feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the sort cache rebuilds) and front/back anchor to the block's full effective sort range instead of only existing table entries, so bring-to-front actually lands on top. The render fallback sorts table-absent entities by their own handle. Draw order now applies across entity types, not just within a type. A per-entity draw-order rank (SortEntitiesTable override or own handle, ranked per block) is encoded as a small signed clip-z bias in the wire, hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then orders fills, lines, rasters and 2D solids against each other regardless of pass order — without touching model coordinates. 3D meshes keep real geometric depth; wipeouts stay always-on-top. Adds a Draw Order submenu to the viewport context menu (Bring to Front, Send to Back, Bring Above/Send Under Object). The above/under items run an interactive reference-object pick, then reorder the captured selection. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
14a981dc87
commit
09e7e90aae
19 changed files with 469 additions and 36 deletions
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@ -3026,6 +3026,60 @@ impl OpenCADStudio {
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if relative_target.is_some() || to_front_opt.is_some() {
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if relative_target.is_some() || to_front_opt.is_some() {
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self.push_undo_snapshot(i, "DRAWORDER");
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self.push_undo_snapshot(i, "DRAWORDER");
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let block_handle = self.tabs[i].scene.current_layout_block_handle_pub();
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let block_handle = self.tabs[i].scene.current_layout_block_handle_pub();
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// For FRONT/BACK, anchor the new sort handle to the
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// block's current effective draw-order range so the moved
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// entities land strictly above/below every sibling —
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// including ones not yet in the table, which sort by
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// their own handle. (min_eff, max_eff) over siblings.
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let fb_baseline: Option<(u64, u64)> = if to_front_opt.is_some() {
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let selected_set: std::collections::HashSet<u64> =
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selected.iter().map(|h| h.value()).collect();
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let doc_ref = &self.tabs[i].scene.document;
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let overrides: std::collections::HashMap<u64, u64> = doc_ref
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.objects
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.values()
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.find_map(|obj| {
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if let ObjectType::SortEntitiesTable(t) = obj {
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if t.block_owner_handle == block_handle {
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return Some(
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t.entries()
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.map(|e| {
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(
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e.entity_handle.value(),
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e.sort_handle.value(),
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)
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})
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.collect(),
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);
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}
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}
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None
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})
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.unwrap_or_default();
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let mut max_eff = 0u64;
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let mut min_eff = u64::MAX;
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for e in doc_ref.entities() {
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let c = e.common();
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let hv = c.handle.value();
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if selected_set.contains(&hv) {
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continue;
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}
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if c.owner_handle != block_handle && !c.owner_handle.is_null() {
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continue;
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}
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let eff = overrides.get(&hv).copied().unwrap_or(hv);
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max_eff = max_eff.max(eff);
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min_eff = min_eff.min(eff);
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}
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if min_eff == u64::MAX {
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min_eff = 1;
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}
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Some((min_eff, max_eff))
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} else {
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None
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};
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let doc = &mut self.tabs[i].scene.document;
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let doc = &mut self.tabs[i].scene.document;
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let table_handle = doc.objects.iter().find_map(|(h, obj)| {
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let table_handle = doc.objects.iter().find_map(|(h, obj)| {
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if let ObjectType::SortEntitiesTable(t) = obj {
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if let ObjectType::SortEntitiesTable(t) = obj {
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@ -3071,6 +3125,14 @@ impl OpenCADStudio {
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if let Some(ObjectType::SortEntitiesTable(table)) = doc.objects.get_mut(&th)
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if let Some(ObjectType::SortEntitiesTable(table)) = doc.objects.get_mut(&th)
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{
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{
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if let Some((above, target)) = relative_target {
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if let Some((above, target)) = relative_target {
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// move_above/move_below read the target's sort
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// handle from the table and no-op when it is
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// absent. A reference object that was never
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// reordered isn't in the table yet, so seed it
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// with its own handle as the implicit sort key.
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if !table.contains(target) {
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table.add_entry(target, target);
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}
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for h in &selected {
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for h in &selected {
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if above {
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if above {
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table.move_above(*h, target);
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table.move_above(*h, target);
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@ -3086,12 +3148,14 @@ impl OpenCADStudio {
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target.value()
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target.value()
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));
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));
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} else if let Some(to_front) = to_front_opt {
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} else if let Some(to_front) = to_front_opt {
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for h in &selected {
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let (min_eff, max_eff) = fb_baseline.unwrap_or((1, 0));
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if to_front {
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for (k, h) in selected.iter().enumerate() {
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table.bring_to_front(*h);
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let sort = if to_front {
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max_eff.saturating_add(1 + k as u64)
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} else {
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} else {
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table.send_to_back(*h);
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min_eff.saturating_sub(1 + k as u64).max(1)
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}
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};
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table.add_entry(*h, acadrust::Handle::new(sort));
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}
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}
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let dir = if to_front { "front" } else { "back" };
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let dir = if to_front { "front" } else { "back" };
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self.command_line.push_info(&format!(
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self.command_line.push_info(&format!(
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@ -3101,6 +3165,11 @@ impl OpenCADStudio {
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));
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));
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}
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}
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}
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}
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// Sort order lives in SortEntitiesTable, which the
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// render-side `sort_cache` rebuilds per geometry epoch.
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// Bump it so the new draw order shows immediately
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// instead of waiting for an unrelated geometry change.
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self.tabs[i].scene.bump_geometry();
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self.tabs[i].dirty = true;
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self.tabs[i].dirty = true;
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} else {
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} else {
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self.command_line.push_info(
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self.command_line.push_info(
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@ -5494,6 +5563,62 @@ fn entity_extra_info(entity: &acadrust::EntityType) -> String {
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}
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}
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}
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}
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// ── Draw Order: interactive reference-object pick ──────────────────────────
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/// Moves a captured selection above or below a reference object the user
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/// picks in the viewport. On pick it relaunches `DRAWORDER A|U <handle>`
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/// with the captured handles reinstalled as the selection, so the existing
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/// command path performs the actual reorder.
