let distance = ((vp.view_height as f32 / 2.0) / (fov_y * 0.5).tan()).max(0.001);
let mut cam = self.camera.borrow_mut();
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cam.target = target;
cam.rotation = rotation;
cam.distance = distance;
cam.yaw = yaw;
cam.pitch = pitch;
cam.fov_y = fov_y;
cam.projection = camera::Projection::Orthographic;
drop(cam);
self.camera_generation += 1;
true
}
/// Write the current camera back into the document (VPort or sheet viewport)
/// so it is saved with the file. Returns true if the document was modified.
pub fn sync_camera_to_document(&mut self) -> bool {
let cam = self.camera.borrow().clone();
let view_dir = cam.rotation * glam::Vec3::Z;
let view_height = cam.ortho_size() * 2.0;
let vd3 = acadrust::types::Vector3 {
x: view_dir.x as f64,
y: view_dir.y as f64,
z: view_dir.z as f64,
};
if self.current_layout == "Model" {
let target_wcs = acadrust::types::Vector3 {
x: (cam.target.x as f64) + self.world_offset[0],
y: (cam.target.y as f64) + self.world_offset[1],
z: (cam.target.z as f64) + self.world_offset[2],
};
// Write back to the *Active VPort entry (may be overridden by DWG writer).
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if let Some(vp) = self
.document
.vports
.iter_mut()
.find(|v| v.name == "*Active")
{
vp.view_target = target_wcs;
vp.view_center = acadrust::types::Vector2::ZERO;
vp.view_direction = vd3;
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vp.view_height = view_height as f64;
}
// Also write to View table — survives DWG save without override.
self.write_camera_view_entry("OpenCADStudio_Camera_Model", target_wcs, vd3, view_height);
true
} else {
let target_wcs = acadrust::types::Vector3 {
x: cam.target.x as f64,
y: cam.target.y as f64,
z: cam.target.z as f64,
};
let view_name = format!("OpenCADStudio_Camera_{}", self.current_layout);
// Write back to the sheet viewport entity.
let layout_block = self.current_layout_block_handle();
if !layout_block.is_null() {
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let sheet_handle = self
.document
.entities()
.filter_map(|e| {
if let EntityType::Viewport(vp) = e {
Some(vp)
} else {
None
}
})
.find(|vp| {
vp.common.owner_handle == layout_block && !Self::is_content_viewport(vp)
})
.map(|vp| vp.common.handle);
if let Some(handle) = sheet_handle {
if let Some(EntityType::Viewport(vp)) = self.document.get_entity_mut(handle) {
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vp.view_target = target_wcs;
vp.view_center = acadrust::types::Vector3::ZERO;
vp.view_direction = vd3;
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vp.view_height = view_height as f64;
}
}
}
// Also write to View table — survives DWG save without override.
self.write_camera_view_entry(&view_name, target_wcs, vd3, view_height);
true
}
}
/// Upsert a named View entry with the given camera fields.
fn write_camera_view_entry(
&mut self,
name: &str,
target: acadrust::types::Vector3,
direction: acadrust::types::Vector3,
height: f32,
) {
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let existing_handle = self
.document
.views
.iter()
.find(|v| v.name == name)
.map(|v| v.handle);
let mut entry = acadrust::tables::View::new(name);
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entry.handle = existing_handle.unwrap_or_else(|| self.document.allocate_handle());
entry.target = target;
entry.direction = direction;
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entry.height = height as f64;
entry.width = height as f64;
entry.center = acadrust::types::Vector3::ZERO;
self.document.views.add_or_replace(entry);
}
/// Restore the camera from the file's saved view (called once on open).
/// Falls back to fit_all() if no saved view is available.
pub fn restore_saved_camera(&mut self) {
let restored = if self.current_layout == "Model" {
self.apply_active_vport_camera()
} else {
self.apply_sheet_viewport_camera()
};
if !restored {
self.fit_all();
}
}
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pub fn fit_all(&mut self) {
let wires = self.entity_wires();
if wires.is_empty() {
return;
}
// Per-wire centroid pass — used both for the absolute-magnitude reject
// (`local_extent_max`) and for the IQR-based outlier reject below.
// A wire whose centroid sits far outside the drawing's consensus
// cluster is an orphan (block-defn entity that leaked into MSPACE,
// bogus hatch boundary, Ray/XLine far point) and must not poison the
// bounding box.
struct WireCent {
idx: usize,
cx: f32,
cy: f32,
}
let lim = self.local_extent_max;
let mut cents: Vec<WireCent> = Vec::with_capacity(wires.len());
for (idx, wire) in wires.iter().enumerate() {
let mut sx = 0.0_f64;
let mut sy = 0.0_f64;
let mut n = 0_usize;
for &[x, y, _] in &wire.points {
if !x.is_finite() || !y.is_finite() {
continue;
}
if x.abs() > lim || y.abs() > lim {
continue;
}
sx += x as f64;
sy += y as f64;
n += 1;
}
if n > 0 {
cents.push(WireCent {
idx,
cx: (sx / n as f64) as f32,
cy: (sy / n as f64) as f32,
});
}
}
if cents.is_empty() {
return;
}
// IQR-based reject only kicks in with enough samples for the quartiles
// to be meaningful. Below that, the absolute `lim` filter is the only
// gate (legacy behavior).
let (rx_lo, rx_hi, ry_lo, ry_hi) = if cents.len() >= 8 {
let mut xs: Vec<f32> = cents.iter().map(|c| c.cx).collect();
let mut ys: Vec<f32> = cents.iter().map(|c| c.cy).collect();
xs.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
ys.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
let q = |v: &[f32], frac: f32| v[((v.len() as f32 - 1.0) * frac) as usize];
let q1x = q(&xs, 0.25);
let q3x = q(&xs, 0.75);
let q1y = q(&ys, 0.25);
let q3y = q(&ys, 0.75);
// k=10× the inter-quartile span is permissive enough to keep
// legitimate sparse outlying geometry (annotation labels, scattered
// dim leaders) but tight enough to drop a single wire stranded at
// -world_offset. `max(1.0)` guards against a degenerate IQR=0
// (e.g. all wires at the same centroid).
