cad-editor/src/scene/render.rs
Hakan Seven a41a05baa1 feat(paper): render-mode picker + ViewCube on active viewport
Paper-space'de bir viewport'a çift tıklanıp aktif hale gelince, model
space'deki gibi sol üst köşede render-mode dropdown'ı ve sağ üst köşede
ViewCube gösteriliyor.

- render_mode_picker helper'a çıkarıldı; model space ve aktif paper
  viewport ortak kullanıyor (kod tekrarı yok)
- SetRenderMode artık viewport-aware: aktif viewport varsa o viewport
  entity'sinin render_mode'unu, yoksa model-layout tab stilini günceller
  (Scene::active_viewport_render_mode getter/setter)
- build_viewport_primitive'e show_viewcube parametresi; aktif viewport
  primitive'i ViewCube gizmo'sunu çiziyor
- PaperViewportPane shader::Program artık Message'a özelleşti ve sol
  tık ViewCube hit-test'ini bounds-relative yapıp ViewCubeSnap üretiyor

Bilinen sorun: picker/viewcube doğru konumda görünüyor ancak tıklamalar
üstteki viewport_mouse mouse_area katmanına gidiyor; katman sırası bir
sonraki adımda düzeltilecek.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 18:05:09 +03:00

679 lines
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// GPU rendering primitives, shader::Program / shader::Primitive impls,
// and entity render-style helpers for the Scene.
use acadrust::tables::LineType;
use acadrust::types::{Color as AcadColor, LineWeight};
use acadrust::{CadDocument, EntityType, Handle};
use glam::Mat4;
use iced::mouse;
use iced::widget::shader::{self, Viewport};
use iced::{Rectangle, Size};
use std::sync::Arc;
use super::pipeline::viewcube::{hover_id, VIEWCUBE_PX};
use super::pipeline::Pipeline;
use super::tess_util;
use super::{HatchModel, ImageModel, MeshLodSet, Scene, Uniforms, WireModel};
// ── PaperViewportPipeline / PaperViewportPrimitive ────────────────────────
//
// Newtype wrappers around Pipeline / Primitive so that the active-MSPACE
// viewport widget gets its own Iced storage entry (keyed by TypeId of the
// Pipeline type). This prevents the shared-pipeline prepare() overwrite
// that occurs when PaperSheet and the viewport widget both use `Pipeline`.
/// Dedicated pipeline for the MSPACE active-viewport shader widget.
pub struct PaperViewportPipeline(pub(super) Pipeline);
impl iced::widget::shader::Pipeline for PaperViewportPipeline {
fn new(
device: &iced::wgpu::Device,
queue: &iced::wgpu::Queue,
format: iced::wgpu::TextureFormat,
) -> Self {
Self(Pipeline::new(device, queue, format))
}
}
/// Primitive returned by `PaperViewportPane`; delegates everything to the
/// inner `Primitive` via the dedicated `PaperViewportPipeline`.
#[derive(Debug)]
pub struct PaperViewportPrimitive(pub(super) Primitive);
impl shader::Primitive for PaperViewportPrimitive {
type Pipeline = PaperViewportPipeline;
fn prepare(
&self,
pipeline: &mut PaperViewportPipeline,
device: &iced::wgpu::Device,
queue: &iced::wgpu::Queue,
bounds: &Rectangle,
viewport: &Viewport,
) {
self.0
.prepare(&mut pipeline.0, device, queue, bounds, viewport);
}
fn render(
&self,
pipeline: &PaperViewportPipeline,
encoder: &mut iced::wgpu::CommandEncoder,
target: &iced::wgpu::TextureView,
clip: &Rectangle<u32>,
) {
self.0.render(&pipeline.0, encoder, target, clip);
}
}
// ── Camera hover state (shader::Program::State) ───────────────────────────
#[derive(Clone, Default)]
pub struct CameraState {
pub hover_region: Option<usize>,
}
// ── GPU primitive ─────────────────────────────────────────────────────────
#[derive(Debug)]
pub struct Primitive {
pub(super) wires: Arc<Vec<WireModel>>,
/// 3DFACE entity wires — separated so they are uploaded to the dedicated
/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
pub(super) face3d_wires: Arc<Vec<WireModel>>,
pub(super) hatches: Arc<Vec<HatchModel>>,
/// Wipeout fills — rendered in a separate pass AFTER wires.
pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