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pub(crate) struct DrawOrderRefCommand {
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to_move: Vec<acadrust::Handle>,
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above: bool,
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}
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impl DrawOrderRefCommand {
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pub(crate) fn new(to_move: Vec<acadrust::Handle>, above: bool) -> Self {
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Self { to_move, above }
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}
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}
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impl CadCommand for DrawOrderRefCommand {
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fn name(&self) -> &'static str {
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"DRAWORDER"
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}
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fn prompt(&self) -> String {
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if self.above {
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"DRAWORDER Select reference object (move selection above):".into()
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} else {
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"DRAWORDER Select reference object (move selection under):".into()
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}
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}
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fn needs_entity_pick(&self) -> bool {
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true
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}
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fn on_entity_pick(
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&mut self,
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handle: acadrust::Handle,
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_pt: glam::Vec3,
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) -> crate::command::CmdResult {
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if handle.is_null() {
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return crate::command::CmdResult::NeedPoint;
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}
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let opt = if self.above { "A" } else { "U" };
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let cmd = format!("DRAWORDER {} {:x}", opt, handle.value());
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crate::command::CmdResult::Relaunch(cmd, std::mem::take(&mut self.to_move))
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}
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fn on_point(&mut self, _pt: glam::Vec3) -> crate::command::CmdResult {
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crate::command::CmdResult::NeedPoint
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}
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fn on_enter(&mut self) -> crate::command::CmdResult {
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crate::command::CmdResult::Cancel
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}
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}
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/// Escape a string for a CSV field (wrap in quotes if it contains comma/quote/newline).
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/// Escape a string for a CSV field (wrap in quotes if it contains comma/quote/newline).
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fn csv_escape(s: &str) -> String {
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fn csv_escape(s: &str) -> String {
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if s.contains(',') || s.contains('"') || s.contains('\n') {
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if s.contains(',') || s.contains('"') || s.contains('\n') {
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@ -702,6 +702,12 @@ pub enum Message {
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/// Extend the current selection with every entity in the active
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/// Extend the current selection with every entity in the active
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/// layout that matches a selected entity by (type, layer).
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/// layout that matches a selected entity by (type, layer).
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SelectSimilar,
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SelectSimilar,
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// ── Draw Order context menu ─────────────────────────────────────────
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/// Toggle the Draw Order sub-items in the viewport context menu.
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DrawOrderSubmenuToggle,
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/// Begin an interactive reference-object pick to move the current
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/// selection above (`true`) or below (`false`) the picked object.
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DrawOrderPickRef(bool),
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/// Open the Quick Select panel. Initialises filters from the current
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/// Open the Quick Select panel. Initialises filters from the current
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/// selection's first entity (type + layer) when one is selected.
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/// selection's first entity (type + layer) when one is selected.
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QSelectOpen,
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QSelectOpen,
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@ -3006,6 +3006,7 @@ impl OpenCADStudio {
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if sel.right_down {
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if sel.right_down {
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if !sel.right_dragging {
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if !sel.right_dragging {
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sel.context_menu = sel.last_move_pos;
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sel.context_menu = sel.last_move_pos;
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sel.draworder_submenu = false;
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}
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}
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sel.right_down = false;
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sel.right_down = false;
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sel.right_press_pos = None;
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sel.right_press_pos = None;
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@ -3379,6 +3380,29 @@ impl OpenCADStudio {
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Task::none()
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Task::none()
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}
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}
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Message::DrawOrderSubmenuToggle => {
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let i = self.active_tab;
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let mut sel = self.tabs[i].scene.selection.borrow_mut();
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sel.draworder_submenu = !sel.draworder_submenu;
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Task::none()
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}
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Message::DrawOrderPickRef(above) => {
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let i = self.active_tab;
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self.tabs[i].scene.selection.borrow_mut().context_menu = None;
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let to_move: Vec<_> = self.tabs[i].scene.selected.iter().cloned().collect();
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if to_move.is_empty() {
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self.command_line
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.push_error("DRAWORDER: select entities first.");
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} else {
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use crate::command::CadCommand;
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let cmd = super::commands::DrawOrderRefCommand::new(to_move, above);
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self.command_line.push_info(&cmd.prompt());
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self.tabs[i].active_cmd = Some(Box::new(cmd));
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}
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Task::none()
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}
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Message::SelectSimilar => {
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Message::SelectSimilar => {
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let i = self.active_tab;
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let i = self.active_tab;
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self.tabs[i].scene.selection.borrow_mut().context_menu = None;
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self.tabs[i].scene.selection.borrow_mut().context_menu = None;
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@ -769,7 +769,10 @@ impl OpenCADStudio {
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// the cursor position (canvas-relative) anchors the menu under
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// the cursor position (canvas-relative) anchors the menu under
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// the cursor instead of drifting into window-relative space.
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// the cursor instead of drifting into window-relative space.
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if !tab.is_start {
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if !tab.is_start {
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let ctx_pos = tab.scene.selection.borrow().context_menu;
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let (ctx_pos, draworder_open) = {
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let sel = tab.scene.selection.borrow();
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(sel.context_menu, sel.draworder_submenu)
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};
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if let Some(p) = ctx_pos {
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if let Some(p) = ctx_pos {
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let has_cmd = tab.active_cmd.is_some();
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let has_cmd = tab.active_cmd.is_some();
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let has_selection = !tab.scene.selected.is_empty();
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let has_selection = !tab.scene.selected.is_empty();
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@ -781,8 +784,13 @@ impl OpenCADStudio {
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.take(3)
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.take(3)
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.cloned()
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.cloned()
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.collect();
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.collect();
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viewport_stack = viewport_stack
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viewport_stack = viewport_stack.push(viewport_context_menu_overlay(
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.push(viewport_context_menu_overlay(p, has_cmd, has_selection, last_cmds));
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p,
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has_cmd,
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has_selection,
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last_cmds,
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draworder_open,
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));
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}
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}
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}
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}
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@ -1302,6 +1310,7 @@ fn viewport_context_menu_overlay(
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has_cmd: bool,
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has_cmd: bool,
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has_selection: bool,
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has_selection: bool,
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last_cmds: Vec<String>,
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last_cmds: Vec<String>,
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draworder_open: bool,
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) -> Element<'static, Message> {
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) -> Element<'static, Message> {
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const MENU_BG: Color = Color {
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const MENU_BG: Color = Color {
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r: 0.17,
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r: 0.17,
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@ -1364,6 +1373,30 @@ fn viewport_context_menu_overlay(
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.into()
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.into()
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};
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};
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// Indented variant for sub-menu rows (e.g. Draw Order children).
