feat: use rational NURBS (NurbsCurve) when spline weights are present
Splines backed by rational NURBS (circles, conics) were tessellated as uniform B-splines, losing the weighting that defines the curve shape. Now BSplineCurve<Point3> is used only when weights are absent or empty; when weight data is present a NurbsCurve<Vector4> is built from the homogeneous control points so circles and conics render accurately. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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1 changed files with 34 additions and 16 deletions
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@ -1,8 +1,8 @@
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use acadrust::entities::Spline;
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use acadrust::entities::Spline;
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use glam::Vec3;
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use glam::Vec3;
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use truck_modeling::{
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use truck_modeling::{
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base::{BoundedCurve, ParametricCurve},
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base::{BoundedCurve, ParametricCurve, Vector4},
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builder, BSplineCurve, Curve, Edge, KnotVec, Point3, Wire,
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builder, BSplineCurve, Curve, Edge, KnotVec, NurbsCurve, Point3, Wire,
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};
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};
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use crate::command::EntityTransform;
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use crate::command::EntityTransform;
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@ -12,12 +12,8 @@ use crate::scene::acad_to_truck::{TruckEntity, TruckObject};
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use crate::scene::object::{GripApply, GripDef, PropSection};
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use crate::scene::object::{GripApply, GripDef, PropSection};
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fn to_truck(spl: &Spline) -> TruckEntity {
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fn to_truck(spl: &Spline) -> TruckEntity {
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let ctrl_pts: Vec<Point3> = spl
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let n = spl.control_points.len();
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.control_points
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if n < 2 {
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.iter()
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.map(|p| Point3::new(p.x, p.y, p.z))
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.collect();
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if ctrl_pts.len() < 2 {
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return TruckEntity {
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return TruckEntity {
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object: TruckObject::Point(builder::vertex(Point3::new(0.0, 0.0, 0.0))),
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object: TruckObject::Point(builder::vertex(Point3::new(0.0, 0.0, 0.0))),
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snap_pts: vec![],
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snap_pts: vec![],
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@ -25,15 +21,38 @@ fn to_truck(spl: &Spline) -> TruckEntity {
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key_vertices: vec![],
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key_vertices: vec![],
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};
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};
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}
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}
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let knot_vec = if !spl.knots.is_empty() {
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let knot_vec = if !spl.knots.is_empty() {
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KnotVec::from(spl.knots.clone())
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KnotVec::from(spl.knots.clone())
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} else {
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} else {
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KnotVec::uniform_knot(spl.degree as usize, ctrl_pts.len() - 1)
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KnotVec::uniform_knot(spl.degree as usize, n - 1)
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};
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// Use rational NURBS when weights are provided (circles/conics stored as NURBS).
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let use_nurbs = !spl.weights.is_empty() && spl.weights.len() == n;
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let (p_start, p_end, curve) = if use_nurbs {
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let homo_pts: Vec<Vector4> = spl
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.control_points
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.iter()
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.zip(spl.weights.iter())
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.map(|(p, &w)| {
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let w = if w.abs() < 1e-12 { 1.0 } else { w };
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Vector4::new(p.x * w, p.y * w, p.z * w, w)
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})
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.collect();
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let nurbs = NurbsCurve::new(BSplineCurve::new(knot_vec, homo_pts));
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let (t0, t1) = nurbs.range_tuple();
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(nurbs.subs(t0), nurbs.subs(t1), Curve::NurbsCurve(nurbs))
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} else {
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let ctrl_pts: Vec<Point3> = spl
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.control_points
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.iter()
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.map(|p| Point3::new(p.x, p.y, p.z))
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.collect();
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let bspline = BSplineCurve::new(knot_vec, ctrl_pts);
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let (t0, t1) = bspline.range_tuple();
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(bspline.subs(t0), bspline.subs(t1), Curve::BSplineCurve(bspline))
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};
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};
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let bspline = BSplineCurve::new(knot_vec, ctrl_pts);
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let (t0, t1) = bspline.range_tuple();
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let p_start = bspline.subs(t0);
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let p_end = bspline.subs(t1);
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let snap_source = if !spl.fit_points.is_empty() {
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let snap_source = if !spl.fit_points.is_empty() {
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&spl.fit_points
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&spl.fit_points
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@ -54,18 +73,17 @@ fn to_truck(spl: &Spline) -> TruckEntity {
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};
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};
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let object = if is_closed && gap > 1e-6 {
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let object = if is_closed && gap > 1e-6 {
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// The B-spline doesn't self-close — add an explicit closing segment.
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let v_start = builder::vertex(p_start);
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let v_start = builder::vertex(p_start);
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let v_end = builder::vertex(p_end);
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let v_end = builder::vertex(p_end);
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let v_close = builder::vertex(p_start);
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let v_close = builder::vertex(p_start);
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let main_edge = Edge::new(&v_start, &v_end, Curve::BSplineCurve(bspline));
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let main_edge = Edge::new(&v_start, &v_end, curve);
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let close_edge = builder::line(&v_end, &v_close);
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let close_edge = builder::line(&v_end, &v_close);
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let wire: Wire = [main_edge, close_edge].into_iter().collect();
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let wire: Wire = [main_edge, close_edge].into_iter().collect();
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TruckObject::Contour(wire)
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TruckObject::Contour(wire)
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} else {
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} else {
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let v_start = builder::vertex(p_start);
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let v_start = builder::vertex(p_start);
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let v_end = builder::vertex(p_end);
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let v_end = builder::vertex(p_end);
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let edge = Edge::new(&v_start, &v_end, Curve::BSplineCurve(bspline));
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let edge = Edge::new(&v_start, &v_end, curve);
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TruckObject::Curve(edge)
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TruckObject::Curve(edge)
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};
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};
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