const K: f32 = 10.0;
let dx = (q3x - q1x).max(1.0) * K;
let dy = (q3y - q1y).max(1.0) * K;
(q1x - dx, q3x + dx, q1y - dy, q3y + dy)
} else {
(-lim, lim, -lim, lim)
};
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let mut min = glam::Vec3::splat(f32::MAX);
let mut max = glam::Vec3::splat(f32::MIN);
for c in &cents {
if c.cx < rx_lo || c.cx > rx_hi || c.cy < ry_lo || c.cy > ry_hi {
continue;
}
let wire = &wires[c.idx];
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for &[x, y, z] in &wire.points {
if !x.is_finite() || !y.is_finite() || !z.is_finite() {
continue;
}
if x.abs() > lim || y.abs() > lim {
continue;
}
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min = min.min(glam::Vec3::new(x, y, z));
max = max.max(glam::Vec3::new(x, y, z));
}
}
// If no usable points found, leave the camera unchanged.
if min.x > max.x {
return;
}
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if min == max {
max += glam::Vec3::splat(1.0);
}
self.camera.borrow_mut().fit_to_bounds(min, max);
self.camera_generation += 1;
}
pub fn update(&mut self, _dt: Duration) {}
// ── Paper-space coordinate helpers ───────────────────────────────────
/// Convert a paper-space Viewport entity's position/size into a pixel
/// `Rectangle` relative to the top-left of the paper canvas.
///
/// Uses the same camera-based ortho transform as `PaperCanvas::draw()` so
/// that the overlay lands exactly over the drawn viewport border regardless
/// of zoom or pan level.
pub fn viewport_screen_rect(
&self,
vp_handle: Handle,
canvas_px: (f32, f32),
) -> Option<iced::Rectangle> {
let vp = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp,
_ => return None,
};
let (canvas_w, canvas_h) = canvas_px;
if canvas_w < 1.0 || canvas_h < 1.0 {
return None;
}
let cam = self.camera.borrow();
let aspect = canvas_w / canvas_h;
let half_h = cam.ortho_size();
let half_w = half_h * aspect;
let tx = cam.target.x;
let ty = cam.target.y;
drop(cam);
// Mirror the to_px closure in PaperCanvas::draw().
let to_px = |wx: f32, wy: f32| -> (f32, f32) {
let x = (wx - tx + half_w) / (2.0 * half_w) * canvas_w;
let y = (ty + half_h - wy) / (2.0 * half_h) * canvas_h;
(x, y)
};
let cx = vp.center.x as f32;
let cy = vp.center.y as f32;
let hw = (vp.width / 2.0) as f32;
let hh = (vp.height / 2.0) as f32;
let (x0, y0) = to_px(cx - hw, cy + hh); // top-left in screen
let (x1, y1) = to_px(cx + hw, cy - hh); // bottom-right in screen
let w = (x1 - x0).max(1.0);
let h = (y1 - y0).max(1.0);
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Some(iced::Rectangle {
x: x0,
y: y0,
width: w,
height: h,
})
}
// ── ViewportPane helpers ──────────────────────────────────────────────
/// Paper-space entity wires only (title blocks, frames, borders).
/// Does NOT include viewport content projection — that is handled by
/// individual ViewportPane::Paper widgets layered on top.
/// All wires needed to render the paper-space canvas (2D widget path).
/// Includes paper entities, paper boundary, inactive viewport projections
/// (excluding the active MSPACE viewport), plus interim/preview wires.
pub fn paper_canvas_wires(&self) -> Arc<Vec<WireModel>> {
{
let cache = self.paper_canvas_cache.borrow();
if let Some((cached_epoch, ref arc)) = *cache {
if cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let layout_block = self.current_layout_block_handle();
let mut wires = self.paper_sheet_wires();
wires.extend(self.viewport_content_wires(layout_block, None, self.active_viewport));
if let Some(iw) = &self.interim_wire {
wires.push(iw.clone());
}
wires.extend(self.preview_wires.iter().cloned());
let arc = Arc::new(wires);
*self.paper_canvas_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
arc
}
/// Hatch fills for the paper-space canvas.
pub fn paper_canvas_hatches(&self) -> Arc<Vec<HatchModel>> {
self.hatch_models_arc()
}
/// Wipeout (opaque background fill) models for the paper-space canvas.
pub fn paper_canvas_wipeouts(&self) -> Arc<Vec<HatchModel>> {
self.wipeout_models_arc()
}
pub(super) fn paper_sheet_wires(&self) -> Vec<WireModel> {
(*self.paper_sheet_wires_arc()).clone()
}
/// Build a Camera oriented and scaled to match a paper-space Viewport entity.
/// Used by `ViewportPane::Paper` to render model-space content through the
/// viewport's own view direction and scale.
fn camera_for_viewport(&self, vp_handle: Handle) -> Option<camera::Camera> {
let vp = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp,
_ => return None,
};
let vd = glam::Vec3::new(
vp.view_direction.x as f32,
vp.view_direction.y as f32,
vp.view_direction.z as f32,
)
.normalize_or(glam::Vec3::Z);
let pitch = vd.z.clamp(-1.0, 1.0).asin();
// view_dir = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
// → yaw = atan2(x, -y), but when looking straight up/down cos(pitch)≈0
// both x and y are near zero and atan2(0, -0.0) = π due to IEEE 754.
let yaw = if vd.x.abs() < 1e-6 && vd.y.abs() < 1e-6 {
0.0_f32 // plan/nadir view: yaw is undefined, default to 0
} else {
vd.x.atan2(-vd.y)
};
let rotation = camera::yaw_pitch_to_quat(yaw, pitch, 0.0);
let view_right = rotation * glam::Vec3::X;
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let view_up = rotation * glam::Vec3::Y;
// view_target is in raw model/WCS coords; the GPU renderer works in
// wire-space (model - world_offset), so subtract world_offset here.
