feat(view): add visual style previews
- preview render modes on hover without committing - distinguish 2D and 3D wireframe fill and depth behavior Refs #483
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49 changed files with 560 additions and 51 deletions
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@ -108,12 +108,15 @@ impl Face3DGpu {
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/// true depth; fills with empty `fill_tris_low` (2D fills — text greek,
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/// MultiLeader / dimension backgrounds) feed the 2D draw-order buffer.
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/// - `keep_3d_mesh_fills`: when false (wireframe modes), the 3D side
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/// is left empty; the 2D side is always populated.
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/// is left empty.
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/// - `show_2d_solid_fills`: false only for Wireframe 3D; removes the
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/// legacy planar SOLID interior while keeping other 2-D overlays.
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pub fn from_wires(
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device: &wgpu::Device,
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face3d_wires: &[WireModel],
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all_wires: &[WireModel],
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keep_3d_mesh_fills: bool,
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show_2d_solid_fills: bool,
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depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
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) -> Self {
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let depth_of =
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@ -168,13 +171,17 @@ impl Face3DGpu {
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// with both fill_tris and points (mesh edges + faces) keep the dim
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// so PolyfaceMesh / PolygonMesh still look 3-D-shaded.
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//
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// 2-D fills always go to `verts_2d` (visible in every mode).
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// 2-D fills go to `verts_2d`; only legacy planar SOLID interiors are
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// omitted by Wireframe 3D.
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// 3-D mesh face data goes to `verts_3d` only when
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// `keep_3d_mesh_fills` is true.
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for wire in all_wires {
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if wire.fill_tris.is_empty() {
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continue;
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}
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if !show_2d_solid_fills && wire.fill_is_2d_solid {
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continue;
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}
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// A real 3-D surface fill (PolyfaceMesh / PolygonMesh) carries a
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// double-single low residual paired with `fill_tris` — it lives at
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// true world coordinates and must keep its real depth. 2-D fills
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@ -296,11 +296,12 @@ pub struct Pipeline {
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/// a pick bumps only `selection_generation`, refreshing the overlay without
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/// touching the main wire buffers.
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pub cached_selection: (u64, u64),
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/// `(wire_content_id, face3d_fill_active)` the Face3D edge/fill buffers were
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/// uploaded for. A stable content id avoids retaining the resident wire Arc:
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/// `(wire_content_id, face3d_fill_active, show_2d_solid_fills)` the Face3D
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/// edge/fill buffers were uploaded for. A stable content id avoids retaining
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/// the resident wire Arc:
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/// that Arc must stay uniquely owned by Scene so a small edit can splice it
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/// in place instead of rebuilding the whole drawing.
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pub cached_face3d_key: (u64, bool),
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pub cached_face3d_key: (u64, bool, bool),
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/// Handle → indices into the resident wire set, built once per wire upload
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/// (when `cached_wire_id` changes). Lets the selection/hover xray overlay
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/// gather just the highlighted entity's wires (`O(highlighted)`) instead of
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@ -1710,7 +1711,7 @@ impl Pipeline {
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cached_epoch: (u64::MAX, u64::MAX, u64::MAX),
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cached_wire_id: u64::MAX,
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cached_selection: (u64::MAX, u64::MAX),
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cached_face3d_key: (u64::MAX, false),
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cached_face3d_key: (u64::MAX, false, false),
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wire_handle_index: std::sync::Arc::new(rustc_hash::FxHashMap::default()),
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render_sig: u64::MAX,
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skip_geometry: false,
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@ -2269,6 +2270,7 @@ impl Pipeline {
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face3d_wires: &[WireModel],
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all_wires: &[WireModel],
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wireframe_only: bool,
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show_2d_solid_fills: bool,
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depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
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) {
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let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
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@ -2279,11 +2281,15 @@ impl Pipeline {
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// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
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// tris go to `chunks_3d` (gated by `keep_3d_mesh_fills`);
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// 2D fills (text-LOD greek, MultiLeader background) go to
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// `chunks_2d` and are visible in every mode.
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// `chunks_2d`. The 3-D wireframe additionally removes only legacy
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// planar SOLID interiors; HATCH is handled by a separate pass.
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let keep_3d_mesh_fills = !wireframe_only;
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let solid_fill_hidden = |wire: &WireModel| {
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!show_2d_solid_fills && wire.fill_is_2d_solid
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};
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let has_any_2d_fill = all_wires
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.iter()
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.any(|w| !w.fill_tris.is_empty() && w.points.is_empty());
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.any(|w| !w.fill_tris.is_empty() && w.points.is_empty() && !solid_fill_hidden(w));
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let has_any_3d_fill = !face3d_wires.is_empty()
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|| all_wires
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.iter()
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@ -2297,6 +2303,7 @@ impl Pipeline {
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face3d_wires,
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all_wires,
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keep_3d_mesh_fills,
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show_2d_solid_fills,
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depth_map,
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));
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}
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