fix: preserve current layer for hatches and DWG loading
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b8b66163d6
commit
ff61164d8b
3 changed files with 45 additions and 5 deletions
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@ -1203,7 +1203,8 @@ impl OpenCADStudio {
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CmdResult::CommitHatch(hatch) => {
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let label = self.history_label_from_active_cmd(i, "HATCH");
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let pending = self.begin_undo(i, label, 1, true);
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let new_handle = self.tabs[i].scene.add_hatch(hatch);
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let layer = self.tabs[i].active_layer.clone();
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let new_handle = self.tabs[i].scene.add_hatch(hatch, Some(&layer));
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if !new_handle.is_null() {
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self.tabs[i].scene.select_entity(new_handle, true);
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}
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@ -2914,6 +2915,12 @@ impl OpenCADStudio {
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angle,
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} => {
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if let Some(mut model) = self.tabs[i].scene.hatches.get(&handle).cloned() {
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let layer = self.tabs[i]
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.scene
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.document
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.get_entity(handle)
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.map(|entity| entity.as_entity().layer().to_string())
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.unwrap_or_else(|| "0".to_string());
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// Update model fields
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if !name.is_empty() {
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use crate::scene::model::hatch_model::HatchPattern;
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@ -2933,7 +2940,7 @@ impl OpenCADStudio {
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// Remove old hatch (entity + GPU model)
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self.tabs[i].scene.erase_entities(&[handle]);
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// Re-add with updated model
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self.tabs[i].scene.add_hatch(model);
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self.tabs[i].scene.add_hatch(model, Some(&layer));
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self.tabs[i].dirty = true;
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self.command_line.push_output(crate::t!("HATCHEDIT: hatch updated.").as_ref());
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} else {
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@ -1096,6 +1096,34 @@ pub(super) fn on_open_file(&mut self) -> Task<Message> {
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self.tabs[i].scene.material_base_dir =
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path.parent().map(std::path::Path::to_path_buf);
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self.tabs[i].scene.document = doc;
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// DWG stores CLAYER as a layer handle. Resolve that handle back to
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// the layer name after opening so the per-tab creation state and
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// header name stay in sync. DXF already provides current_layer_name,
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// so keep it as a fallback.
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let current_layer = {
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let doc = &self.tabs[i].scene.document;
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doc.layers
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.iter()
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.find(|layer| layer.handle == doc.header.current_layer_handle)
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.map(|layer| (layer.name.clone(), layer.handle))
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.or_else(|| {
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doc.layers
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.get(&doc.header.current_layer_name)
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.map(|layer| (layer.name.clone(), layer.handle))
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})
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.or_else(|| {
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doc.layers
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.get("0")
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.map(|layer| (layer.name.clone(), layer.handle))
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})
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};
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if let Some((name, handle)) = current_layer {
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self.tabs[i].scene.document.header.current_layer_name = name.clone();
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self.tabs[i].scene.document.header.current_layer_handle = handle;
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self.tabs[i].active_layer = name;
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}
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// A file saved without the built-in Standard styles (foreign
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// or damaged) gets them re-seeded so nothing dangles (#366).
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crate::app::style_ops::ensure_standard_styles(
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@ -2000,7 +2000,7 @@ impl Scene {
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}
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}
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pub fn add_hatch(&mut self, model: HatchModel) -> Handle {
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pub fn add_hatch(&mut self, model: HatchModel, layer: Option<&str>) -> Handle {
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let mut dxf = DxfHatch::new();
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dxf.is_solid = matches!(
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model.pattern,
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@ -2117,14 +2117,19 @@ impl Scene {
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},
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];
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}
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// `add_entity` already builds the render model from the DXF entity via
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// `hatch_model_from_dxf` and inserts it with a correct `world_origin`
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// (AABB-centred) for the relative-to-eye fill. The command-built `model`
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// carries `world_origin: [0, 0]`, which after the world_offset removal
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// leaves the fill mis-placed and effectively invisible until a later
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// edit rebuilds it from the DXF — so keep the seed, don't overwrite it.
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self.add_entity(EntityType::Hatch(dxf))
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let mut entity = EntityType::Hatch(dxf);
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if let Some(layer) = layer {
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entity.as_entity_mut().set_layer(layer.to_string());
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}
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self.add_entity(entity)
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}
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pub fn clear(&mut self) {
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