refactor: split four oversized files into submodule trees

Break up the four giant files (~29k lines total) into focused submodule
directories, one concern per file. Pure mechanical moves — behavior is
unchanged.

- app/update.rs (9650) -> app/update/{mod,viewport,command,style,file,
  dynamic,dialog,util}. The 384-arm update_inner match stays in mod.rs
  with thin delegating arms; the 66 fattest arm bodies move to topic
  methods. Arm set preserved exactly (384 -> 384).
- scene/mod.rs (9017) -> scene/{mod,entity,tess,hittest,layout,paper,
  mspace,project,selection,modify,group_layer,preview}. The impl Scene
  body is split across files via inherent-impl-per-file; struct, ctor,
  fields and load-time helpers stay in the root. fn count 123 -> 123.
- app/commands.rs (6082) -> app/commands/* grouped by command family.
  The 233-arm dispatch match becomes source-ordered per-family
  dispatch_* handlers, preserving first-match precedence (233 -> 233).
- app/view.rs (4686) -> app/view/{mod,overlay,modal,viewcube,controls}.

Largest file drops from 9650 to 3343. Builds clean; app launches and
loads plugins with no panic.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-26 22:51:29 +03:00
commit bddc050b3e
39 changed files with 26678 additions and 26117 deletions

481
src/scene/paper.rs Normal file
View file

@ -0,0 +1,481 @@
// Auto-split from scene/mod.rs. Pure text-move; behaviour unchanged.
use super::*;
impl Scene {
pub fn grid_views(&self, vw: f32, vh: f32) -> Vec<(iced::Rectangle, Camera, Handle)> {
self.active_viewports(vw, vh, acadrust::entities::ViewportRenderMode::Wireframe2D)
.into_iter()
.filter(|inst| inst.grid_on)
.map(|inst| (inst.screen_rect, inst.camera, inst.handle))
.collect()
}
/// The viewports to render this frame, one entry per scissor pass.
///
/// - **Model layout**: a single full-canvas instance driven by the
/// scene camera (tiled splits will append more later). `model_mode`
/// supplies its render mode (held on the tab, not the scene).
/// - **Paper layout**: one instance per content viewport entity
/// (`id > 1`, owned by the current layout block, switched on),
/// using each viewport's own camera and render mode.
pub fn active_viewports(
&self,
canvas_w: f32,
canvas_h: f32,
model_mode: acadrust::entities::ViewportRenderMode,
) -> Vec<ViewportInstance> {
if self.current_layout == "Model" {
let tiles = self.model_tiles.borrow();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
return tiles
.iter()
.enumerate()
.map(|(i, tile)| {
// The active tile renders the live camera (orbit/pan act
// on it); inactive tiles use their stored snapshot.
let camera = if i == active {
self.camera.borrow().clone()
} else {
tile.camera.clone()
};
ViewportInstance {
handle: Handle::NULL,
tile_idx: Some(i),
screen_rect: iced::Rectangle {
x: tile.rect.x * canvas_w,
y: tile.rect.y * canvas_h,
width: tile.rect.width * canvas_w,
height: tile.rect.height * canvas_h,
},
camera,
// The active tile shows the live mode the picker
// drives; every other tile keeps its own stored
// style so editing one never disturbs the rest.
render_mode: if i == active { model_mode } else { tile.render_mode },
active: i == active,
grid_on: tile.grid_on,
paper_sheet: false,
}
})
.collect();
}
let layout_block = self.current_layout_block_handle();
let mut out: Vec<ViewportInstance> = Vec::new();
// The full-canvas sheet viewport renders the paper-space entities
// themselves — the layout's own view, drawn first so the floating
// content viewports overlay it. Its camera keeps the paper pan/zoom
// (target + ortho size) but is LOCKED to the top/plan orientation:
// paper is 2-D, so the sheet never orbits.