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let subitem = |label: String, msg: Message| -> Element<'static, Message> {
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button(text(label).size(12).color(TEXT_COL))
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.on_press(msg)
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.style(|_: &Theme, status| button::Style {
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background: Some(Background::Color(match status {
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button::Status::Hovered | button::Status::Pressed => ITEM_HOVER,
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_ => Color::TRANSPARENT,
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})),
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text_color: TEXT_COL,
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border: Border::default(),
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shadow: iced::Shadow::default(),
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snap: false,
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})
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.padding(iced::Padding {
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top: 4.0,
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right: 12.0,
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bottom: 4.0,
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left: 26.0,
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})
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.width(Fill)
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.into()
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};
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let mut items: Vec<Element<'static, Message>> = Vec::new();
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let mut items: Vec<Element<'static, Message>> = Vec::new();
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if has_cmd {
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if has_cmd {
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@ -1395,6 +1428,27 @@ fn viewport_context_menu_overlay(
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Message::Command("COPY".to_string()),
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Message::Command("COPY".to_string()),
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));
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));
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items.push(sep());
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items.push(sep());
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let arrow = if draworder_open { "Draw Order \u{25be}" } else { "Draw Order \u{25b8}" };
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items.push(item(arrow.to_string(), Message::DrawOrderSubmenuToggle));
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if draworder_open {
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items.push(subitem(
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"Bring to Front".to_string(),
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Message::Command("DRAWORDER F".to_string()),
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));
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items.push(subitem(
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"Send to Back".to_string(),
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Message::Command("DRAWORDER B".to_string()),
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));
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items.push(subitem(
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"Bring Above Object".to_string(),
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Message::DrawOrderPickRef(true),
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));
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items.push(subitem(
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"Send Under Object".to_string(),
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Message::DrawOrderPickRef(false),
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));
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}
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items.push(sep());
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items.push(item("Select Similar".to_string(), Message::SelectSimilar));
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items.push(item("Select Similar".to_string(), Message::SelectSimilar));
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}
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}
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items.push(item(
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items.push(item(
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@ -121,6 +121,7 @@ impl HatchCommand {
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scale: 1.0,
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scale: 1.0,
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world_origin: [0.0; 2],
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world_origin: [0.0; 2],
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vp_scissor: None,
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vp_scissor: None,
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|
draw_depth: 0.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -258,6 +259,7 @@ impl GradientCommand {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -408,6 +410,7 @@ impl CadCommand for BoundaryCommand {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
};
|
};
|
||||||
return CmdResult::CommitHatch(model);
|
return CmdResult::CommitHatch(model);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -78,6 +78,10 @@ pub struct HatchModel {
|
||||||
/// preventing viewport-projected content from bleeding past the
|
/// preventing viewport-projected content from bleeding past the
|
||||||
/// viewport frame. Mirrors `WireModel.vp_scissor`.
|
/// viewport frame. Mirrors `WireModel.vp_scissor`.
|
||||||
pub vp_scissor: Option<[f32; 4]>,
|
pub vp_scissor: Option<[f32; 4]>,
|
||||||
|
/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
|
||||||
|
/// hatch pipeline as a small clip-z bias so this fill orders correctly
|
||||||
|
/// against other entity types. 0.0 for transient/preview hatches.
|
||||||
|
pub draw_depth: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl HatchModel {
|
impl HatchModel {
|
||||||
|
|
|
||||||
|
|
@ -27,6 +27,10 @@ pub struct ImageModel {
|
||||||
/// viewport clipping. Mirrors `WireModel.vp_scissor` /
|
/// viewport clipping. Mirrors `WireModel.vp_scissor` /
|
||||||
/// `HatchModel.vp_scissor`.
|
/// `HatchModel.vp_scissor`.
|
||||||
pub vp_scissor: Option<[f32; 4]>,
|
pub vp_scissor: Option<[f32; 4]>,
|
||||||
|
/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
|
||||||
|
/// image pipeline as a small clip-z bias so the raster orders correctly
|
||||||
|
/// against other entity types.
|
||||||
|
pub draw_depth: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl ImageModel {
|
impl ImageModel {
|
||||||
|
|
@ -61,6 +65,7 @@ impl ImageModel {
|
||||||
opacity,
|
opacity,
|
||||||
corners,
|
corners,
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
107
src/scene/mod.rs
107
src/scene/mod.rs
|
|
@ -570,6 +570,14 @@ pub struct Scene {
|
||||||
/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
|
/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
|
||||||
/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
|
/// 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>>)>>,
|
sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
|
||||||
|
/// Per-entity normalized draw-order depth in (0,1), keyed by
|
||||||
|
/// entity_handle.value(). Higher = drawn on top. Built once per
|
||||||
|
/// geometry epoch by ranking every entity within its owning block by
|
||||||
|
/// effective sort key (SortEntitiesTable override or own handle), then
|
||||||
|
/// fed to the 2D pipelines as a small clip-z bias so entities of
|
||||||
|
/// *different* types order correctly against each other. 3D meshes are
|
||||||
|
/// excluded (they keep real geometric depth).
|
||||||
|
draw_depth_cache: RefCell<Option<(u64, Arc<HashMap<u64, f32>>)>>,
|
||||||
/// Cached hatch fill models, keyed by geometry_epoch. View culling
|
/// Cached hatch fill models, keyed by geometry_epoch. View culling
|
||||||
/// is handled at draw time via `hatch_skip_flags` in the pipeline,
|
/// is handled at draw time via `hatch_skip_flags` in the pipeline,
|
||||||
/// not at build time — that lets the GPU buffer stay stable across
|
/// not at build time — that lets the GPU buffer stay stable across
|
||||||
|
|
@ -683,6 +691,7 @@ impl Scene {
|
||||||
wire_cache: RefCell::new(None),
|
wire_cache: RefCell::new(None),
|
||||||
model_tile_wire_cache: RefCell::new(HashMap::new()),
|
model_tile_wire_cache: RefCell::new(HashMap::new()),
|
||||||
sort_cache: RefCell::new(None),
|
sort_cache: RefCell::new(None),
|
||||||
|
draw_depth_cache: RefCell::new(None),
|
||||||
hatch_cache: RefCell::new(None),
|
hatch_cache: RefCell::new(None),
|
||||||
wipeout_cache: RefCell::new(None),
|
wipeout_cache: RefCell::new(None),
|
||||||
image_cache: RefCell::new(None),
|
image_cache: RefCell::new(None),
|
||||||
|
|
@ -1328,6 +1337,79 @@ impl Scene {
|
||||||
(*self.entity_wires_arc()).clone()
|
(*self.entity_wires_arc()).clone()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Per-entity normalized draw-order depth, keyed by entity handle value.
