feat(scene): integrate standard DWG data

This commit is contained in:
Hakan Seven 2026-07-26 22:30:14 +03:00
commit eb23715605
38 changed files with 8365 additions and 607 deletions

View file

@ -2,10 +2,10 @@ use acadrust::entities::{mesh::Mesh, polygon_mesh::PolygonMesh, Face3D, Polyface
use glam::Vec3;
use crate::command::EntityTransform;
use crate::entities::common::{ro_prop as ro, square_grip};
use crate::entities::common::{parse_f64, ro_prop as ro, square_grip};
use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
use crate::scene::convert::acad_to_truck::{TruckEntity, TruckObject};
use crate::scene::model::object::{GripApply, GripDef, PropSection};
use crate::scene::model::object::{GripApply, GripDef, PropSection, PropValue, Property};
use crate::scene::model::wire_model::SnapHint;
/// Triangulate a planar (possibly concave) polygon into a flat triangle-soup
@ -319,63 +319,13 @@ impl TruckConvertible for PolygonMesh {
return None;
}
let closed_m = self
.flags
.contains(acadrust::entities::PolygonMeshFlags::CLOSED_M);
let closed_n = self
.flags
.contains(acadrust::entities::PolygonMeshFlags::CLOSED_N);
let pt = |i: usize, j: usize| -> [f64; 3] {
let v = &self.vertices[i * n + j];
[v.location.x, v.location.y, v.location.z]
};
let mut pts: Vec<[f64; 3]> = Vec::new();
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
// Rows (M direction).
for i in 0..m {
pts.push([f64::NAN; 3]);
for j in 0..n {
pts.push(pt(i, j));
}
if closed_n {
pts.push(pt(i, 0));
}
}
// Columns (N direction).
for j in 0..n {
pts.push([f64::NAN; 3]);
for i in 0..m {
pts.push(pt(i, j));
}
if closed_m {
pts.push(pt(0, j));
}
}
// Fill: triangulate each grid quad (two triangles per cell).
let mi = if closed_m { m } else { m - 1 };
let ni = if closed_n { n } else { n - 1 };
for i in 0..mi {
for j in 0..ni {
let p00 = pt(i, j);
let p10 = pt((i + 1) % m, j);
let p01 = pt(i, (j + 1) % n);
let p11 = pt((i + 1) % m, (j + 1) % n);
fill_tris.extend_from_slice(&[p00, p10, p11, p00, p11, p01]);
}
}
Some(TruckEntity {
pick_tris: Vec::new(),
object: TruckObject::Lines(pts),
object: TruckObject::Lines(Vec::new()),
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices: vec![],
fill_tris,
fill_tris: vec![],
})
}
}
@ -491,47 +441,13 @@ impl TruckConvertible for PolyfaceMesh {
return None;
}
let get_v = |idx: i16| -> Option<[f64; 3]> {
let i = (idx.abs() as usize).checked_sub(1)?;
let v = self.vertices.get(i)?;
Some([v.location.x, v.location.y, v.location.z])
};
let mut pts: Vec<[f64; 3]> = Vec::new();
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
for face in &self.faces {
// Indices: 0 means unused. Negative = invisible edge (still render for wireframe).
let indices = [face.index1, face.index2, face.index3, face.index4];
let verts: Vec<[f64; 3]> = indices
.iter()
.filter(|&&i| i != 0)
.filter_map(|&i| get_v(i))
.collect();
if verts.len() < 2 {
continue;
}
pts.push([f64::NAN; 3]);
for &p in &verts {
pts.push(p);
}
// Close the face polygon.
pts.push(verts[0]);
// Ear-clip the face for solid fill (handles concave faces).
if verts.len() >= 3 {
fill_tris.extend(triangulate_planar(&verts));
}
}
Some(TruckEntity {
pick_tris: Vec::new(),
object: TruckObject::Lines(pts),
object: TruckObject::Lines(Vec::new()),
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices: vec![],
fill_tris,
fill_tris: vec![],
})
}
}
@ -637,53 +553,527 @@ impl Transformable for PolyfaceMesh {
// ── Mesh (SubD mesh) ──────────────────────────────────────────────────────────
//
// Modern subdivision mesh — distinct from PolygonMesh. The render path emits
// the file's per-edge wireframe and triangulates each face into fill_tris so
// solid views still draw a shaded surface. Subdivision-level smoothing is
// honoured only as metadata; we don't run a Catmull-Clark refinement pass
// here yet.
