feat(scene): scale Solid3D / Region / Body tessellation by header FACETRES

ACIS-bearing entities tessellated with a hard-coded LOD ladder
(circ_segs / grid_u / grid_v) so a high-detail drawing produced the
same coarse mesh as a low-detail one. Multiply the per-LOD counts by
`header.facet_resolution` (FACETRES), clamped to AutoCAD's
documented [0.01, 10.0] range with a floor of 4 segments to keep
degenerate values harmless.

All four call sites (build_caches, commit_entity mesh seed, undo/redo
populate_meshes_from_document, and the helper signatures themselves)
take a FACETRES argument now.

ISOLINES / surface_u_density / surface_v_density and the
camera / sun / geo header fields stay metadata until matching render
work lands.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-05-20 04:51:26 +03:00
commit 9c4043ef45
2 changed files with 39 additions and 17 deletions

View file

@ -203,16 +203,19 @@ pub fn build_derived_caches(doc: &CadDocument) -> DerivedCaches {
})
.collect();
// meshes (parallel tessellation)
// meshes (parallel tessellation). FACETRES (header.facet_resolution)
// scales the per-LOD segment counts so users with finer drawings get
// smoother solids; clamped to AutoCAD's [0.01, 10.0] range inside.
let facet_res = doc.header.facet_resolution;
let meshes: HashMap<Handle, MeshLodSet> = mesh_handles
.par_iter()
.filter_map(|&handle| {
let e = doc.get_entity(handle)?;
let color = tessellate::aci_to_rgba(&e.common().color);
let model = match e {
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),
EntityType::Solid3D(s) => solid3d_tess::tessellate_solid3d(s, color, facet_res),
EntityType::Region(r) => solid3d_tess::tessellate_region(r, color, facet_res),
EntityType::Body(b) => solid3d_tess::tessellate_body(b, color, facet_res),
_ => None,
};
model.map(|m| (handle, m))
@ -2372,18 +2375,19 @@ impl Scene {
} else {
None
};
let facet_res = self.document.header.facet_resolution;
let mesh_seed = match &entity {
EntityType::Solid3D(s3d) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_solid3d(s3d, color)
solid3d_tess::tessellate_solid3d(s3d, color, facet_res)
}
EntityType::Region(r) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_region(r, color)
solid3d_tess::tessellate_region(r, color, facet_res)
}
EntityType::Body(b) => {
let color = self.render_style(&entity).0;
solid3d_tess::tessellate_body(b, color)
solid3d_tess::tessellate_body(b, color, facet_res)
}
_ => None,
};
@ -3216,13 +3220,16 @@ impl Scene {
.collect();
use rayon::prelude::*;
let facet_res = self.document.header.facet_resolution;
self.meshes = entries
.into_par_iter()
.filter_map(|(handle, entity, color)| {
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),
EntityType::Solid3D(s) => {
solid3d_tess::tessellate_solid3d(s, color, facet_res)
}
EntityType::Region(r) => solid3d_tess::tessellate_region(r, color, facet_res),
EntityType::Body(b) => solid3d_tess::tessellate_body(b, color, facet_res),
_ => None,
};
model.map(|m| (handle, m))