Split large files: ribbon widgets and scene render/selection
- ribbon.rs → ribbon/mod.rs + ribbon/widgets.rs Extracted all rendering helpers, button styles, colour constants, layout constants and dropdown position calculators into widgets.rs. - scene/mod.rs → scene/mod.rs + scene/selection.rs + scene/render.rs Moved SelectionState into selection.rs; moved CameraState, Primitive, shader::Program/Primitive impls, render_style and resolve_pattern into render.rs, reducing mod.rs from 1323 to ~1030 lines. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
ed9cbc2092
commit
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6 changed files with 1916 additions and 2053 deletions
273
src/scene/mod.rs
273
src/scene/mod.rs
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@ -11,6 +11,8 @@ pub mod mesh_model;
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pub mod object;
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pub mod pipeline;
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pub mod properties;
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mod render;
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mod selection;
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pub mod tessellate;
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pub mod transform;
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pub mod truck_tess;
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@ -23,56 +25,24 @@ pub use mesh_model::MeshModel;
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pub use object::{GripApply, GripDef};
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pub use pipeline::uniforms::Uniforms;
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pub use pipeline::viewcube::{
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hit_test, hover_id, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX,
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hit_test, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX,
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};
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use pipeline::Pipeline;
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pub use selection::SelectionState;
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pub use wire_model::WireModel;
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use crate::command::EntityTransform;
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use acadrust::entities::{BoundaryEdge, BoundaryPath, Hatch as DxfHatch, PolylineEdge};
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use acadrust::entities::{Block, BlockEnd, Insert as DxfInsert};
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use acadrust::objects::ObjectType;
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use acadrust::tables::LineType;
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use acadrust::types::{Color as AcadColor, LineWeight, Vector2};
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use acadrust::types::Vector2;
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use acadrust::{CadDocument, EntityType, Handle, TableEntry};
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use glam::{self, Mat4};
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use glam;
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use iced::mouse;
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use iced::time::{Duration, Instant};
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use iced::wgpu;
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use iced::widget::shader::{self, Viewport};
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use iced::{Event, Point, Rectangle, Size};
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use iced::time::Duration;
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use std::cell::RefCell;
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use std::collections::{HashMap, HashSet};
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use std::rc::Rc;
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#[derive(Clone, Default)]
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pub struct SelectionState {
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pub vp_size: (f32, f32),
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pub box_anchor: Option<Point>,
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pub box_current: Option<Point>,
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pub box_last: Option<(Point, Point)>,
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pub box_crossing: bool,
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pub box_last_crossing: bool,
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pub poly_active: bool,
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pub poly_points: Vec<Point>,
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pub poly_crossing: bool,
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pub poly_last_crossing: bool,
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pub context_menu: Option<Point>,
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pub last_move_pos: Option<Point>,
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pub left_down: bool,
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pub left_press_pos: Option<Point>,
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pub left_press_time: Option<Instant>,
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pub left_dragging: bool,
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pub right_down: bool,
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pub right_press_pos: Option<Point>,
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pub right_dragging: bool,
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pub right_last_pos: Option<Point>,
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pub middle_down: bool,
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pub middle_last_pos: Option<Point>,
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pub middle_last_press_time: Option<Instant>,
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}
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pub struct Scene {
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pub camera: Rc<RefCell<Camera>>,
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pub selection: Rc<RefCell<SelectionState>>,
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@ -1092,232 +1062,3 @@ impl Default for Scene {
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Self::new()
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}
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}
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impl Scene {
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fn render_style(&self, e: &EntityType) -> ([f32; 4], f32, [f32; 8], f32) {
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let layer_name = &e.common().layer;
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let entity_color = {
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let ec = &e.common().color;
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let resolved = if *ec == AcadColor::ByLayer {
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self.document
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.layers
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.get(layer_name)
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.map(|l| &l.color)
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.unwrap_or(&AcadColor::WHITE)
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} else {
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ec
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};
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let [r, g, b, _] = tessellate::aci_to_rgba(resolved);
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let alpha = 1.0 - e.common().transparency.as_percent() as f32;
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[r, g, b, alpha]
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};
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let lt_name = self.resolved_linetype_name(e);
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let lt_scale = e.common().linetype_scale as f32;
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let (pattern_length, pattern) =
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resolve_pattern(&self.document.line_types, lt_name, lt_scale);
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let line_weight_px = {
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let ew = &e.common().line_weight;
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let resolved = match ew {
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LineWeight::ByLayer | LineWeight::ByBlock | LineWeight::Default => self
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.document
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.layers
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.get(layer_name)
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.map(|l| &l.line_weight)
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.unwrap_or(&LineWeight::Default),
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_ => ew,
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};
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const MM_TO_PX: f32 = 96.0 / 25.4;
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resolved
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.millimeters()
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.map(|mm| (mm as f32 * MM_TO_PX).max(1.0))
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.unwrap_or(1.0)
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};
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(entity_color, pattern_length, pattern, line_weight_px)
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}
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fn resolved_linetype_name<'a>(&'a self, e: &'a EntityType) -> &'a str {
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let elt = &e.common().linetype;
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if elt.is_empty() || elt.eq_ignore_ascii_case("bylayer") {
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self.document
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.layers
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.get(&e.common().layer)
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.map(|l| l.line_type.as_str())
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.unwrap_or("Continuous")
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} else {
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elt.as_str()
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}
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}
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}
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// ── Linetype helper ────────────────────────────────────────────────────────
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fn resolve_pattern(
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table: &acadrust::tables::Table<LineType>,
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name: &str,
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scale: f32,
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) -> (f32, [f32; 8]) {
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let solid = (0.0, [0.0f32; 8]);
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if name.eq_ignore_ascii_case("continuous")
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|| name.eq_ignore_ascii_case("bylayer")
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|| name.eq_ignore_ascii_case("byblock")
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|| name.is_empty()
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{
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return solid;
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}
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let lt = match table.get(name) {
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Some(lt) => lt,
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None => return solid,
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};
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if lt.is_continuous() || lt.elements.is_empty() {
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return solid;
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}
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let mut pat = [0.0f32; 8];
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let mut pat_len = 0.0f32;
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for (i, el) in lt.elements.iter().take(8).enumerate() {
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let raw = el.length as f32 * scale;
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let encoded = if raw == 0.0 {
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0.01 * scale.max(0.01)
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} else {
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raw
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};
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pat[i] = encoded;
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pat_len += encoded.abs();
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}
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if pat_len < 1e-6 {
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return solid;
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}
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(pat_len, pat)
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}
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#[derive(Clone, Default)]
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pub struct CameraState {
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pub hover_region: Option<usize>,
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}
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impl<Msg: std::fmt::Debug + Clone> shader::Program<Msg> for Scene {
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type State = CameraState;
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type Primitive = Primitive;
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fn draw(
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&self,
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state: &Self::State,
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_cursor: mouse::Cursor,
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bounds: Rectangle,
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) -> Self::Primitive {
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let cam = self.camera.borrow();
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self.selection.borrow_mut().vp_size = (bounds.width, bounds.height);
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let mut all_wires = self.entity_wires();
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if let Some(iw) = &self.interim_wire {
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all_wires.push(iw.clone());
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}
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all_wires.extend(self.preview_wires.iter().cloned());
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Primitive {
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wires: all_wires,
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hatches: self.synced_hatch_models(),
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meshes: self.meshes.values().cloned().collect(),
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uniforms: Uniforms::new(&cam, bounds),
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// Pass the quaternion-derived rotation matrix directly.
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// This is what the ViewCube shader uses, no yaw/pitch reconstruction.
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cam_rotation: cam.view_rotation_mat(),
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hover_region: state.hover_region,
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}
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}
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fn update(
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&self,
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state: &mut Self::State,
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event: &Event,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> Option<iced::widget::Action<Msg>> {
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let pos = cursor.position_in(bounds);
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// Use the quaternion rotation matrix for hover detection — same as the shader.
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let cam_rotation = { self.camera.borrow().view_rotation_mat() };
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if let Some(p) = pos {
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state.hover_region = hover_id(
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p.x,
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p.y,
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bounds.width,
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bounds.height,
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cam_rotation,
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VIEWCUBE_PX,
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);
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} else {
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state.hover_region = None;
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}
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let _ = event;
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None
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}
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fn mouse_interaction(
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&self,
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state: &Self::State,
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_b: Rectangle,
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_c: mouse::Cursor,
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) -> mouse::Interaction {
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if state.hover_region.is_some() {
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return mouse::Interaction::Pointer;
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}
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mouse::Interaction::default()
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}
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}
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#[derive(Debug)]
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pub struct Primitive {
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wires: Vec<WireModel>,
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hatches: Vec<HatchModel>,
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meshes: Vec<MeshModel>,
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uniforms: Uniforms,
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/// Camera rotation matrix derived from the quaternion.
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/// Used by the ViewCube pipeline — no gimbal lock.
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cam_rotation: Mat4,
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hover_region: Option<usize>,
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}
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impl shader::Primitive for Primitive {
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type Pipeline = Pipeline;
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fn prepare(
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&self,
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pipeline: &mut Pipeline,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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_bounds: &Rectangle,
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viewport: &Viewport,
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) {
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let phys = viewport.physical_size();
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let size = Size::new(phys.width, phys.height);
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pipeline.ensure_depth_texture(device, size);
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pipeline.viewcube.ensure_depth_texture(device, size);
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pipeline.upload_uniforms(queue, &self.uniforms);
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pipeline.upload_hatches(device, &self.hatches);
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pipeline.upload_meshes(device, &self.meshes);
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pipeline.upload_wires(device, &self.wires);
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let logical = viewport.logical_size();
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// Pass the quaternion rotation matrix — fixes gimbal lock at top/bottom views.
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pipeline.viewcube.upload(
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queue,
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self.cam_rotation,
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logical.width as u32,
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logical.height as u32,
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self.hover_region,
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);
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}
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fn render(
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&self,
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pipeline: &Pipeline,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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clip: &Rectangle<u32>,
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) {
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pipeline.render(encoder, target, *clip);
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pipeline.viewcube.render(encoder, target, *clip);
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}
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}
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