fix(solid): normalize quadrilateral edges
Accept perimeter and DXF Z point orders while keeping screen fill and interaction on the WCS-aware geometry. Refs #617
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5 changed files with 151 additions and 70 deletions
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@ -5989,13 +5989,16 @@ impl Scene {
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}
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fn hatch_visible_for_interaction(&self, handle: Handle) -> bool {
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let Some(common) = self
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.document
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.get_entity(handle)
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.map(|entity| entity.common())
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else {
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let Some(entity) = self.document.get_entity(handle) else {
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return false;
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};
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// Use the SOLID's WCS-aware wire fill for interaction as well as
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// drawing. Its cached HatchModel is flattened to XY for plotting and
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// must not leave an invisible selection target at z=0 (#617).
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if matches!(entity, EntityType::Solid(_)) {
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return false;
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}
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let common = entity.common();
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if common.invisible
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|| self.entity_temporarily_hidden(handle)
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|| self.layer_hidden(&common.layer)
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