|
||||||
|
/// Built (and cached per geometry epoch) by ranking every entity within
|
||||||
|
/// its owning block by effective sort key (SortEntitiesTable override or
|
||||||
|
/// own handle). The result feeds the 2D pipelines as a clip-z bias so
|
||||||
|
/// entities of different types order correctly against each other.
|
||||||
|
pub(super) fn draw_depth_map(&self) -> Arc<HashMap<u64, f32>> {
|
||||||
|
{
|
||||||
|
let cache = self.draw_depth_cache.borrow();
|
||||||
|
if let Some((epoch, ref arc)) = *cache {
|
||||||
|
if epoch == self.geometry_epoch {
|
||||||
|
return Arc::clone(arc);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
use acadrust::objects::ObjectType;
|
||||||
|
// Per-block SortEntitiesTable overrides: block -> (entity_val -> sort_val).
|
||||||
|
let mut overrides: HashMap<Handle, HashMap<u64, u64>> = HashMap::new();
|
||||||
|
for obj in self.document.objects.values() {
|
||||||
|
if let ObjectType::SortEntitiesTable(t) = obj {
|
||||||
|
if !t.is_empty() {
|
||||||
|
overrides.insert(
|
||||||
|
t.block_owner_handle,
|
||||||
|
t.entries()
|
||||||
|
.map(|e| (e.entity_handle.value(), e.sort_handle.value()))
|
||||||
|
.collect(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let ms = self.model_space_block_handle();
|
||||||
|
// Group entities by owning block, carrying each entity's effective key.
|
||||||
|
let mut by_block: HashMap<Handle, Vec<(u64, u64)>> = HashMap::new();
|
||||||
|
for e in self.document.entities() {
|
||||||
|
let c = e.common();
|
||||||
|
// 3D meshes keep real geometric depth — exclude them from
|
||||||
|
// draw-order biasing so 3D occlusion is never flattened.
|
||||||
|
if matches!(
|
||||||
|
e,
|
||||||
|
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_)
|
||||||
|
) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let block = if c.owner_handle.is_null() {
|
||||||
|
ms
|
||||||
|
} else {
|
||||||
|
c.owner_handle
|
||||||
|
};
|
||||||
|
let hv = c.handle.value();
|
||||||
|
let eff = overrides
|
||||||
|
.get(&block)
|
||||||
|
.and_then(|m| m.get(&hv))
|
||||||
|
.copied()
|
||||||
|
.unwrap_or(hv);
|
||||||
|
by_block.entry(block).or_default().push((hv, eff));
|
||||||
|
}
|
||||||
|
let mut depth_map: HashMap<u64, f32> = HashMap::new();
|
||||||
|
for (_block, mut v) in by_block {
|
||||||
|
v.sort_by_key(|(_, eff)| *eff);
|
||||||
|
let denom = (v.len() as f32) + 1.0;
|
||||||
|
for (rank, (hv, _)) in v.into_iter().enumerate() {
|
||||||
|
// Signed (-1,1): back ranks → negative, front → positive,
|
||||||
|
// mid → ~0. The shader applies `z -= draw_depth * BIAS`, so a
|
||||||
|
// default/unranked 0.0 means "no bias" (neutral) — which keeps
|
||||||
|
// 3D mesh faces and transient wires at their real depth.
|
||||||
|
let norm = (rank as f32 + 1.0) / denom; // (0,1)
|
||||||
|
depth_map.insert(hv, (norm - 0.5) * 2.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let arc = Arc::new(depth_map);
|
||||||
|
*self.draw_depth_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
|
||||||
|
arc
|
||||||
|
}
|
||||||
|
|
||||||
pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
|
pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
|
||||||
{
|
{
|
||||||
let cache = self.hatch_cache.borrow();
|
let cache = self.hatch_cache.borrow();
|
||||||
|
|
@ -1365,7 +1447,17 @@ impl Scene {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
let arc = Arc::new(self.images.values().cloned().collect());
|
let depth_map = self.draw_depth_map();
|
||||||
|
let arc = Arc::new(
|
||||||
|
self.images
|
||||||
|
.iter()
|
||||||
|
.map(|(handle, model)| {
|
||||||
|
let mut m = model.clone();
|
||||||
|
m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
|
||||||
|
m
|
||||||
|
})
|
||||||
|
.collect(),
|
||||||
|
);
|
||||||
*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
|
*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
|
||||||
arc
|
arc
|
||||||
}
|
}
|
||||||
|
|
@ -1688,7 +1780,11 @@ impl Scene {
|
||||||
let key = Self::handle_from_wire_name(&w.name)
|
let key = Self::handle_from_wire_name(&w.name)
|
||||||
.map(|h| h.value())
|
.map(|h| h.value())
|
||||||
.unwrap_or(u64::MAX);
|
.unwrap_or(u64::MAX);
|
||||||
sort_map.get(&key).copied().unwrap_or(u64::MAX / 2)
|
// Entities absent from the table sort by their own
|
||||||
|
// handle — the same key space the table's sort handles
|
||||||
|
// live in — so reordered and untouched entities interleave
|
||||||
|
// correctly instead of all collapsing to one constant.
|
||||||
|
sort_map.get(&key).copied().unwrap_or(key)
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -2861,6 +2957,7 @@ impl Scene {
|
||||||
// paper), so projecting them through a camera built for the
|
// paper), so projecting them through a camera built for the
|
||||||
// wrong block lands them outside the frustum and the per-vp
|
// wrong block lands them outside the frustum and the per-vp
|
||||||
// scissor / LOD culls them out — no double-rendering.
|
// scissor / LOD culls them out — no double-rendering.