// view_center is a 2-D DCS offset of the display centre from view_target.
let base_target = glam::Vec3::new(
(vp.view_target.x - self.world_offset[0]) as f32,
(vp.view_target.y - self.world_offset[1]) as f32,
(vp.view_target.z - self.world_offset[2]) as f32,
);
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let target =
base_target + view_right * vp.view_center.x as f32 + view_up * vp.view_center.y as f32;
let fov_y = 45.0_f32.to_radians();
let view_height = if vp.view_height.abs() > 1e-9 {
vp.view_height as f32
} else {
vp.height as f32
};
// ortho_size = distance * tan(fov_y/2) => distance = view_height/2 / tan(fov_y/2)
let distance = ((view_height / 2.0) / (fov_y * 0.5).tan()).max(0.001);
Some(camera::Camera {
target,
rotation,
distance,
fov_y,
projection: camera::Projection::Orthographic,
yaw,
pitch,
})
}
/// Collect model-space WireModels visible through `vp_handle`, respecting
/// global layer visibility and the viewport's per-viewport layer freeze list.
fn model_wires_for_viewport(&self, vp_handle: Handle) -> Vec<WireModel> {
use std::collections::HashSet as HSet;
let (frozen, vp_anno_scale) = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => {
let f: HSet<Handle> = vp.frozen_layers.iter().cloned().collect();
let vp_scale =
vp_effective_scale(vp.custom_scale, vp.view_height, vp.height);
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let anno = if vp_scale > 1e-9 {
(1.0 / vp_scale) as f32
} else {
1.0_f32
};
(f, anno)
}
_ => (HSet::new(), 1.0_f32),
};
let model_block = self.model_space_block_handle();
let blk_cache = self.block_cache_arc();
self.document
.entities()
.filter(|e| {
let c = e.common();
if c.invisible || matches!(e, EntityType::Viewport(_)) {
return false;
}
if !self.belongs_to_visible_block(c.handle, c.owner_handle, model_block) {
return false;
}
if self
.document
.layers
.get(&c.layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
{
return false;
}
if !frozen.is_empty() {
if let Some(lh) = self.document.layers.get(&c.layer).map(|l| l.handle) {
if frozen.contains(&lh) {
return false;
}
}
}
true
})
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.flat_map(|e| {
// Per-viewport tessellation uses the viewport's own camera —
// not the model-space camera — so we don't pass a view_aabb
// here. (Viewports are typically small enough that culling
// them isn't worth the added complexity.)
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tessellate_entity(
&self.document,
&self.selected,
self.active_viewport,
self.world_offset,
self.bg_color,
vp_anno_scale,
e,
Some(&blk_cache),
None,
None,
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)
})
.collect()
}
pub(super) fn model_wires_for_viewport_arc(&self, vp_handle: Handle) -> Arc<Vec<WireModel>> {
{
let cache = self.viewport_wire_cache.borrow();
if let Some((cached_epoch, ref arc)) = cache.get(&vp_handle) {
if *cached_epoch == self.geometry_epoch {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.model_wires_for_viewport(vp_handle));
self.viewport_wire_cache
.borrow_mut()
.insert(vp_handle, (self.geometry_epoch, Arc::clone(&arc)));
arc
}
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}
impl Default for Scene {
fn default() -> Self {
Self::new()
}
}
// ── Paper boundary wire ────────────────────────────────────────────────────
// ── Cohen-Sutherland line clipping ───────────────────────────────────────
/// Clip a single segment (x0,y0)→(x1,y1) against the axis-aligned rectangle
/// [xmin,xmax]×[ymin,ymax]. Returns the clipped endpoints or `None` if the
/// segment is entirely outside.
fn cs_clip(
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mut x0: f32,
mut y0: f32,
mut x1: f32,
mut y1: f32,
xmin: f32,
ymin: f32,
xmax: f32,
ymax: f32,
) -> Option<(f32, f32, f32, f32)> {
const LEFT: u8 = 1;
const RIGHT: u8 = 2;
const BOTTOM: u8 = 4;
const TOP: u8 = 8;
let code = |x: f32, y: f32| -> u8 {
let mut c = 0u8;
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if x < xmin {
c |= LEFT;
} else if x > xmax {
c |= RIGHT;
}
if y < ymin {
c |= BOTTOM;
} else if y > ymax {
c |= TOP;
}
c
};
let mut c0 = code(x0, y0);
let mut c1 = code(x1, y1);
loop {
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if c0 | c1 == 0 {
return Some((x0, y0, x1, y1));
}
if c0 & c1 != 0 {
return None;
}
let cout = if c0 != 0 { c0 } else { c1 };
let (x, y);
if cout & TOP != 0 {
x = x0 + (x1 - x0) * (ymax - y0) / (y1 - y0);
y = ymax;
} else if cout & BOTTOM != 0 {
x = x0 + (x1 - x0) * (ymin - y0) / (y1 - y0);
y = ymin;
} else if cout & RIGHT != 0 {
y = y0 + (y1 - y0) * (xmax - x0) / (x1 - x0);
x = xmax;
} else {
y = y0 + (y1 - y0) * (xmin - x0) / (x1 - x0);
x = xmin;
}
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if cout == c0 {
x0 = x;
y0 = y;
c0 = code(x0, y0);
} else {
x1 = x;
y1 = y;
c1 = code(x1, y1);
}
}
}
/// Clip a projected polyline (NaN-separated segments) to the viewport rectangle.
/// Returns a new points vec with proper NaN separators at clip boundaries.
fn clip_polyline_to_rect(
pts: &[[f32; 3]],
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xmin: f32,
ymin: f32,
xmax: f32,
ymax: f32,
z: f32,
) -> Vec<[f32; 3]> {
const NAN3: [f32; 3] = [f32::NAN, f32::NAN, f32::NAN];
let mut result: Vec<[f32; 3]> = Vec::new();
let mut i = 0;
while i < pts.len() {
// Skip NaN separators.
if pts[i][0].is_nan() || pts[i][1].is_nan() {
i += 1;
continue;
}
// Gather contiguous run of finite points.
let start = i;
while i < pts.len() && pts[i][0].is_finite() && pts[i][1].is_finite() {
i += 1;
}
let seg = &pts[start..i];
if seg.len() < 2 {
continue;
}
// Clip each edge and track pen state to insert NaN on lift.
let mut pen_down = false;
for j in 0..seg.len() - 1 {
let [x0, y0, _] = seg[j];
let [x1, y1, _] = seg[j + 1];
match cs_clip(x0, y0, x1, y1, xmin, ymin, xmax, ymax) {
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None => {
pen_down = false;
}
Some((cx0, cy0, cx1, cy1)) => {
if !pen_down {
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if !result.is_empty() {
result.push(NAN3);
}
result.push([cx0, cy0, z]);
pen_down = true;
} else if let Some(&[lx, ly, _]) = result.last() {
if (lx - cx0).abs() > 1e-4 || (ly - cy0).abs() > 1e-4 {
result.push(NAN3);
result.push([cx0, cy0, z]);
}
}
result.push([cx1, cy1, z]);
// If the exit point was clipped, lift pen.
if (cx1 - x1).abs() > 1e-4 || (cy1 - y1).abs() > 1e-4 {
pen_down = false;
}
}
}
}
}
// Remove trailing NaN.
