fix(properties): recolour solid meshes on a colour/layer change
ACIS solids bake their colour into the mesh, so a property-panel or ribbon colour (or layer) change left the solid showing its old colour — only the wires, which resolve colour at render time, updated. Run recolor_meshes (now covering block-definition meshes too) when property targets are invalidated, and route the ribbon colour change through the same path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
a492ea6300
commit
5f3eaa621c
3 changed files with 10 additions and 2 deletions
|
|
@ -478,6 +478,10 @@ impl OpenCADStudio {
|
|||
for &handle in handles {
|
||||
self.tabs[i].scene.mark_entity_dirty(handle);
|
||||
}
|
||||
// Solid (ACIS) meshes bake their colour into the mesh, so a colour /
|
||||
// layer change needs an explicit recolour — re-tessellating wires
|
||||
// alone wouldn't update them.
|
||||
self.tabs[i].scene.recolor_meshes();
|
||||
self.tabs[i].scene.bump_geometry_no_blocks();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -5135,11 +5135,12 @@ impl OpenCADStudio {
|
|||
self.ribbon.active_color = color;
|
||||
} else {
|
||||
self.push_undo_snapshot(i, "CHPROP");
|
||||
for handle in handles {
|
||||
for &handle in &handles {
|
||||
if let Some(entity) = self.tabs[i].scene.document.get_entity_mut(handle) {
|
||||
crate::scene::view::dispatch::apply_color(entity, color);
|
||||
}
|
||||
}
|
||||
self.invalidate_property_targets(i, &handles);
|
||||
self.tabs[i].dirty = true;
|
||||
self.ribbon.active_color = color;
|
||||
self.refresh_properties();
|
||||
|
|
|
|||
|
|
@ -1095,16 +1095,19 @@ impl Scene {
|
|||
pub fn recolor_meshes(&mut self) {
|
||||
// Cache colour lookups by handle to avoid borrowing the document
|
||||
// re-entrantly through `render_style` inside a `&mut self` loop.
|
||||
// Covers both top-level solid meshes and block-definition meshes
|
||||
// (instanced per INSERT), so a solid recolours wherever it lives.
|
||||
let colors: HashMap<Handle, [f32; 4]> = self
|
||||
.meshes
|
||||
.keys()
|
||||
.chain(self.block_meshes.keys())
|
||||
.filter_map(|&h| {
|
||||
self.document
|
||||
.get_entity(h)
|
||||
.map(|e| (h, self.render_style(e).0))
|
||||
})
|
||||
.collect();
|
||||
for (h, set) in self.meshes.iter_mut() {
|
||||
for (h, set) in self.meshes.iter_mut().chain(self.block_meshes.iter_mut()) {
|
||||
if let Some(&c) = colors.get(h) {
|
||||
for lod in &mut set.lods {
|
||||
lod.color = c;
|
||||
|
|
|
|||
Loading…
Reference in a new issue