|
||||||
|
let depth_map = self.draw_depth_map();
|
||||||
let mut models: Vec<HatchModel> = self
|
let mut models: Vec<HatchModel> = self
|
||||||
.hatches
|
.hatches
|
||||||
.iter()
|
.iter()
|
||||||
|
|
@ -2909,6 +3006,7 @@ impl Scene {
|
||||||
if self.selected.contains(&handle) {
|
if self.selected.contains(&handle) {
|
||||||
m.color = [0.15, 0.55, 1.00, m.color[3]];
|
m.color = [0.15, 0.55, 1.00, m.color[3]];
|
||||||
}
|
}
|
||||||
|
m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
|
||||||
m
|
m
|
||||||
})
|
})
|
||||||
.collect();
|
.collect();
|
||||||
|
|
@ -2992,6 +3090,7 @@ impl Scene {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: depth_map.get(&common.handle.value()).copied().unwrap_or(0.0),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -3055,6 +3154,7 @@ impl Scene {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -3453,6 +3553,7 @@ impl Scene {
|
||||||
scale: dxf.pattern_scale as f32,
|
scale: dxf.pattern_scale as f32,
|
||||||
world_origin,
|
world_origin,
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -3602,6 +3703,7 @@ impl Scene {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -5655,6 +5757,7 @@ impl Scene {
|
||||||
scale: 1.0,
|
scale: 1.0,
|
||||||
world_origin: [0.0; 2],
|
world_origin: [0.0; 2],
|
||||||
vp_scissor: None,
|
vp_scissor: None,
|
||||||
|
draw_depth: 0.0,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
Arc::new(models)
|
Arc::new(models)
|
||||||
|
|
|
||||||
|
|
@ -29,6 +29,10 @@ use iced::wgpu::util::DeviceExt;
|
||||||
pub struct Face3DVertex {
|
pub struct Face3DVertex {
|
||||||
pub position: [f32; 3],
|
pub position: [f32; 3],
|
||||||
pub color: [f32; 4],
|
pub color: [f32; 4],
|
||||||
|
/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
|
||||||
|
/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
|
||||||
|
/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
|
||||||
|
pub draw_depth: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Face3DVertex {
|
impl Face3DVertex {
|
||||||
|
|
@ -47,6 +51,11 @@ impl Face3DVertex {
|
||||||
shader_location: 1,
|
shader_location: 1,
|
||||||
format: wgpu::VertexFormat::Float32x4,
|
format: wgpu::VertexFormat::Float32x4,
|
||||||
},
|
},
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 28,
|
||||||
|
shader_location: 2,
|
||||||
|
format: wgpu::VertexFormat::Float32,
|
||||||
|
},
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -84,7 +93,15 @@ impl Face3DGpu {
|
||||||
face3d_wires: &[WireModel],
|
face3d_wires: &[WireModel],
|
||||||
all_wires: &[WireModel],
|
all_wires: &[WireModel],
|
||||||
keep_3d_mesh_fills: bool,
|
keep_3d_mesh_fills: bool,
|
||||||
|
depth_map: &std::collections::HashMap<u64, f32>,
|
||||||
) -> Self {
|
) -> Self {
|
||||||
|
let depth_of = |w: &WireModel| -> f32 {
|
||||||
|
w.name
|
||||||
|
.parse::<u64>()
|
||||||
|
.ok()
|
||||||
|
.and_then(|h| depth_map.get(&h).copied())
|
||||||
|
.unwrap_or(0.0)
|
||||||
|
};
|
||||||
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
|
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
|
||||||
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
|
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
|
||||||
|
|
||||||
|
|
@ -97,10 +114,12 @@ impl Face3DGpu {
|
||||||
}
|
}
|
||||||
let [r, g, b, a] = wire.color;
|
let [r, g, b, a] = wire.color;
|
||||||
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
|
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
|
||||||
|
let depth = depth_of(wire);
|
||||||
let p = &wire.key_vertices;
|
let p = &wire.key_vertices;
|
||||||
let v = |i: usize| Face3DVertex {
|
let v = |i: usize| Face3DVertex {
|
||||||
position: p[i],
|
position: p[i],
|
||||||
color: fill_color,
|
color: fill_color,
|
||||||
|
draw_depth: depth,
|
||||||
};
|
};
|
||||||
verts_3d.push(v(0));
|
verts_3d.push(v(0));
|
||||||
verts_3d.push(v(1));
|
verts_3d.push(v(1));
|
||||||
|
|
@ -132,18 +151,23 @@ impl Face3DGpu {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
|
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
|
||||||
|
// True 3D surface: keep real depth (no draw-order bias) so
|
||||||
|
// hidden-surface shading is preserved.
|
||||||
for &position in &wire.fill_tris {
|
for &position in &wire.fill_tris {
|
||||||
verts_3d.push(Face3DVertex {
|
verts_3d.push(Face3DVertex {
|
||||||
position,
|
position,
|
||||||
color: fill_color,
|
color: fill_color,
|
||||||
|
draw_depth: 0.0,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
let fill_color = [r, g, b, a];
|
let fill_color = [r, g, b, a];
|
||||||
|
let depth = depth_of(wire);
|
||||||
for &position in &wire.fill_tris {
|
for &position in &wire.fill_tris {
|
||||||
verts_2d.push(Face3DVertex {
|
verts_2d.push(Face3DVertex {
|
||||||
position,
|
position,
|
||||||
color: fill_color,
|
color: fill_color,
|
||||||
|
draw_depth: depth,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -64,7 +64,10 @@ pub struct HatchInstance {
|
||||||
pub boundary_count: u32, // 92
|
pub boundary_count: u32, // 92
|
||||||
pub family_offset: u32, // 96
|
pub family_offset: u32, // 96
|
||||||
pub family_count: u32, // 100
|
pub family_count: u32, // 100
|
||||||
pub _pad0: [u32; 2], // 104 (pad to 112 = 16-byte stride)
|
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
|
||||||
|
/// bias in the vertex shader so this fill orders against other types.
|
||||||
|
pub draw_depth: f32, // 104
|
||||||
|
pub _pad0: u32, // 108 (pad to 112 = 16-byte stride)
|
||||||
}
|
}
|
||||||
|
|
||||||
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
|
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
|
||||||
|
|
@ -274,7 +277,8 @@ impl HatchBatchedGpu {
|
||||||
boundary_count,
|
boundary_count,
|
||||||
family_offset,
|
family_offset,
|
||||||
family_count,
|
family_count,
|
||||||
_pad0: [0; 2],
|
draw_depth: h.draw_depth,
|
||||||
|
_pad0: 0,
|
||||||
});
|
});
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
@ -312,7 +316,8 @@ impl HatchBatchedGpu {
|
||||||
boundary_count,
|
boundary_count,
|
||||||
family_offset,
|
family_offset,
|
||||||
family_count,
|
family_count,
|
||||||
_pad0: [0; 2],
|
draw_depth: h.draw_depth,
|
||||||
|
_pad0: 0,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -45,7 +45,10 @@ impl ImageVertex {
|
||||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
struct ImageParams {
|
struct ImageParams {
|
||||||
opacity: f32,
|
opacity: f32,
|
||||||
_pad: [f32; 3],
|
/// Signed draw-order depth (-1,1); applied as a clip-z bias in the shader
|
||||||
|
/// so the raster orders against other entity types. 0.0 = neutral.