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while result
.last()
.map(|p: &[f32; 3]| p[0].is_nan())
.unwrap_or(false)
{
result.pop();
}
result
}
// ── Parallel tessellation free function ──────────────────────────────────────
//
// Takes only the `Send + Sync` data needed for tessellation so that
// `wires_for_block` can dispatch work across rayon's thread pool without
// requiring `Scene` (which contains `Rc<RefCell<...>>` and is `!Send`) to
// cross thread boundaries.
/// Tessellate a synthesised dimension-text entity through `tessellate_entity`
/// so it picks up the standard text LOD ladder (baseline / greek / full),
/// then re-color the returned wires with the dimension's resolved text colour
/// (so DIMCLRT / DIMSTYLE colours win over the synthetic Text's defaults).
pub(crate) fn tessellate_entity_dim_text(
document: &acadrust::CadDocument,
selected: &HashSet<Handle>,
active_viewport: Option<Handle>,
world_offset: [f64; 3],
bg_color: [f32; 4],
anno_scale: f32,
e: &EntityType,
view_aabb: Option<[f32; 4]>,
world_per_pixel: Option<f32>,
text_color: [f32; 4],
) -> Vec<WireModel> {
let mut wires = tessellate_entity(
document, selected, active_viewport, world_offset, bg_color,
anno_scale, e, None, view_aabb, world_per_pixel,
);
for w in &mut wires {
// Synth dim text carries no real entity colour — paint everything
// (including greek-LOD fill tris which read `wire.color`) with the
// dim's text colour. Selection highlight already baked in by
// tessellate_entity, so leave that alone.
if !w.selected {
w.color = text_color;
}
}
wires
}
fn tessellate_entity(
document: &acadrust::CadDocument,
selected: &HashSet<Handle>,
active_viewport: Option<Handle>,
world_offset: [f64; 3],
bg_color: [f32; 4],
anno_scale: f32,
e: &EntityType,
block_cache: Option<&block_cache::BlockCache>,
// World-space XY view AABB (post `world_offset` subtraction). When
// `Some`, entities whose AABB doesn't intersect this rect are skipped.
view_aabb: Option<[f32; 4]>,
// World units per screen pixel for LOD culling. `None` = no LOD.
world_per_pixel: Option<f32>,
) -> Vec<WireModel> {
let h = e.common().handle;
let sel = selected.contains(&h);
// Frustum + LOD cull for non-Insert, non-Viewport entities. Insert is
// handled separately (its WCS bbox depends on the block defn AABB ×
// Insert transform — done inside expand_insert). Viewports always emit
// so the viewport frame stays visible regardless of zoom.
let needs_cull = view_aabb.is_some() || world_per_pixel.is_some();
if needs_cull {
match e {
EntityType::Viewport(_) | EntityType::Insert(_) => {}
_ => {
let ab = entity_aabb(e, world_offset);
if ab != WireModel::UNBOUNDED_AABB {
if let Some(view) = view_aabb {
if block_cache::aabb_disjoint_xy(ab, view) {
return vec![];
}
}
if let Some(wpp) = world_per_pixel {
let w_px = (ab[2] - ab[0]).abs();
let h_px = (ab[3] - ab[1]).abs();
// Keep in sync with `block_cache::MIN_PIXEL_SIZE`.
// Text/MText have their own LOD ladder below
// (baseline-line / greek / full) and must reach it
// even when projected size is sub-5 px.
let is_text = matches!(e, EntityType::Text(_) | EntityType::MText(_));
let is_3d_entity = matches!(
e,
EntityType::Face3D(_)
| EntityType::Solid3D(_)
| EntityType::Mesh(_)
| EntityType::PolyfaceMesh(_)
| EntityType::PolygonMesh(_)
| EntityType::Body(_)
| EntityType::Region(_)
);
if !is_text && w_px.max(h_px) / wpp < 5.0 {
// Sub-pixel entity: emit a stub instead of
// nothing so it stays visible / selectable /
// hit-test'able at any zoom. 2-D entities
// get the cheap diagonal segment; 3-D
// entities get an AABB cube so their
// footprint doesn't drift when the camera
// crosses the LOD threshold. See #19.
let (entity_color, _, _, _, aci_idx) =
render::render_style_for(document, e);
let entity_color = render::adapt_to_bg(entity_color, bg_color);
if is_3d_entity {
// `ab` is already in the local frame
// (entity_aabb subtracted world_offset
// XY). The bbox z fields are still in
// WCS, so subtract `world_offset[2]` to
// match — otherwise the stub sits at a
// different z than the full tessellation
// and the geometry visibly shifts when
// the camera crosses the LOD threshold.
let bbox = e.as_entity().bounding_box();
let oz = world_offset[2];
let z_min = (bbox.min.z - oz) as f32;
let z_max = (bbox.max.z - oz) as f32;
return vec![lod_stub_wire_3d(
h.value().to_string(),
entity_color,
sel,
aci_idx,
ab,
z_min,
z_max,
)];
}
return vec![lod_stub_wire(
h.value().to_string(),
entity_color,
sel,
aci_idx,
ab,
0.0,
0.0,
)];
}
}
}
}
}
}
if let EntityType::Viewport(vp) = e {
// The sheet viewport (overall/id=1) is never shown — it represents the
// paper boundary, not a user-defined content window.
if !Scene::is_content_viewport(vp) {
return vec![];
}
let is_active = active_viewport == Some(h);
let is_locked = vp.status.locked;
let color = if sel {
[1.0, 1.0, 1.0, 1.0]
} else if is_active {
[1.0, 0.90, 0.20, 1.0]
} else if is_locked {
[0.90, 0.55, 0.10, 1.0]
} else {
[0.0, 0.75, 0.75, 1.0]
};
let (pattern_length, pattern) = if is_active {
(1.5_f32, [0.8, -0.4, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0_f32])
} else {
(0.0_f32, [0.0f32; 8])
};
let mut wires = tessellate::tessellate(
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document,
h,
e,
sel,
color,
pattern_length,
pattern,
1.5,
world_offset,
1.0,
);
let ab = entity_aabb(e, world_offset);
for w in &mut wires {
w.aabb = ab;
}
return wires;
}
let (entity_color, pattern_length, pattern, line_weight_px, aci) =
render::render_style_for(document, e);
let entity_color = render::adapt_to_bg(entity_color, bg_color);
let lt_scale = document.header.linetype_scale as f32 * e.common().linetype_scale as f32;
let lt_name = render::linetype_name_for(document, e);
// PSLTSCALE: scale linetype dashes by viewport anno_scale so they appear uniform in paper space.