let mut sheet_cam = self.camera.borrow().clone();
sheet_cam.yaw = 0.0;
sheet_cam.pitch = std::f32::consts::FRAC_PI_2;
sheet_cam.rotation = view::camera::yaw_pitch_to_quat(0.0, std::f32::consts::FRAC_PI_2, 0.0);
sheet_cam.projection = view::camera::Projection::Orthographic;
let sheet_grid_on = match self
.document
.get_entity(self.current_layout_sheet_viewport_handle())
{
Some(EntityType::Viewport(vp)) => vp.status.grid_on,
_ => false,
};
out.push(ViewportInstance {
handle: Handle::NULL,
tile_idx: None,
screen_rect: iced::Rectangle {
x: 0.0,
y: 0.0,
width: canvas_w,
height: canvas_h,
},
camera: sheet_cam,
render_mode: acadrust::entities::ViewportRenderMode::Wireframe2D,
active: false,
grid_on: sheet_grid_on,
paper_sheet: true,
});
for e in self.document.entities() {
let EntityType::Viewport(vp) = e else {
continue;
};
if !self.is_content_viewport_in_layout(vp, layout_block)
|| !vp.status.is_on
{
continue;
}
let h = vp.common.handle;
let (Some(screen_rect), Some(camera)) = (
self.viewport_screen_rect(h, (canvas_w, canvas_h)),
self.camera_for_viewport(h),
) else {
continue;
};
out.push(ViewportInstance {
handle: h,
tile_idx: None,
screen_rect,
camera,
render_mode: vp.render_mode,
active: self.active_viewport == Some(h),
grid_on: vp.status.grid_on,
paper_sheet: false,
});
}
out
}
/// Convert a paper-space Viewport entity's position/size into a pixel
/// `Rectangle` relative to the top-left of the canvas.
///
/// Uses the same top-down ortho transform as the GPU sheet viewport so the
/// overlay lands exactly over the drawn viewport border regardless of zoom
/// or pan level.
pub fn viewport_screen_rect(
&self,
vp_handle: Handle,
canvas_px: (f32, f32),
) -> Option<iced::Rectangle> {
let vp = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp,
_ => return None,
};
let (canvas_w, canvas_h) = canvas_px;
if canvas_w < 1.0 || canvas_h < 1.0 {
return None;
}
let cam = self.camera.borrow();
let aspect = canvas_w / canvas_h;
let half_h = cam.ortho_size();
let half_w = half_h * aspect;
let tx = cam.target.x as f32;
let ty = cam.target.y as f32;
drop(cam);
// Top-down ortho mapping matching the GPU sheet viewport's camera.
let to_px = |wx: f32, wy: f32| -> (f32, f32) {
let x = (wx - tx + half_w) / (2.0 * half_w) * canvas_w;
let y = (ty + half_h - wy) / (2.0 * half_h) * canvas_h;
(x, y)
};
let cx = vp.center.x as f32;
let cy = vp.center.y as f32;
let hw = (vp.width / 2.0) as f32;
let hh = (vp.height / 2.0) as f32;
let (x0, y0) = to_px(cx - hw, cy + hh); // top-left in screen
let (x1, y1) = to_px(cx + hw, cy - hh); // bottom-right in screen
let w = (x1 - x0).max(1.0);
let h = (y1 - y0).max(1.0);
Some(iced::Rectangle {
x: x0,
y: y0,
width: w,
height: h,
})
}
// ── Paper-space helpers ───────────────────────────────────────────────
/// Paper-layout hatch fills, restricted to the active layout block (used by
/// paper-space hatch hit-testing / export). The GPU-rendered
/// content viewports already draw model-block hatches inside their
/// own scissor; including those here would also draw them on the
/// paper sheet through the paper camera (huge / off-position), so
/// restrict the canvas list to entities owned by the active paper
/// layout block. Iterates the source `self.hatches` map (keyed by
/// entity handle) rather than the already-flattened arc — the
/// flattened arc carries pattern names, not handles, so filtering
/// there is unreliable.
pub fn paper_canvas_hatches(&self) -> Arc<Vec<HatchModel>> {
let layout_block = self.current_layout_block_handle();
let layer_hidden = |layer: &str| {
self.document
.layers
.get(layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
};
let mut models: Vec<HatchModel> = Vec::new();
for (&handle, model) in self.hatches.iter() {
let Some(entity) = self.document.get_entity(handle) else {
continue;
};
let c = entity.common();
if c.invisible || layer_hidden(&c.layer) {
continue;
}
if !self.belongs_to_visible_block(handle, c.owner_handle, layout_block) {
continue;
}
let mut m = model.clone();
m.color = self.render_style(entity).0;
if let EntityType::Hatch(dxf) = entity {
if let model::hatch_model::HatchPattern::Pattern(_) = &m.pattern {
m.angle_offset = dxf.pattern_angle as f32;
m.scale = dxf.pattern_scale as f32;
}
}
if self.selected.contains(&handle) {
m.color = [0.15, 0.55, 1.00, m.color[3]];
}
models.push(m);
}
Arc::new(models)
}
/// Paper-layout wipeout fills (paper hit-testing / export). Same rationale as
/// `paper_canvas_hatches` — only include wipeouts owned by the
/// active paper layout block, so model wipeouts (drawn through their
/// content viewport's GPU pipeline) don't get a second mis-projected
/// copy on the paper sheet.