|
||||||
|
draw_depth: f32,
|
||||||
|
_pad: [f32; 2],
|
||||||
} // 16 bytes
|
} // 16 bytes
|
||||||
|
|
||||||
// ── Per-image GPU handle ──────────────────────────────────────────────────
|
// ── Per-image GPU handle ──────────────────────────────────────────────────
|
||||||
|
|
@ -118,7 +121,8 @@ impl ImageGpu {
|
||||||
// ── Opacity uniform ───────────────────────────────────────────────
|
// ── Opacity uniform ───────────────────────────────────────────────
|
||||||
let params = ImageParams {
|
let params = ImageParams {
|
||||||
opacity: model.opacity.clamp(0.0, 1.0),
|
opacity: model.opacity.clamp(0.0, 1.0),
|
||||||
_pad: [0.0; 3],
|
draw_depth: model.draw_depth,
|
||||||
|
_pad: [0.0; 2],
|
||||||
};
|
};
|
||||||
let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
label: Some("image.params"),
|
label: Some("image.params"),
|
||||||
|
|
|
||||||
|
|
@ -646,10 +646,11 @@ impl Pipeline {
|
||||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||||
count: None,
|
count: None,
|
||||||
},
|
},
|
||||||
// binding 2: ImageParams uniform
|
// binding 2: ImageParams uniform (read in vertex for the
|
||||||
|
// draw-order z bias and in fragment for opacity).
|
||||||
wgpu::BindGroupLayoutEntry {
|
wgpu::BindGroupLayoutEntry {
|
||||||
binding: 2,
|
binding: 2,
|
||||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||||||
ty: wgpu::BindingType::Buffer {
|
ty: wgpu::BindingType::Buffer {
|
||||||
ty: wgpu::BufferBindingType::Uniform,
|
ty: wgpu::BufferBindingType::Uniform,
|
||||||
has_dynamic_offset: false,
|
has_dynamic_offset: false,
|
||||||
|
|
@ -886,15 +887,30 @@ impl Pipeline {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn upload_wires(&mut self, device: &wgpu::Device, wires: &[WireModel]) {
|
pub fn upload_wires(
|
||||||
self.gpu_wires = wires.iter().map(|w| WireGpu::new(device, w)).collect();
|
&mut self,
|
||||||
|
device: &wgpu::Device,
|
||||||
|
wires: &[WireModel],
|
||||||
|
depth_map: &std::collections::HashMap<u64, f32>,
|
||||||
|
) {
|
||||||
|
let depth_of = |w: &WireModel| -> f32 {
|
||||||
|
w.name
|
||||||
|
.parse::<u64>()
|
||||||
|
.ok()
|
||||||
|
.and_then(|h| depth_map.get(&h).copied())
|
||||||
|
.unwrap_or(0.0)
|
||||||
|
};
|
||||||
|
self.gpu_wires = wires
|
||||||
|
.iter()
|
||||||
|
.map(|w| WireGpu::new(device, w, depth_of(w)))
|
||||||
|
.collect();
|
||||||
|
|
||||||
// Full-brightness copies of selected wires, drawn on top of everything
|
// Full-brightness copies of selected wires, drawn on top of everything
|
||||||
// in the selection overlay pass so they're always visible.
|
// in the selection overlay pass so they're always visible.
|
||||||
self.gpu_selected_wires = wires
|
self.gpu_selected_wires = wires
|
||||||
.iter()
|
.iter()
|
||||||
.filter(|w| w.selected)
|
.filter(|w| w.selected)
|
||||||
.map(|w| WireGpu::new(device, w))
|
.map(|w| WireGpu::new(device, w, depth_of(w)))
|
||||||
.collect();
|
.collect();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -971,10 +987,11 @@ impl Pipeline {
|
||||||
face3d_wires: &[WireModel],
|
face3d_wires: &[WireModel],
|
||||||
all_wires: &[WireModel],
|
all_wires: &[WireModel],
|
||||||
wireframe_only: bool,
|
wireframe_only: bool,
|
||||||
|
depth_map: &std::collections::HashMap<u64, f32>,
|
||||||
) {
|
) {
|
||||||
// Edge buffer is always built from `face3d_wires`, so 3DFACE
|
// Edge buffer is always built from `face3d_wires`, so 3DFACE
|
||||||
// outlines stay on the screen regardless of mode.
|
// outlines stay on the screen regardless of mode.
|
||||||
self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires);
|
self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires, depth_map);
|
||||||
// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
|
// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
|
||||||
// tris go to `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`);
|
// tris go to `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`);
|
||||||
// 2D fills (text-LOD greek, MultiLeader background) go to
|
// 2D fills (text-LOD greek, MultiLeader background) go to
|
||||||
|
|
@ -996,6 +1013,7 @@ impl Pipeline {
|
||||||
face3d_wires,
|
face3d_wires,
|
||||||
all_wires,
|
all_wires,
|
||||||
keep_3d_mesh_fills,
|
keep_3d_mesh_fills,
|
||||||
|
depth_map,
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -71,6 +71,9 @@ pub struct WireInstance {
|
||||||
pub pattern_length: f32,
|
pub pattern_length: f32,
|
||||||
pub pat0: [f32; 4],
|
pub pat0: [f32; 4],
|
||||||
pub pat1: [f32; 4],
|
pub pat1: [f32; 4],
|
||||||
|
/// Normalized draw-order depth in (0,1); applied as a small clip-z bias
|
||||||
|
/// in the shader so this wire orders against other entity types.
|
||||||
|
pub draw_depth: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl WireInstance {
|
impl WireInstance {
|
||||||
|
|
@ -124,6 +127,11 @@ impl WireInstance {
|
||||||
shader_location: 8,
|
shader_location: 8,
|
||||||
format: wgpu::VertexFormat::Float32x4,
|
format: wgpu::VertexFormat::Float32x4,
|
||||||
}, // pat1
|
}, // pat1
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 76,
|
||||||
|
shader_location: 9,
|
||||||
|
format: wgpu::VertexFormat::Float32,
|
||||||
|
}, // draw_depth
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -158,7 +166,7 @@ fn pack_color(color: [f32; 4]) -> [u8; 4] {
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
||||||
fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
|
fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
|
||||||
let color_u8 = pack_color(color);
|
let color_u8 = pack_color(color);
|
||||||
let pat0 = [
|
let pat0 = [
|
||||||
wire.pattern[0],
|
wire.pattern[0],
|
||||||
|
|
@ -222,14 +230,27 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
|
||||||
pattern_length: wire.pattern_length,
|
pattern_length: wire.pattern_length,
|
||||||
pat0,
|
pat0,
|
||||||
pat1,
|
pat1,
|
||||||
|
draw_depth,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
instances
|
instances
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Looks up a wire's draw-order depth from the per-entity map using the
|
||||||
|
/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
|
||||||
|
/// wires that carry no document handle).