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let pslt_factor = if document.header.paper_space_linetype_scaling {
anno_scale
} else {
1.0
};
let pattern_length = pattern_length * pslt_factor;
let pattern = pattern.map(|v| v * pslt_factor);
// ── Dimension baked-block fast path ─────────────────────────────────────
//
// AutoCAD bakes each dimension's final geometry (extension lines, dim
// line, arrows, text MText) into a per-instance block — usually
// `*D<n>`, but custom names like `DIMBLOCK###-4NP` also occur. When the
// block exists we render its contents through `tessellate_entity` so
// sub-Text/MText get the standard baseline/greek/full LOD ladder, and
// DIMTXT × DIMSCALE isn't re-applied on already-baked geometry.
if let EntityType::Dimension(dim) = e {
let block_name = &dim.base().block_name;
if !block_name.trim().is_empty() {
if let Some(br) = document
.block_records
.iter()
.find(|br| br.name.eq_ignore_ascii_case(block_name))
{
if !br.entity_handles.is_empty() {
let mut wires: Vec<WireModel> =
Vec::with_capacity(br.entity_handles.len());
for &eh in &br.entity_handles {
let Some(sub) = document.get_entity(eh) else { continue };
// Sub-entities inside *D### / DIMBLOCK## blocks
// typically use ByBlock color/linetype/lineweight —
// they should inherit from the Dimension entity.
let sub_color_is_byblock =
sub.common().color == acadrust::types::Color::ByBlock;
let sub_wires = tessellate_entity(
document, selected, active_viewport, world_offset, bg_color,
// Block contents are baked at the final WCS size —
// don't let downstream paths re-apply anno_scale.
1.0, sub, block_cache, view_aabb, world_per_pixel,
);
for mut w in sub_wires {
w.name = h.value().to_string();
// Override ByBlock colour with the dim's resolved
// colour so text matches `DIMCLRT`-style behaviour
// (or layer colour) instead of the raw ByBlock
// fallback that render_style_for produces.
if sub_color_is_byblock {
w.color = if sel { WireModel::SELECTED } else { entity_color };
w.aci = aci;
}
wires.push(w);
}
}
if !wires.is_empty() {
let aabb = entity_aabb(e, world_offset);
for w in &mut wires {
w.aabb = aabb;
}
return wires;
}
}
}
}
// Fall through to the synthesis path below when no block is attached.
}
if let EntityType::Dimension(dim) = e {
let aabb = entity_aabb(e, world_offset);
use crate::entities::dimension::DimensionTess;
let mut wires = dim.tessellate(
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document,
h,
sel,
entity_color,
line_weight_px,
world_offset,
anno_scale,
selected,
active_viewport,
bg_color,
view_aabb,
world_per_pixel,
);
for w in &mut wires {
fix(multileader): render text properly — strip MText codes, honor full layout Multileader text was emitted as a single literal stroke pass with no MText code handling, no rotation, no attachment, no line breaks, no per-piece color and bad f32 precision under world_offset. Two separate render paths both had the same bug, and one was masking the fix in the other. This rewrite, applied to both paths: - Strips MText format codes (`{\fArial Black|b0|i0|c162|p34;...}`) so the rendered text is the actual content, not the markup. - Honors text_rotation (preferring text_direction so transforms survive), text_attachment_point (Left/Center/Right horizontal anchor), and text_left_attachment for vertical alignment via a shared v_offset_for_attachment helper. - Splits on \P/\n/\N and word-wraps to text_width. - Applies line_spacing_factor with the same 5/3 × height convention as MText. - Resolves the text style via text_style_handle (fallback STANDARD). - Applies ml.scale_factor everywhere (arrow size, dogleg length, text height, text width). anno_scale is now only applied when enable_annotation_scale is set. - Splits the scene-level output into separate WireModels so leader, text, frame and background fill each carry their own colour (ctx.text_color, ml.text_frame, ctx.background_fill_color). - Mirrors text_direction, base_direction and root.direction in apply_transform so a mirrored multileader's text follows the geometry instead of staying at its original rotation. - Computes the text origin and frame corners in offset-relative f32 space — drawings sit at large absolute coordinates and casting to f32 before subtracting world_offset was wrecking the rotated sub-glyph precision.
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w.aci = aci;
w.aabb = aabb;
}
return wires;
}
if let EntityType::MultiLeader(ml) = e {
let aabb = entity_aabb(e, world_offset);
use crate::entities::multileader::MultiLeaderTess;
let mut wires = ml.tessellate(
fix(multileader): render text properly — strip MText codes, honor full layout Multileader text was emitted as a single literal stroke pass with no MText code handling, no rotation, no attachment, no line breaks, no per-piece color and bad f32 precision under world_offset. Two separate render paths both had the same bug, and one was masking the fix in the other. This rewrite, applied to both paths: - Strips MText format codes (`{\fArial Black|b0|i0|c162|p34;...}`) so the rendered text is the actual content, not the markup. - Honors text_rotation (preferring text_direction so transforms survive), text_attachment_point (Left/Center/Right horizontal anchor), and text_left_attachment for vertical alignment via a shared v_offset_for_attachment helper. - Splits on \P/\n/\N and word-wraps to text_width. - Applies line_spacing_factor with the same 5/3 × height convention as MText. - Resolves the text style via text_style_handle (fallback STANDARD). - Applies ml.scale_factor everywhere (arrow size, dogleg length, text height, text width). anno_scale is now only applied when enable_annotation_scale is set. - Splits the scene-level output into separate WireModels so leader, text, frame and background fill each carry their own colour (ctx.text_color, ml.text_frame, ctx.background_fill_color). - Mirrors text_direction, base_direction and root.direction in apply_transform so a mirrored multileader's text follows the geometry instead of staying at its original rotation. - Computes the text origin and frame corners in offset-relative f32 space — drawings sit at large absolute coordinates and casting to f32 before subtracting world_offset was wrecking the rotated sub-glyph precision.
