feat: Region and Body entity tessellation + render

Refactors solid3d_tess to share tessellate_sat() across Solid3D,
Region (2D planar ACIS body), and Body (3D ACIS body).
populate_meshes_from_document() and add_entity() now tessellate
all three entity types into GPU MeshModels when ACIS SAT data
is available.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-04-08 18:37:24 +03:00
commit 5cf7a19ca8
3 changed files with 60 additions and 41 deletions

View file

@ -1094,11 +1094,20 @@ impl Scene {
} else {
None
};
let mesh_seed = if let EntityType::Solid3D(s3d) = &entity {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_solid3d(s3d, color)
} else {
None
let mesh_seed = match &entity {
EntityType::Solid3D(s3d) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_solid3d(s3d, color)
}
EntityType::Region(r) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_region(r, color)
}
EntityType::Body(b) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_body(b, color)
}
_ => None,
};
// Auto-create an ImageDefinition object for new RasterImage entities
@ -1605,25 +1614,30 @@ impl Scene {
/// `Solid3D` entity is represented in the mesh cache.
pub fn populate_meshes_from_document(&mut self) {
self.meshes.clear();
let entries: Vec<(Handle, Solid3D)> = self
// Collect all ACIS-bearing entities: Solid3D, Region, Body.
let entries: Vec<(Handle, EntityType)> = self
.document
.entities()
.filter_map(|e| {
if let EntityType::Solid3D(s) = e {
Some((s.common.handle, s.clone()))
} else {
None
}
.filter_map(|e| match e {
EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_) =>
Some((e.common().handle, e.clone())),
_ => None,
})
.collect();
for (handle, solid) in entries {
for (handle, entity) in entries {
let color = if let Some(e) = self.document.get_entity(handle) {
tessellate::aci_to_rgba(&e.common().color)
} else {
[0.7, 0.7, 0.7, 1.0]
};
if let Some(model) = solid3d_tess::tessellate_solid3d(&solid, color) {
self.meshes.insert(handle, model);
let model = match &entity {
EntityType::Solid3D(s) => solid3d_tess::tessellate_solid3d(s, color),
EntityType::Region(r) => solid3d_tess::tessellate_region(r, color),
EntityType::Body(b) => solid3d_tess::tessellate_body(b, color),
_ => None,
};
if let Some(m) = model {
self.meshes.insert(handle, m);
}
}
}