|
||||||
|
fn wire_draw_depth(wire: &WireModel, depth_map: &std::collections::HashMap<u64, f32>) -> f32 {
|
||||||
|
wire
|
||||||
|
.name
|
||||||
|
.parse::<u64>()
|
||||||
|
.ok()
|
||||||
|
.and_then(|h| depth_map.get(&h).copied())
|
||||||
|
.unwrap_or(0.0)
|
||||||
|
}
|
||||||
|
|
||||||
impl WireGpu {
|
impl WireGpu {
|
||||||
pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self {
|
pub fn new(device: &wgpu::Device, wire: &WireModel, draw_depth: f32) -> Self {
|
||||||
let mut g = Self::build(device, wire, wire.color);
|
let mut g = Self::build(device, wire, wire.color, draw_depth);
|
||||||
g.vp_scissor = wire.vp_scissor;
|
g.vp_scissor = wire.vp_scissor;
|
||||||
g.is_3d_mesh_edge = !wire.fill_tris.is_empty();
|
g.is_3d_mesh_edge = !wire.fill_tris.is_empty();
|
||||||
g
|
g
|
||||||
|
|
@ -238,7 +259,11 @@ impl WireGpu {
|
||||||
/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
|
/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
|
||||||
/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
|
/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
|
||||||
/// per-instance.
|
/// per-instance.
|
||||||
pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec<Self> {
|
pub fn from_batch(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
wires: &[WireModel],
|
||||||
|
depth_map: &std::collections::HashMap<u64, f32>,
|
||||||
|
) -> Vec<Self> {
|
||||||
let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
|
let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
|
||||||
if total_segs == 0 {
|
if total_segs == 0 {
|
||||||
return vec![];
|
return vec![];
|
||||||
|
|
@ -251,7 +276,7 @@ impl WireGpu {
|
||||||
// across cores.
|
// across cores.
|
||||||
let instances: Vec<WireInstance> = wires
|
let instances: Vec<WireInstance> = wires
|
||||||
.par_iter()
|
.par_iter()
|
||||||
.map(|wire| emit_wire_instances(wire, wire.color))
|
.map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
|
||||||
.reduce(Vec::new, |mut acc, mut chunk| {
|
.reduce(Vec::new, |mut acc, mut chunk| {
|
||||||
if acc.is_empty() {
|
if acc.is_empty() {
|
||||||
chunk
|
chunk
|
||||||
|
|
@ -286,8 +311,8 @@ impl WireGpu {
|
||||||
.collect()
|
.collect()
|
||||||
}
|
}
|
||||||
|
|
||||||
fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
|
fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Self {
|
||||||
let instances = emit_wire_instances(wire, color);
|
let instances = emit_wire_instances(wire, color, draw_depth);
|
||||||
let label = format!("wire.ibuf.{}", wire.name);
|
let label = format!("wire.ibuf.{}", wire.name);
|
||||||
let instance_buffer = instance_buffer_mapped(device, &label, &instances);
|
let instance_buffer = instance_buffer_mapped(device, &label, &instances);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -35,6 +35,11 @@ pub struct ViewportData {
|
||||||
/// 3DFACE entity wires — separated so they are uploaded to the dedicated
|
/// 3DFACE entity wires — separated so they are uploaded to the dedicated
|
||||||
/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
|
/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
|
||||||
pub(super) face3d_wires: Arc<Vec<WireModel>>,
|
pub(super) face3d_wires: Arc<Vec<WireModel>>,
|
||||||
|
/// Per-entity normalized draw-order depth (handle.value() → (0,1)), used
|
||||||
|
/// by the wire / face3d pipelines as a clip-z bias. WireModels carry no
|
||||||
|
/// depth field (84 construction sites); the bias is looked up by handle
|
||||||
|
/// at GPU-upload time from this map instead.
|
||||||
|
pub(super) draw_depths: Arc<std::collections::HashMap<u64, f32>>,
|
||||||
pub(super) hatches: Arc<Vec<HatchModel>>,
|
pub(super) hatches: Arc<Vec<HatchModel>>,
|
||||||
/// Wipeout fills — rendered in a separate pass AFTER wires.
|
/// Wipeout fills — rendered in a separate pass AFTER wires.
|
||||||
pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
|
pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
|
||||||
|
|
@ -224,12 +229,13 @@ impl shader::Primitive for Primitive {
|
||||||
}
|
}
|
||||||
// Wires re-upload on every camera change because the visible
|
// Wires re-upload on every camera change because the visible
|
||||||
// subset shifts under frustum culling.
|
// subset shifts under frustum culling.
|
||||||
inner.upload_wires(device, &vp.wires[..]);
|
inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
|
||||||
inner.upload_face3d(
|
inner.upload_face3d(
|
||||||
device,
|
device,
|
||||||
&vp.face3d_wires[..],
|
&vp.face3d_wires[..],
|
||||||
&vp.wires[..],
|
&vp.wires[..],
|
||||||
!face3d_fill_active,
|
!face3d_fill_active,
|
||||||
|
&vp.draw_depths,
|
||||||
);
|
);
|
||||||
inner.cached_epoch = cur_key;
|
inner.cached_epoch = cur_key;
|
||||||
}
|
}
|
||||||
|
|
@ -645,6 +651,7 @@ impl Scene {
|
||||||
Some(ViewportData {
|
Some(ViewportData {
|
||||||
wires: all_wires,
|
wires: all_wires,
|
||||||
face3d_wires: Arc::new(face3d_wires),
|
face3d_wires: Arc::new(face3d_wires),
|
||||||
|
draw_depths: self.draw_depth_map(),
|
||||||
hatches: self.hatch_models_arc(),
|
hatches: self.hatch_models_arc(),
|
||||||
wipeout_hatches: self.wipeout_models_arc(),
|
wipeout_hatches: self.wipeout_models_arc(),
|
||||||
images: self.images_arc(),
|
images: self.images_arc(),
|
||||||
|
|
|
||||||
|
|
@ -15,6 +15,8 @@ pub struct SelectionState {
|
||||||
pub poly_crossing: bool,
|
pub poly_crossing: bool,
|
||||||
pub poly_last_crossing: bool,
|
pub poly_last_crossing: bool,
|
||||||
pub context_menu: Option<Point>,
|
pub context_menu: Option<Point>,
|
||||||
|
/// True while the context menu's Draw Order sub-items are expanded.