pub fn paper_canvas_wipeouts(&self) -> Arc<Vec<HatchModel>> {
let layout_block = self.current_layout_block_handle();
let bg_color = self.paper_bg_color;
let mut models = Vec::new();
for entity in self.document.entities() {
let EntityType::Wipeout(wo) = entity else {
continue;
};
if wo.common.invisible {
continue;
}
if self
.document
.layers
.get(&wo.common.layer)
.map(|l| l.flags.off || l.flags.frozen)
.unwrap_or(false)
{
continue;
}
if !self.belongs_to_visible_block(wo.common.handle, wo.common.owner_handle, layout_block)
{
continue;
}
// Paper-block wipeouts live in paper coords — no `world_offset`.
let (fill_origin, boundary) = Self::wipeout_boundary_2d(wo);
if boundary.len() < 3 {
continue;
}
let mut fill_color = bg_color;
if self.selected.contains(&wo.common.handle) {
fill_color = [0.15, 0.55, 1.00, 0.35];
}
models.push(HatchModel {
boundary: Arc::new(boundary),
pattern: model::hatch_model::HatchPattern::Solid,
name: "WIPEOUT_FILL".into(),
color: fill_color,
angle_offset: 0.0,
scale: 1.0,
world_origin: fill_origin,
vp_scissor: None,
draw_depth: 0.0,
});
}
Arc::new(models)
}
/// Build a Camera oriented and scaled to match a paper-space Viewport entity.
/// Used by `active_viewports` to render model-space content through each
/// content viewport's own view direction and scale.
pub(super) fn camera_for_viewport(&self, vp_handle: Handle) -> Option<view::camera::Camera> {
let vp = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp,
_ => return None,
};
// Floating-viewport–specific step: decide saved-view vs auto-fit, then
// hand the effective view to the shared `camera_from_view` decoder so
// twist / view_center / distance behave identically to a model VPORT.
//
// UTM / coordinate-shifted drawings often arrive with
// `view_target = (0, 0, 0)` and a stale `view_center` from before the
// file was geo-referenced; the saved view points at empty WCS while the
// actual model sits ~`world_offset` away. Decode the saved view first
// and keep it only if its target actually frames the model cluster.
//
// The overlap test runs on the *decoded* target (wire-space, so the
// cluster is `±cluster_half` about the origin), NOT a raw
// `view_target + view_center` sum: under a view twist `view_center` is a
// DCS offset, so the raw sum lands far from the real WCS centre and
// would wrongly trip the auto-fit — replacing the saved view_height with
// the whole-cluster fit and rendering the content at the wrong zoom.
let saved_h = vp.view_height.abs();
let aspect_d = (vp.width / vp.height.max(1.0)).max(1e-9);
let cluster_half = self.local_extent_max.max(1.0) as f64;
// Absolute drawing centre. Geometry now reaches the scene at absolute
// (UTM) coordinates — the old code centred the overlap test and the
// auto-fit on the origin, which was right only while world_offset
// re-centred the model there. Without it a UTM drawing sits ~5.7e6 away,
// so a stale `(0,0,0)` saved view failed the overlap test AND the
// auto-fit aimed at empty origin → blank viewports.
// Frame the overlap test / auto-fit on the robust cluster centre (median
// of entity centroids), NOT the raw extents centre: a drawing with a
// far second cluster (e.g. a small-coordinate legend beside a UTM survey)
// has an extents centre in the empty gap, which would reject a valid
// saved view and then auto-fit onto blank space. Fall back to the extents
// centre only when no cluster centre was computed.
let (cx, cy) = if self.local_center != [0.0, 0.0] {
(self.local_center[0], self.local_center[1])
} else {
self.model_space_extents()
.map(|(mn, mx)| {
(((mn.x + mx.x) * 0.5) as f64, ((mn.y + mx.y) * 0.5) as f64)
})
.unwrap_or((0.0, 0.0))
};
if let Some(cam) = self.camera_from_view(
vp.view_direction,
vp.view_target,
acadrust::types::Vector2 {
x: vp.view_center.x,
y: vp.view_center.y,
},
saved_h,
vp.twist_angle,
) {
let half_h = saved_h * 0.5;
let half_w = half_h * aspect_d;
let (tx, ty) = (cam.target.x as f64, cam.target.y as f64);
let overlaps = tx + half_w >= cx - cluster_half
&& tx - half_w <= cx + cluster_half
&& ty + half_h >= cy - cluster_half
&& ty - half_h <= cy + cluster_half;
if overlaps {
return Some(cam);
}
}
// Auto-fit: aim at the content cluster centre, drop the stale view_center.
let fit_h = cluster_half * 2.0 * 1.05;
let tgt = acadrust::types::Vector3 {
x: cx,
y: cy,
z: vp.view_target.z,
};
self.camera_from_view(
vp.view_direction,
tgt,
acadrust::types::Vector2::ZERO,
fit_h,
vp.twist_angle,
)
}
/// Collect model-space WireModels visible through `vp_handle`, respecting
/// global layer visibility, the viewport's per-viewport layer freeze list,
/// and the per-viewport frustum + LOD cull derived from
/// `screen_height_px` (the on-paper pixel height of this viewport).
fn model_wires_for_viewport(
&self,
vp_handle: Handle,
screen_height_px: f32,
) -> Vec<WireModel> {
use rustc_hash::FxHashSet as HSet;
let (frozen, vp_anno_scale, vp_aspect) = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => {
let f: HSet<Handle> = vp.frozen_layers.iter().cloned().collect();
let vp_scale =
vp_effective_scale(vp.custom_scale, vp.view_height, vp.height);
let anno = if vp_scale > 1e-9 {
(1.0 / vp_scale) as f32
} else {
1.0_f32
};
let aspect = if vp.height > 1e-9 {
(vp.width / vp.height) as f32
} else {
1.0_f32
};
(f, anno, aspect)
}
_ => (HSet::default(), 1.0_f32, 1.0_f32),
};
// Drive the per-viewport view_aabb / wpp from the *effective* camera
// `camera_for_viewport` produces — it folds in the auto-fit
// fallback for UTM-style files whose saved `view_target` sits at
// empty WCS. Without that, the GPU pass would frustum-cull every
// entity (saved-view rect doesn't overlap the offset-subtracted
// model cluster) and the viewport would render blank.
let Some(cam) = self.camera_for_viewport(vp_handle) else {
return Vec::new();
};
let vp_ortho_h = cam.ortho_size();
// Rotation-aware cull box: a twisted/rotated viewport sees a rotated
// rectangle in world XY, so derive the box from the camera basis.
// `None` (tilted view) disables the cull — render everything.
let view_aabb = view_cull_aabb(&cam, vp_aspect, 1.25);
// World units per on-screen pixel for LOD substitution + curve
// tolerance. Tracks the paper-zoom-driven pixel height the
// viewport currently occupies.
let wpp = if screen_height_px > 1.0 {
Some((2.0 * vp_ortho_h) / screen_height_px)
} else {
None
};
self.wires_for_block_culled(
self.model_space_block_handle(),
view_aabb,
wpp,
Some(&frozen),
Some(vp_anno_scale),
)
}
/// Cached per-paper-viewport tessellation. Each viewport's wpp tracks
/// the on-paper pixel height (paper-zoom dependent), so the cache key
/// includes a quantized form of that height in addition to the
/// geometry epoch — every paper zoom step that actually changes the
/// LOD bucket invalidates this viewport's entry.
pub(crate) fn model_wires_for_viewport_arc(
&self,
vp_handle: Handle,
screen_height_px: f32,
) -> Arc<Vec<WireModel>> {
// Drop sub-pixel noise so trivial paper-zoom jitter does not
// re-tessellate a 100k-entity drawing every frame; round to an
// integer pixel.
let height_key = screen_height_px.max(1.0).round() as u32;
// Hash the viewport's own view (pan + zoom + orbit) into the key.
// Editing inside the viewport (MSPACE) changes its frustum but does NOT
// bump geometry_epoch, so without this the stale frustum-culled subset
// is returned and newly-revealed lines stay invisible until the layout
// re-tessellates. Quantize to ~1 px / fine steps to ignore jitter.
let view_key = {
use std::hash::{Hash, Hasher};
let mut h = std::collections::hash_map::DefaultHasher::new();
if let Some(EntityType::Viewport(vp)) = self.document.get_entity(vp_handle) {
let vh = vp.view_height.abs().max(1e-6);
let q = vh / (screen_height_px.max(1.0) as f64); // model units / px
(((vp.view_target.x + vp.view_center.x) / q).round() as i64).hash(&mut h);
(((vp.view_target.y + vp.view_center.y) / q).round() as i64).hash(&mut h);
((vh * 1000.0).round() as i64).hash(&mut h);
((vp.view_direction.x * 1000.0).round() as i64).hash(&mut h);
((vp.view_direction.y * 1000.0).round() as i64).hash(&mut h);
((vp.view_direction.z * 1000.0).round() as i64).hash(&mut h);
}
h.finish()
};
let key = (self.geometry_epoch, height_key, view_key);
{
let cache = self.viewport_wire_cache.borrow();
if let Some((cached_key, ref arc)) = cache.get(&vp_handle) {
if *cached_key == key {
return Arc::clone(arc);
}
}
}
let arc = Arc::new(self.model_wires_for_viewport(vp_handle, screen_height_px));
self.viewport_wire_cache
.borrow_mut()
.insert(vp_handle, (key, Arc::clone(&arc)));
arc
}
}