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document,
h,
sel,
entity_color,
line_weight_px,
world_offset,
anno_scale,
world_per_pixel,
fix(multileader): render text properly — strip MText codes, honor full layout Multileader text was emitted as a single literal stroke pass with no MText code handling, no rotation, no attachment, no line breaks, no per-piece color and bad f32 precision under world_offset. Two separate render paths both had the same bug, and one was masking the fix in the other. This rewrite, applied to both paths: - Strips MText format codes (`{\fArial Black|b0|i0|c162|p34;...}`) so the rendered text is the actual content, not the markup. - Honors text_rotation (preferring text_direction so transforms survive), text_attachment_point (Left/Center/Right horizontal anchor), and text_left_attachment for vertical alignment via a shared v_offset_for_attachment helper. - Splits on \P/\n/\N and word-wraps to text_width. - Applies line_spacing_factor with the same 5/3 × height convention as MText. - Resolves the text style via text_style_handle (fallback STANDARD). - Applies ml.scale_factor everywhere (arrow size, dogleg length, text height, text width). anno_scale is now only applied when enable_annotation_scale is set. - Splits the scene-level output into separate WireModels so leader, text, frame and background fill each carry their own colour (ctx.text_color, ml.text_frame, ctx.background_fill_color). - Mirrors text_direction, base_direction and root.direction in apply_transform so a mirrored multileader's text follows the geometry instead of staying at its original rotation. - Computes the text origin and frame corners in offset-relative f32 space — drawings sit at large absolute coordinates and casting to f32 before subtracting world_offset was wrecking the rotated sub-glyph precision.
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);
for w in &mut wires {
w.aci = aci;
w.aabb = aabb;
}
return wires;
}
// ── Table baked-block fast path ─────────────────────────────────────────
//
// AutoCAD bakes a Table's final rendered geometry (cell text, gridlines,
// fill) into a per-instance block (usually `*T###`) referenced through
// `table.block_record_handle`. The block's text uses the *displayed*
// height; synthesising cells from `self.rows + TableStyle` instead would
// re-apply the table's scale factor on top of already-baked geometry.
// When the block exists we render it directly. Same pattern as
// Dimension's `block_name`.
if let EntityType::Table(tab) = e {
if let Some(br_h) = tab.block_record_handle {
if let Some(br) = document
.block_records
.iter()
.find(|br| br.handle == br_h)
{
if !br.entity_handles.is_empty() {
let mut wires: Vec<WireModel> =
Vec::with_capacity(br.entity_handles.len());
for &eh in &br.entity_handles {
let Some(sub) = document.get_entity(eh) else { continue };
let sub_color_is_byblock =
sub.common().color == acadrust::types::Color::ByBlock;
let sub_wires = tessellate_entity(
document, selected, active_viewport, world_offset, bg_color,
anno_scale, sub, block_cache, view_aabb, world_per_pixel,
);
for mut w in sub_wires {
w.name = h.value().to_string();
if sub_color_is_byblock {
w.color = if sel { WireModel::SELECTED } else { entity_color };
w.aci = aci;
}
wires.push(w);
}
}
if !wires.is_empty() {
let aabb = entity_aabb(e, world_offset);
for w in &mut wires {
w.aabb = aabb;
}
return wires;
}
}
}
}
}
if let EntityType::Insert(ins) = e {
// Resolve the INSERT's own style so ByBlock sub-entities can inherit it.
let (ins_color, ins_pat_len, ins_pat, ins_lw_px, _) = render::render_style_for(document, e);
let ins_color = render::adapt_to_bg(ins_color, bg_color);
let [ox, oy, oz] = world_offset;
let ip = glam::Vec3::new(
(ins.insert_point.x - ox) as f32,
(ins.insert_point.y - oy) as f32,
(ins.insert_point.z - oz) as f32,
);
let marker = WireModel {
name: h.value().to_string(),
points: vec![],
color: entity_color,
selected: sel,
aci: 0,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![(ip, wire_model::SnapHint::Insertion)],
tangent_geoms: vec![],
key_vertices: vec![],
aabb: WireModel::UNBOUNDED_AABB,
plinegen: true,
vp_scissor: None,
fill_tris: vec![],
};
if let Some(cache) = block_cache {
// Xrefs render with the same hue but faded toward `bg_color` so
// the user can recognise external-reference geometry at a glance.
let is_xref = document
.block_records
.get(&ins.block_name)
.map(|br| br.flags.is_xref || br.flags.is_xref_overlay)
.unwrap_or(false);
if let Some(mut wires) = block_cache::expand_insert(
cache,
ins,
h,
ins_color,
ins_pat_len,
ins_pat,
ins_lw_px,
sel,
world_offset,
pslt_factor,
view_aabb,
world_per_pixel,
is_xref,
bg_color,
) {
// Per-INSERT attribute values. The block defn carries the
// AttributeDefinitions (templates) which expand_insert skips;
// the AttributeEntity instances live on the Insert itself in
// WCS and need their own tessellation so the user sees the
// values they actually filled in. See #20.
crate::entities::insert::append_insert_attribute_wires(
&mut wires,
document,
ins,
h,
sel,
ins_color,
ins_pat_len,
ins_pat,
ins_lw_px,
bg_color,
is_xref,
pslt_factor,
anno_scale,
world_offset,
);
wires.push(marker);
return wires;
}
}
// Cache miss / unavailable: fall back to the original explode path.
// The block_cache primary path covers all typical Inserts; this
// branch only fires for pathological cache failures.
let br = document.block_records.get(&ins.block_name);
let is_xref = br
.map(|br| br.flags.is_xref || br.flags.is_xref_overlay)
.unwrap_or(false);
let mut wires: Vec<WireModel> = ins
.explode_from_document(document)
.iter()
.cloned()
.map(crate::modules::home::modify::explode::normalize_insert_entity)
.flat_map(|sub| {
let (sub_color, sub_pattern_length, sub_pattern, sub_line_weight_px, sub_aci) =
render::render_style_for_block_sub(
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document,
&sub,
ins_color,
ins_pat_len,
ins_pat,
ins_lw_px,
);
let sub_color = render::adapt_to_bg(sub_color, bg_color);
let sub_color = if is_xref && !sel {
block_cache::fade_toward_bg(sub_color, bg_color)
} else {
sub_color
};
let sub_aabb = entity_aabb(&sub, world_offset);
let sub_pattern_length = sub_pattern_length * pslt_factor;
let sub_pattern = sub_pattern.map(|v| v * pslt_factor);
let mut wires = tessellate::tessellate(
document,
h,
&sub,
sel,
sub_color,
sub_pattern_length,
sub_pattern,
sub_line_weight_px,
world_offset,
anno_scale,
);
for w in &mut wires {
w.name = h.value().to_string();
w.aci = sub_aci;
w.aabb = sub_aabb;
}
wires
})
.collect();
crate::entities::insert::append_insert_attribute_wires(
&mut wires,
document,
ins,
h,
sel,
ins_color,
ins_pat_len,
ins_pat,
ins_lw_px,
bg_color,
is_xref,
pslt_factor,
anno_scale,
world_offset,
);
wires.push(marker);
return wires;
}
let aabb = entity_aabb(e, world_offset);
// Text-specific LOD ladder, keyed off the entity's glyph height in
// pixels (anno-scaled):
// < 1 px → baseline line in the text's color (text-here hint)
// 1–5 px → greeked OBB rect in the text's color
// ≥ 5 px → full per-glyph stroke tessellation
//
// Applies to every entity that is "primarily a piece of text" — Text,
// MText, ATTDEF, ATTRIB, Tolerance — so far-out drawings don't pay the
// full glyph-tessellation cost. Composite entities (Dimension, Table,
// MultiLeader) carry non-text geometry and have their own LOD paths.
if let Some(wpp) = world_per_pixel {
let text_height: Option<f64> = match e {
EntityType::Text(t) => Some(t.height * anno_scale as f64),
EntityType::MText(m) => Some(m.height * anno_scale as f64),
EntityType::AttributeDefinition(a) => Some(a.height * anno_scale as f64),
EntityType::AttributeEntity(a) => Some(a.height * anno_scale as f64),
EntityType::Tolerance(t) => {
// Tolerance text_height defaults to 0.18 from creation; treat
// 0 as missing and fall back to the AutoCAD default so the
// pixel check still kicks in for legitimately tiny dimensions.
let raw = if t.text_height > 0.0 { t.text_height } else { 2.5 };
Some(raw * anno_scale as f64)
}
_ => None,
};
if let Some(h_world) = text_height {
let h_px = (h_world as f32) / wpp;
// Wrap-expanded line count for MText (Text = 1).
let n_lines = match e {
EntityType::MText(m) => {
crate::entities::text_support::mtext_line_count(m, document, anno_scale)
}
_ => 1,
};
if h_px < 1.0 {
let pts = crate::entities::text_support::text_baseline_points(e, anno_scale, world_offset, n_lines);
if pts.len() < 2 {
return vec![];
}
// Skip the baseline too if the line itself projects under
// 2 px (e.g. a 1-char text seen edge-on). All wrap lines
// share the same baseline length, so the first segment is
// a representative sample.
let dx = pts[1][0] - pts[0][0];
let dy = pts[1][1] - pts[0][1];
let len_px = (dx * dx + dy * dy).sqrt() / wpp;
if len_px < 2.0 {
// Text projects to under 2 px — fall back to the
// generic LOD stub so the entity stays visible /
// selectable. #19. Text is 2-D in the XY plane so
// z_min = z_max = 0 keeps the historical behaviour.
return vec![lod_stub_wire(
h.value().to_string(),
entity_color,
sel,
aci,
aabb,
0.0,
0.0,
)];
}
return vec![WireModel {
name: h.value().to_string(),
points: pts,
color: entity_color,
selected: sel,
aci,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices: vec![],
aabb,
plinegen: true,
vp_scissor: None,
fill_tris: vec![],
}];
}
if h_px < 5.0 && aabb != WireModel::UNBOUNDED_AABB {
let fill_tris = crate::entities::text_support::text_greek_obb_tris(e, anno_scale, world_offset, n_lines);
if fill_tris.is_empty() {
// Text greek fallback: also 2-D, keep stub at z=0.
return vec![lod_stub_wire(
h.value().to_string(),
entity_color,
sel,
aci,
aabb,
0.0,
0.0,
)];
}
// Greek text renders via the face3d fill batch, which colours
// each tri with `wire.color`. Bake the selected colour in so
// a selected text stays highlighted across the LOD boundary.
// hit_test's AABB fallback handles window / crossing. #19.
let fill_color = if sel { WireModel::SELECTED } else { entity_color };
return vec![WireModel {
name: h.value().to_string(),
points: vec![],
color: fill_color,
selected: sel,
aci,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices: vec![],
aabb,
plinegen: true,
vp_scissor: None,
fill_tris,
}];
}
}
}
let mut bases = tessellate::tessellate(
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document,
h,
e,
sel,
entity_color,
pattern_length,
pattern,
line_weight_px,
world_offset,
anno_scale,
);
for b in &mut bases {
b.aci = aci;
b.aabb = aabb;
}
// Complex linetypes (with embedded shapes / text) expand the *base*
// polyline along its tangent. Text-type entities never have a complex
// linetype assigned, so we only consult the first wire here — multi-wire
// returns come exclusively from MTEXT colour splits which can't trigger
// this path.
if let Some(clt) = crate::linetypes::complex_lt(lt_name) {
if let Some(base) = bases.first() {
let mut wires = complex_lt::apply_along(
&base.name,
&base.points,
clt,
(lt_scale * pslt_factor).max(1e-4),
entity_color,
sel,
base.line_weight_px,
);
if !wires.is_empty() {
for w in &mut wires {
w.aabb = aabb;
}
return wires;
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}
}
}
bases
}
/// Build the 4 OBB corners (CCW: bl, br, tr, tl) of a Text / MText entity
/// in its **native frame** — for top-level entities this is world coords,
/// for block-defn subs it's block-local. No offset/transform applied.
/// Width is approximated from glyph height × character count (TEXT) or
/// from `rectangle_width` (MTEXT). Returns `None` for non-text entities.
///
/// `mtext_lines_override` lets the caller plug in a wrap-aware line count
/// (from `text_support::mtext_line_count`). Without it, MText's OBB
/// height collapses to a single line when the file omits `rectangle_height`,
/// which makes downstream per-line LOD math degenerate.
/// Build a "low-LOD stub" wire for an entity that would otherwise be culled
/// to nothing — the entity's AABB diagonal as a 2-point segment, plus the
/// AABB itself so window / crossing selection picks the entity up. The
/// stored `selected` flag tracks across zoom levels so highlight visuals
/// don't disappear when the LOD level changes. See #19.
fn lod_stub_wire(
name: String,
color: [f32; 4],
selected: bool,
aci: u8,
aabb: [f32; 4],
z_min: f32,
z_max: f32,
) -> WireModel {
let [ax, ay, bx, by] = aabb;
let cx = (ax + bx) * 0.5;
let cy = (ay + by) * 0.5;
let cz = (z_min + z_max) * 0.5;
// Mirror what tessellate.rs does for the non-stub paths: bake the
// selection-highlight colour into the wire so a re-tessellate triggered
// by a zoom-induced LOD change keeps the entity highlighted. Without
// this swap the wire's `selected` flag is true but its colour stays at
// the entity's own hue, so the user sees the highlight vanish at the
// LOD boundary. #19.
let stored_color = if selected { WireModel::SELECTED } else { color };
WireModel {
name,
// Diagonal of the entity's 3D AABB so depth tests against
// shaded / hidden-line geometry are correct — the stub doesn't
// flatten to z=0 and pop in front of objects that sit at a
// different elevation. 2D entities (text fallbacks) pass
// z_min = z_max = 0 to keep the historical behaviour.
points: vec![[ax, ay, z_min], [bx, by, z_max]],
color: stored_color,
selected,
aci,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices: vec![[cx, cy, cz]],
aabb,
plinegen: true,
vp_scissor: None,
fill_tris: vec![],
}
}
/// Sub-pixel LOD stub for 3D entities. Emits the entity's 3D AABB as a
/// 12-edge cube so the geometry occupies the same screen footprint and
/// depth range as the full tessellation, just with a tiny constant cost
/// (12 line segments). Without this, the diagonal stub used by
/// `lod_stub_wire` cuts off at two opposite bbox corners and drifts
/// visibly when the camera crosses the LOD threshold.
fn lod_stub_wire_3d(
name: String,
color: [f32; 4],
selected: bool,
aci: u8,
aabb: [f32; 4],
z_min: f32,
z_max: f32,
) -> WireModel {
let [x0, y0, x1, y1] = aabb;
let (z0, z1) = if z_min <= z_max { (z_min, z_max) } else { (z_max, z_min) };
let p = [
[x0, y0, z0], [x1, y0, z0], [x1, y1, z0], [x0, y1, z0],
[x0, y0, z1], [x1, y0, z1], [x1, y1, z1], [x0, y1, z1],
];
// 12 edges = 4 bottom-face + 4 top-face + 4 vertical connectors.
const EDGES: [(usize, usize); 12] = [
(0, 1), (1, 2), (2, 3), (3, 0),
(4, 5), (5, 6), (6, 7), (7, 4),
(0, 4), (1, 5), (2, 6), (3, 7),
];
let mut points: Vec<[f32; 3]> = Vec::with_capacity(EDGES.len() * 3);
for (a, b) in EDGES {
if !points.is_empty() {
points.push([f32::NAN; 3]);
}
points.push(p[a]);
points.push(p[b]);
}
let stored_color = if selected { WireModel::SELECTED } else { color };
WireModel {
name,
points,
color: stored_color,
selected,
aci,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![],
tangent_geoms: vec![],
// No `key_vertices` — Face3DGpu requires 4 corners to emit a
// fill quad, and we don't want this stub painted as a solid
// face. The wire pass still draws its 12 edges.
key_vertices: vec![],
aabb,
plinegen: true,
vp_scissor: None,
fill_tris: vec![],
}
}
/// Tessellate each visible AttributeEntity attached to an Insert and append
/// the resulting wires. AttributeEntity positions are already in WCS — the
/// INSERT only stamps the geometry once, attribute text sits at the world
/// position recorded on each ATTRIB. See #20.
#[allow(clippy::too_many_arguments)]
pub(crate) fn entity_aabb(e: &acadrust::EntityType, world_offset: [f64; 3]) -> [f32; 4] {
let bbox = e.as_entity().bounding_box();
let [ox, oy, _] = world_offset;
let min_x = (bbox.min.x - ox) as f32;
let min_y = (bbox.min.y - oy) as f32;
let max_x = (bbox.max.x - ox) as f32;
let max_y = (bbox.max.y - oy) as f32;
// A degenerate box (min == max == 0) means bounding_box() returned Default —
// use UNBOUNDED so the wire is never wrongly pre-rejected.
if min_x == max_x && min_y == max_y {
return WireModel::UNBOUNDED_AABB;
}
[min_x, min_y, max_x, max_y]
}
/// AABB of `e` in WCS f64 (no world_offset subtraction). `None` for
/// entities whose `bounding_box()` returned the degenerate default
/// (which `entity_aabb` collapses to `UNBOUNDED_AABB`). Quadtree
/// indexing uses this so changing `world_offset` doesn't invalidate
/// the index.
fn entity_world_aabb_f64(e: &acadrust::EntityType) -> Option<[f64; 4]> {
let bbox = e.as_entity().bounding_box();
let (xmin, ymin, xmax, ymax) = (bbox.min.x, bbox.min.y, bbox.max.x, bbox.max.y);
if xmin == xmax && ymin == ymax {
return None;
}
if !xmin.is_finite() || !ymin.is_finite() || !xmax.is_finite() || !ymax.is_finite() {
return None;
}
Some([xmin, ymin, xmax, ymax])
}
/// True if `e` is a type the quadtree should skip. `Insert` and
/// `Viewport` are sized only after extra transformation; tessellation
/// already handles them via dedicated code paths. `Block`/`BlockEnd`
/// are block-defn sentinels with no geometry.
fn is_unindexable_entity(e: &acadrust::EntityType) -> bool {
use acadrust::EntityType as E;
matches!(
e,
E::Insert(_) | E::Viewport(_) | E::Block(_) | E::BlockEnd(_)
)
}