|
||||||
|
pub draworder_submenu: bool,
|
||||||
pub last_move_pos: Option<Point>,
|
pub last_move_pos: Option<Point>,
|
||||||
pub left_down: bool,
|
pub left_down: bool,
|
||||||
pub left_press_pos: Option<Point>,
|
pub left_press_pos: Option<Point>,
|
||||||
|
|
|
||||||
|
|
@ -14,8 +14,9 @@ struct Uniforms {
|
||||||
var<uniform> u: Uniforms;
|
var<uniform> u: Uniforms;
|
||||||
|
|
||||||
struct VertexIn {
|
struct VertexIn {
|
||||||
@location(0) position: vec3<f32>,
|
@location(0) position: vec3<f32>,
|
||||||
@location(1) color: vec4<f32>,
|
@location(1) color: vec4<f32>,
|
||||||
|
@location(2) draw_depth: f32,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOut {
|
struct VertexOut {
|
||||||
|
|
@ -23,10 +24,15 @@ struct VertexOut {
|
||||||
@location(0) color: vec4<f32>,
|
@location(0) color: vec4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Draw-order depth bias (see wire.wgsl). Signed draw_depth; 0.0 (3D mesh
|
||||||
|
// faces) leaves real depth untouched; 2D fills / 3DFACE quads order by rank.
|
||||||
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vs_main(v: VertexIn) -> VertexOut {
|
fn vs_main(v: VertexIn) -> VertexOut {
|
||||||
var out: VertexOut;
|
var out: VertexOut;
|
||||||
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
|
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
|
||||||
|
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
|
||||||
out.color = v.color;
|
out.color = v.color;
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -45,9 +45,14 @@ struct HatchInstance {
|
||||||
boundary_count: u32,
|
boundary_count: u32,
|
||||||
family_offset: u32,
|
family_offset: u32,
|
||||||
family_count: u32,
|
family_count: u32,
|
||||||
_pad0: vec2<u32>,
|
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
|
||||||
|
_pad0: u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z →
|
||||||
|
// drawn on top, ordering this fill against other entity types.
|
||||||
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
||||||
|
|
||||||
struct LineFamily {
|
struct LineFamily {
|
||||||
cos_a: f32,
|
cos_a: f32,
|
||||||
sin_a: f32,
|
sin_a: f32,
|
||||||
|
|
@ -122,6 +127,7 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
|
||||||
local.y + inst.world_origin.y,
|
local.y + inst.world_origin.y,
|
||||||
0.0);
|
0.0);
|
||||||
o.clip = u.view_proj * vec4<f32>(world, 1.0);
|
o.clip = u.view_proj * vec4<f32>(world, 1.0);
|
||||||
|
o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
|
||||||
o.xz = local;
|
o.xz = local;
|
||||||
o.instance_index = v.instance_index;
|
o.instance_index = v.instance_index;
|
||||||
return o;
|
return o;
|
||||||
|
|
|
||||||
|
|
@ -19,13 +19,16 @@ struct Uniforms {
|
||||||
|
|
||||||
// Per-image params (fade, clip flag, etc.)
|
// Per-image params (fade, clip flag, etc.)
|
||||||
struct ImageParams {
|
struct ImageParams {
|
||||||
opacity: f32,
|
opacity: f32,
|
||||||
_pad0: f32,
|
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
|
||||||
_pad1: f32,
|
_pad1: f32,
|
||||||
_pad2: f32,
|
_pad2: f32,
|
||||||
};
|
};
|
||||||
@group(1) @binding(2) var<uniform> img_params: ImageParams;
|
@group(1) @binding(2) var<uniform> img_params: ImageParams;
|
||||||
|
|
||||||
|
// Draw-order depth bias (see wire.wgsl).
|
||||||
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
||||||
|
|
||||||
// ── Vertex stage ──────────────────────────────────────────────────────────────
|
// ── Vertex stage ──────────────────────────────────────────────────────────────
|
||||||
struct VertIn {
|
struct VertIn {
|
||||||
@location(0) pos: vec3<f32>,
|
@location(0) pos: vec3<f32>,
|
||||||
|
|
@ -41,6 +44,7 @@ struct VertOut {
|
||||||
fn vs_main(in: VertIn) -> VertOut {
|
fn vs_main(in: VertIn) -> VertOut {
|
||||||
var out: VertOut;
|
var out: VertOut;
|
||||||
out.clip_pos = u.mvp * vec4<f32>(in.pos, 1.0);
|
out.clip_pos = u.mvp * vec4<f32>(in.pos, 1.0);
|
||||||
|
out.clip_pos.z = out.clip_pos.z - img_params.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
|
||||||
out.uv = in.uv;
|
out.uv = in.uv;
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -35,8 +35,15 @@ struct InstanceIn {
|
||||||
@location(6) pattern_length: f32,
|
@location(6) pattern_length: f32,
|
||||||
@location(7) pat0: vec4<f32>,
|
@location(7) pat0: vec4<f32>,
|
||||||
@location(8) pat1: vec4<f32>,
|
@location(8) pat1: vec4<f32>,
|
||||||
|
@location(9) draw_depth: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw-order depth bias: shifts clip-space z so 2D entities of different
|
||||||
|
// types order against each other through the shared LessEqual depth test.
|
||||||
|
// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
|
||||||
|
// 0.0 = neutral (real depth). Depth32Float gives ample precision.
|
||||||
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
||||||
|
|
||||||
struct VertexOut {
|
struct VertexOut {
|
||||||
@builtin(position) clip_pos: vec4<f32>,
|
@builtin(position) clip_pos: vec4<f32>,
|
||||||
@location(0) color: vec4<f32>,
|
@location(0) color: vec4<f32>,
|
||||||
|
|
@ -111,6 +118,7 @@ struct VertexOut {
|
||||||
|
|
||||||
var out: VertexOut;
|
var out: VertexOut;
|
||||||
out.clip_pos = final_clip;
|
out.clip_pos = final_clip;
|
||||||
|
out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
|
||||||
out.color = in.color;
|
out.color = in.color;
|
||||||
out.distance = mix(in.distance_a, in.distance_b, which_end);
|
out.distance = mix(in.distance_a, in.distance_b, which_end);
|
||||||
out.pattern_length = in.pattern_length;
|
out.pattern_length = in.pattern_length;
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue