perf(scene): skip re-tessellation on hover of selected entity
Phase 3.1 (partial). set_hover_highlight bumped the geometry epoch on
every hover-target change, forcing a full model re-tessellation. The
hover handle is folded into the tessellation highlight set as
selected ∪ {hover}, so hovering an already-selected entity contributes
nothing — the effective set and every resulting WireModel are identical.
Guard the bump on the effective highlight contribution actually changing;
hovering over or between selected entities is now free. The field is
still updated so hit-test / UI state stays current.
The full camera/selection-from-tessellation cache split (3.1 / 2.2) is
left open: highlight colour is baked into WireModel.color across several
tessellation sites, so decoupling it needs running-app verification.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2 changed files with 22 additions and 2 deletions
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@ -1367,8 +1367,20 @@ impl Scene {
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/// Set (or clear) the previewed entity that renders with the selection
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/// highlight without joining the real selection. Re-tessellates on change.
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pub fn set_hover_highlight(&mut self, handle: Option<Handle>) {
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if self.hover_highlight != handle {
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self.hover_highlight = handle;
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if self.hover_highlight == handle {
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return;
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}
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// The hover entity is folded into the tessellation highlight set
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// (selected ∪ {hover}); see `wires_for_block_culled`. A hover handle
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// that's already selected contributes nothing, so the effective set —
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// and thus every WireModel — is identical. Only re-tessellate when the
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// effective highlight contribution actually changes; hovering over (or
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// between) already-selected entities then costs nothing. The field is
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// still updated so hit-test / UI state stays current.
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let contribution = |h: Option<Handle>| h.filter(|h| !self.selected.contains(h));
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let changed = contribution(self.hover_highlight) != contribution(handle);
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self.hover_highlight = handle;
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if changed {
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self.bump_geometry();
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}
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}
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