// the refined per-edge wireframe and triangulates each face into fill_tris so
// solid views draw the same Catmull-Clark surface described by the DWG.
#[derive(Clone)]
struct RefinedMesh {
vertices: Vec<[f64; 3]>,
faces: Vec<Vec<usize>>,
creases: std::collections::HashMap<(usize, usize), f64>,
}
fn edge_key(a: usize, b: usize) -> (usize, usize) {
if a < b { (a, b) } else { (b, a) }
}
fn add3(a: [f64; 3], b: [f64; 3]) -> [f64; 3] {
[a[0] + b[0], a[1] + b[1], a[2] + b[2]]
}
fn mul3(a: [f64; 3], scale: f64) -> [f64; 3] {
[a[0] * scale, a[1] * scale, a[2] * scale]
}
fn mix3(a: [f64; 3], b: [f64; 3], amount: f64) -> [f64; 3] {
add3(mul3(a, 1.0 - amount), mul3(b, amount))
}
fn mean_points<'a>(points: impl Iterator<Item = &'a [f64; 3]>) -> [f64; 3] {
let mut sum = [0.0; 3];
let mut count = 0usize;
for point in points {
sum = add3(sum, *point);
count += 1;
}
if count == 0 {
sum
} else {
mul3(sum, 1.0 / count as f64)
}
}
fn base_refined_mesh(mesh: &Mesh) -> RefinedMesh {
let vertices: Vec<[f64; 3]> = mesh.vertices.iter().map(|v| [v.x, v.y, v.z]).collect();
let faces = mesh
.faces
.iter()
.filter_map(|face| {
let valid: Vec<usize> = face
.vertices
.iter()
.copied()
.filter(|&index| index < vertices.len())
.collect();
(valid.len() >= 3).then_some(valid)
})
.collect();
let creases = mesh
.edges
.iter()
.filter_map(|edge| {
let sharpness = edge.crease?;
(edge.start < vertices.len() && edge.end < vertices.len() && sharpness > 0.0)
.then_some((edge_key(edge.start, edge.end), sharpness))
})
.collect();
RefinedMesh {
vertices,
faces,
creases,
}
}
fn subdivide_catmull_clark(mesh: &RefinedMesh, blend_crease: bool) -> RefinedMesh {
use std::collections::{HashMap, HashSet};
if mesh.faces.is_empty() {
return mesh.clone();
}
let face_points: Vec<[f64; 3]> = mesh
.faces
.iter()
.map(|face| mean_points(face.iter().filter_map(|&index| mesh.vertices.get(index))))
.collect();
let mut edge_faces: HashMap<(usize, usize), Vec<usize>> = HashMap::new();
let mut vertex_faces: Vec<Vec<usize>> = vec![Vec::new(); mesh.vertices.len()];
let mut vertex_edges: Vec<HashSet<(usize, usize)>> = vec![HashSet::new(); mesh.vertices.len()];
for (face_index, face) in mesh.faces.iter().enumerate() {
for &vertex in face {
if let Some(faces) = vertex_faces.get_mut(vertex) {
faces.push(face_index);
}
}
for corner in 0..face.len() {
let a = face[corner];
let b = face[(corner + 1) % face.len()];
if a == b {
continue;
}
let key = edge_key(a, b);
edge_faces.entry(key).or_default().push(face_index);
if let Some(edges) = vertex_edges.get_mut(a) {
edges.insert(key);
}
if let Some(edges) = vertex_edges.get_mut(b) {
edges.insert(key);
}
}
}
let mut vertex_points = Vec::with_capacity(mesh.vertices.len());
for (vertex_index, &point) in mesh.vertices.iter().enumerate() {
let incident_edges = &vertex_edges[vertex_index];
let incident_faces = &vertex_faces[vertex_index];
if incident_edges.is_empty() || incident_faces.is_empty() {
vertex_points.push(point);
continue;
}
let face_average =
mean_points(incident_faces.iter().filter_map(|&index| face_points.get(index)));
let edge_midpoints: Vec<[f64; 3]> = incident_edges
.iter()
.filter_map(|&(a, b)| {
let other = if a == vertex_index { b } else { a };
mesh.vertices
.get(other)
.map(|&p| mul3(add3(point, p), 0.5))
})
.collect();
let edge_average = mean_points(edge_midpoints.iter());
let n = incident_faces.len() as f64;
let smooth = mul3(
add3(add3(face_average, mul3(edge_average, 2.0)), mul3(point, n - 3.0)),
1.0 / n,
);
let mut sharp_neighbours: Vec<(f64, [f64; 3])> = incident_edges
.iter()
.filter_map(|&key| {
let boundary = edge_faces.get(&key).is_some_and(|faces| faces.len() == 1);
let sharpness = if boundary {
f64::INFINITY
} else {
mesh.creases.get(&key).copied().unwrap_or(0.0)
};
if sharpness <= 0.0 {
return None;
}
let other = if key.0 == vertex_index { key.1 } else { key.0 };
mesh.vertices.get(other).copied().map(|p| (sharpness, p))
})
.collect();
sharp_neighbours.sort_by(|a, b| b.0.total_cmp(&a.0));
let crease_point = match sharp_neighbours.as_slice() {
[(_, first), (_, second), ..] => mul3(
add3(add3(mul3(point, 6.0), *first), *second),
1.0 / 8.0,
),
_ => smooth,
};
let corner_point = if sharp_neighbours.len() >= 3 {
point
} else {
crease_point
};
let sharpness = sharp_neighbours
.get(1)
.map(|item| item.0)
.unwrap_or(0.0);
let amount = if blend_crease {
sharpness.clamp(0.0, 1.0)
} else if sharpness > 0.0 {
1.0
} else {
0.0
};
vertex_points.push(mix3(smooth, corner_point, amount));
}
let mut edge_point_indices = HashMap::with_capacity(edge_faces.len());
let mut vertices = vertex_points;
for (&key, adjacent_faces) in &edge_faces {
let Some((&a, &b)) = mesh.vertices.get(key.0).zip(mesh.vertices.get(key.1)) else {
continue;
};
let midpoint = mul3(add3(a, b), 0.5);
let smooth = if adjacent_faces.len() == 2 {
let f0 = face_points[adjacent_faces[0]];
let f1 = face_points[adjacent_faces[1]];
mul3(add3(add3(a, b), add3(f0, f1)), 0.25)
} else {
midpoint
};
let boundary = adjacent_faces.len() != 2;
let sharpness = mesh.creases.get(&key).copied().unwrap_or(0.0);
let amount = if boundary {
1.0
} else if blend_crease {
sharpness.clamp(0.0, 1.0)
} else if sharpness > 0.0 {
1.0
} else {
0.0
};
edge_point_indices.insert(key, vertices.len());
vertices.push(mix3(smooth, midpoint, amount));
}
let face_point_start = vertices.len();
vertices.extend(face_points.iter().copied());
let mut faces = Vec::new();
let mut creases = HashMap::new();
for (face_index, face) in mesh.faces.iter().enumerate() {
for corner in 0..face.len() {
let vertex = face[corner];
let next_key = edge_key(vertex, face[(corner + 1) % face.len()]);
let prev_key = edge_key(face[(corner + face.len() - 1) % face.len()], vertex);
let (Some(&next_edge), Some(&prev_edge)) = (
edge_point_indices.get(&next_key),
edge_point_indices.get(&prev_key),
) else {
continue;
};
faces.push(vec![
vertex,
next_edge,
face_point_start + face_index,
prev_edge,
]);
}
}
for (&key, &sharpness) in &mesh.creases {
let Some(&edge_point) = edge_point_indices.get(&key) else {
continue;
};
let child_sharpness = (sharpness - 1.0).max(0.0);
if child_sharpness > 0.0 {
creases.insert(edge_key(key.0, edge_point), child_sharpness);
creases.insert(edge_key(edge_point, key.1), child_sharpness);
}
}
RefinedMesh {
vertices,
faces,
creases,
}
}
fn display_mesh(mesh: &Mesh) -> RefinedMesh {
let mut refined = base_refined_mesh(mesh);
for _ in 0..mesh.subdivision_level.clamp(0, 4) {
refined = subdivide_catmull_clark(&refined, mesh.blend_crease);
}
refined
}
fn face_triangle_indices(
vertices: &[[f64; 3]],
faces: &[Vec<usize>],
) -> (Vec<u32>, Vec<usize>) {
let mut indices = Vec::new();
let mut triangle_faces = Vec::new();
for (face_index, face) in faces.iter().enumerate() {
let polygon: Vec<[f64; 3]> = face
.iter()
.filter_map(|&index| vertices.get(index).copied())
.collect();
if polygon.len() < 3 {
continue;
}
for triangle in triangulate_planar(&polygon).chunks_exact(3) {
let mut mapped = [0u32; 3];
let mut valid = true;
for corner in 0..3 {
let Some(local) = polygon.iter().position(|point| *point == triangle[corner]) else {
valid = false;
break;
};
mapped[corner] = face[local] as u32;
}
if valid && mapped[0] != mapped[1] && mapped[1] != mapped[2] && mapped[2] != mapped[0] {
indices.extend(mapped);
triangle_faces.push(face_index);
}
}
}
(indices, triangle_faces)
}
fn vertex_normals(vertices: &[[f64; 3]], indices: &[u32]) -> Vec<[f32; 3]> {
let mut normals = vec![[0.0f64; 3]; vertices.len()];
for triangle in indices.chunks_exact(3) {
let (Some(&a), Some(&b), Some(&c)) = (
vertices.get(triangle[0] as usize),
vertices.get(triangle[1] as usize),
vertices.get(triangle[2] as usize),
) else {
continue;
};
let ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]];
let ac = [c[0] - a[0], c[1] - a[1], c[2] - a[2]];
let normal = [
ab[1] * ac[2] - ab[2] * ac[1],
ab[2] * ac[0] - ab[0] * ac[2],
ab[0] * ac[1] - ab[1] * ac[0],
];
for &index in triangle {
if let Some(sum) = normals.get_mut(index as usize) {
*sum = add3(*sum, normal);
}
}
}
normals
.into_iter()
.map(|normal| {
let length =
(normal[0] * normal[0] + normal[1] * normal[1] + normal[2] * normal[2]).sqrt();
if length > 1e-15 {
[
(normal[0] / length) as f32,
(normal[1] / length) as f32,
(normal[2] / length) as f32,
]
} else {
[0.0, 0.0, 1.0]
}
})
.collect()
}
fn append_feature_edge(
edge_verts: &mut Vec<[f32; 3]>,
edge_verts_low: &mut Vec<[f32; 3]>,
vertices: &[[f64; 3]],
a: usize,
b: usize,
) {
for index in [a, b] {
let Some(&[x, y, z]) = vertices.get(index) else {
continue;
};
let high = [x as f32, y as f32, z as f32];
edge_verts.push(high);
edge_verts_low.push([
(x - high[0] as f64) as f32,
(y - high[1] as f64) as f32,
(z - high[2] as f64) as f32,
]);
}
}
fn make_mesh_lod_set(
name: String,
color: [f32; 4],
vertices: Vec<[f64; 3]>,
faces: Vec<Vec<usize>>,
visible_edges: std::collections::HashSet<(usize, usize)>,
face_colors: &[Option<[f32; 4]>],
) -> Option<crate::scene::model::mesh_model::MeshLodSet> {
let (indices, triangle_faces) = face_triangle_indices(&vertices, &faces);
if indices.is_empty() {
return None;
}
let normals = vertex_normals(&vertices, &indices);
let triangle_colors = triangle_faces
.iter()
.map(|&face| face_colors.get(face).copied().flatten())
.collect();
let model = crate::scene::convert::solid3d_tess::finalize_mesh(
name,
vertices.clone(),
normals,
indices,
Vec::new(),
triangle_colors,
color,
None,
);
let mut set = crate::scene::model::mesh_model::MeshLodSet::from_lods(vec![model]);
for (a, b) in visible_edges {
append_feature_edge(
&mut set.edge_verts,
&mut set.edge_verts_low,
&vertices,
a,
b,
);
}
Some(set)
}
/// Convert every standard DWG mesh family to the material-aware shaded mesh
/// pipeline. The retained wire entity carries snaps/grips only; fill, normals,
/// depth, materials and face colours live in `MeshLodSet`.
pub(crate) fn tessellate_shaded_mesh(
entity: &acadrust::EntityType,
color: [f32; 4],
) -> Option<crate::scene::model::mesh_model::MeshLodSet> {
use std::collections::HashSet;
match entity {
acadrust::EntityType::Mesh(mesh) => {
let display = display_mesh(mesh);
let mut edges = HashSet::new();
for face in &display.faces {
for corner in 0..face.len() {
edges.insert(edge_key(face[corner], face[(corner + 1) % face.len()]));
}
}
make_mesh_lod_set(
mesh.common.handle.value().to_string(),
color,
display.vertices,
display.faces,
edges,
&[],
)
}
acadrust::EntityType::PolygonMesh(mesh) => {
let m = mesh.m_vertex_count.max(0) as usize;
let n = mesh.n_vertex_count.max(0) as usize;
if m == 0 || n == 0 || mesh.vertices.len() < m.saturating_mul(n) {
return None;
}
let vertices: Vec<[f64; 3]> = mesh
.vertices
.iter()
.take(m * n)
.map(|vertex| {
[
vertex.location.x,
vertex.location.y,
vertex.location.z,
]
})
.collect();
let closed_m = mesh.is_closed_m();
let closed_n = mesh.is_closed_n();
let m_cells = if closed_m { m } else { m.saturating_sub(1) };
let n_cells = if closed_n { n } else { n.saturating_sub(1) };
let mut faces = Vec::with_capacity(m_cells.saturating_mul(n_cells));
let mut edges = HashSet::new();
for i in 0..m_cells {
for j in 0..n_cells {
let face = vec![
i * n + j,
((i + 1) % m) * n + j,
((i + 1) % m) * n + (j + 1) % n,
i * n + (j + 1) % n,
];
for corner in 0..4 {
edges.insert(edge_key(face[corner], face[(corner + 1) % 4]));
}
faces.push(face);
}
}
make_mesh_lod_set(
mesh.common.handle.value().to_string(),
color,
vertices,
faces,
edges,
&[],
)
}
acadrust::EntityType::PolyfaceMesh(mesh) => {
let vertices: Vec<[f64; 3]> = mesh
.vertices
.iter()
.map(|vertex| {
[
vertex.location.x,
vertex.location.y,
vertex.location.z,
]
})
.collect();
let mut faces = Vec::new();
let mut face_colors = Vec::new();
let mut edges = HashSet::new();
for face in &mesh.faces {
let raw = [face.index1, face.index2, face.index3, face.index4];
let indices: Vec<usize> = raw
.iter()
.filter(|&&index| index != 0)
.filter_map(|&index| (index.unsigned_abs() as usize).checked_sub(1))
.filter(|&index| index < vertices.len())
.collect();
if indices.len() < 3 {
continue;
}
for corner in 0..indices.len() {
if raw[corner] > 0 {
edges.insert(edge_key(indices[corner], indices[(corner + 1) % indices.len()]));
}
}
faces.push(indices);
face_colors.push(face.color.as_ref().map(crate::scene::convert::tess_util::aci_to_rgba));
}
make_mesh_lod_set(
mesh.common.handle.value().to_string(),
color,
vertices,
faces,
edges,
&face_colors,
)
}
_ => None,
}
}
impl TruckConvertible for Mesh {
fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
if self.vertices.is_empty() {
return None;
}
let get = |i: usize| -> Option<[f64; 3]> { self.vertices.get(i).map(|v| [v.x, v.y, v.z]) };
let mut pts: Vec<[f64; 3]> = Vec::new();
if !self.edges.is_empty() {
for edge in &self.edges {
if let (Some(a), Some(b)) = (get(edge.start), get(edge.end)) {
pts.push([f64::NAN; 3]);
pts.push(a);
pts.push(b);
}
}
} else {
for face in &self.faces {
if face.vertices.len() < 2 {
continue;
}
pts.push([f64::NAN; 3]);
for &vi in &face.vertices {
if let Some(p) = get(vi) {
pts.push(p);
}
}
if let Some(first) = face.vertices.first().and_then(|&i| get(i)) {
pts.push(first);
}
}
}
// Ear-clip each face into fill_tris so shaded views render the mesh as
// a solid surface (fan triangulation spills outside concave faces).
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
for face in &self.faces {
let verts: Vec<[f64; 3]> = face.vertices.iter().filter_map(|&vi| get(vi)).collect();
if verts.len() >= 3 {
fill_tris.extend(triangulate_planar(&verts));
}
}
// Per-vertex snap tables cost ~56 B/vertex and are retained in every
// copy of the wire set. On NWD-scale imports (#358: tens of millions
@ -705,11 +1095,11 @@ impl TruckConvertible for Mesh {
Some(TruckEntity {
pick_tris: Vec::new(),
object: TruckObject::Lines(pts),
object: TruckObject::Lines(Vec::new()),
snap_pts,
tangent_geoms: vec![],
key_vertices,
fill_tris,
fill_tris: vec![],
})
}
}
@ -761,12 +1151,36 @@ impl PropertyEditable for Mesh {
vec![PropSection {
title: "Geometry".into(),
props: vec![
ro(
"Level of Smoothness",
"msh_subdiv",
self.subdivision_level.to_string(),
),
Property {
label: "Level of Smoothness".into(),
field: "msh_subdiv_edit",
value: PropValue::EditText(self.subdivision_level.to_string()),
},
Property {
label: "Blend Creases".into(),
field: "msh_blend_crease",
value: PropValue::BoolToggle {
field: "msh_blend_crease",
value: self.blend_crease,
},
},
ro("Number of Faces", "msh_f", self.faces.len().to_string()),
ro("Number of Vertices", "msh_v", self.vertices.len().to_string()),
ro("Number of Edges", "msh_e", self.edges.len().to_string()),
ro(
"Creased Edges",
"msh_creased",
self.edges
.iter()
.filter(|edge| edge.crease.is_some_and(|value| value > 0.0))
.count()
.to_string(),
),
ro(
"Override Option",
"msh_override",
self.override_option.to_string(),
),
ro("Number of Grips", "msh_grips", self.vertices.len().to_string()),
ro(
"Watertight",
@ -777,7 +1191,24 @@ impl PropertyEditable for Mesh {
}]
}
fn apply_geom_prop(&mut self, _field: &str, _value: &str) {}
fn apply_geom_prop(&mut self, field: &str, value: &str) {
match field {
"msh_subdiv_edit" => {
if let Some(value) = parse_f64(value) {
self.subdivision_level = (value.round() as i32).clamp(0, 4);
}
}
"msh_blend_crease" => {
self.blend_crease = match value {
"toggle" => !self.blend_crease,
"On" | "Yes" | "true" | "1" => true,
"Off" | "No" | "false" | "0" => false,
_ => self.blend_crease,
};
}
_ => {}
}
}
}
impl Transformable for Mesh {
@ -789,40 +1220,3 @@ impl Transformable for Mesh {
});
}
}
#[cfg(test)]
mod triangulate_tests {
use super::triangulate_planar;
fn poly_area2d(p: &[[f64; 2]]) -> f64 {
let n = p.len();
let mut a = 0.0;
for i in 0..n {
let b = p[(i + 1) % n];
a += p[i][0] * b[1] - b[0] * p[i][1];
}
(a * 0.5).abs()
}
fn tri_area(a: [f64; 3], b: [f64; 3], c: [f64; 3]) -> f64 {
// area in XY plane (test polygons are in Z=0)
(((b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0])) * 0.5).abs()
}
#[test]
fn concave_l_shape_no_spillover() {
// L-shaped hexagon (concave at the inner corner).
let poly: Vec<[f64; 3]> = vec![
[0.0, 0.0, 0.0], [4.0, 0.0, 0.0], [4.0, 2.0, 0.0],
[2.0, 2.0, 0.0], [2.0, 4.0, 0.0], [0.0, 4.0, 0.0],
];
let p2: Vec<[f64; 2]> = poly.iter().map(|p| [p[0], p[1]]).collect();
let want = poly_area2d(&p2); // = 12.0
let tris = triangulate_planar(&poly);
assert_eq!(tris.len() % 3, 0);
assert_eq!(tris.len() / 3, poly.len() - 2, "expected n-2 triangles");
let got: f64 = tris.chunks(3).map(|t| tri_area(t[0], t[1], t[2])).sum();
eprintln!("concave L: want_area={want} got_area={got} tris={}", tris.len() / 3);
// Fan would overshoot (triangles outside the L). Ear clip = exact.
assert!((got - want).abs() < 1e-6, "triangle area {got} != polygon area {want} (spillover)");
}
}