pub(super) images: Arc<Vec<ImageModel>>,
pub(super) meshes: Arc<Vec<MeshLodSet>>,
pub(super) uniforms: Uniforms,
/// Camera rotation matrix derived from the quaternion.
/// Used by the ViewCube pipeline — no gimbal lock.
pub(super) cam_rotation: Mat4,
pub(super) hover_region: Option<usize>,
/// Background color used to clear the MSAA buffer at the start of each frame.
pub(super) bg_color: [f32; 4],
pub(super) show_viewcube: bool,
/// Header.fill_mode (FILLMODE): when false, hatch / wipeout / face3d-fill
/// uploads short-circuit so the renderer draws only wireframe.
pub(super) fill_mode: bool,
/// Per-view "Wireframe vs Solid" toggle. When `true`, 3D face fills
/// are dropped on the upload path so 3D faces draw as edges only.
/// Hatch / wipeout uploads are deliberately *not* gated by this flag —
/// the user toggle should only affect 3D solids, not 2D fills.
pub(super) view_wireframe: bool,
/// Whether the active render mode wants 3D mesh fills uploaded. Off
/// in `Wireframe2D` / `Wireframe3D`; on for every shaded variant. Set
/// at the same point `view_wireframe` is computed so the two stay in
/// lock-step for the gating logic in `prepare()`.
pub(super) mesh_fill: bool,
/// Whether the active render mode wants 3D mesh / face edges
/// rendered on top of fills. Most shaded modes turn this off; the
/// `*WithEdges` variants and the pure wireframes leave it on.
pub(super) show_3d_edges: bool,
/// HiddenLine routes 3D fills through a depth-only prepass so edges
/// occluded by closer geometry are culled by the LessEqual depth
/// test on the wire passes that follow.
pub(super) hidden_line: bool,
pub(super) geometry_epoch: u64,
/// Camera generation captured when this Primitive was assembled. Paired
/// with `geometry_epoch` so the wire buffers re-upload when the view
/// changes (frustum culling produces a different wire list).
pub(super) camera_generation: u64,
}
/// Flags the render pipeline consumes, derived from
/// [`acadrust::entities::ViewportRenderMode`]. Each shaded variant fills
/// 3D faces and meshes; the pure wireframes drop the fill and keep only
/// edges. `*WithEdges` variants render both. HiddenLine uses a depth
/// prepass: face/mesh fills are uploaded but routed through depth-only
/// pipelines so hidden edges drop out. `FlatShaded` vs `GouraudShaded`
/// differ in shader uniform only and produce identical fill flags here.
#[derive(Clone, Copy, Debug)]
pub struct RenderModeFlags {
pub face3d_fill: bool,
pub mesh_fill: bool,
pub show_3d_edges: bool,
pub hidden_line: bool,
/// `true` for FlatShaded / FlatShadedWithEdges. The mesh shader
/// reads `Uniforms.flat_shade` and replaces the smooth per-vertex
/// normal with a per-triangle face normal so each triangle reads
/// as a single tone.
pub flat_shade: bool,
}
pub fn render_mode_flags(
mode: acadrust::entities::ViewportRenderMode,
) -> RenderModeFlags {
use acadrust::entities::ViewportRenderMode as M;
match mode {
M::Wireframe2D | M::Wireframe3D => RenderModeFlags {
face3d_fill: false,
mesh_fill: false,
show_3d_edges: true,
hidden_line: false,
flat_shade: false,
},
M::HiddenLine => RenderModeFlags {
face3d_fill: true,
mesh_fill: true,
show_3d_edges: true,
hidden_line: true,
flat_shade: false,
},
M::FlatShaded => RenderModeFlags {
face3d_fill: true,
mesh_fill: true,
show_3d_edges: false,
hidden_line: false,
flat_shade: true,
},
M::GouraudShaded => RenderModeFlags {
face3d_fill: true,
mesh_fill: true,
show_3d_edges: false,
hidden_line: false,
flat_shade: false,
},
M::FlatShadedWithEdges => RenderModeFlags {
face3d_fill: true,
mesh_fill: true,
show_3d_edges: true,
hidden_line: false,
flat_shade: true,
},
M::GouraudShadedWithEdges => RenderModeFlags {
face3d_fill: true,
mesh_fill: true,
show_3d_edges: true,
hidden_line: false,
flat_shade: false,
},
}
}
// ── shader::Primitive impl ────────────────────────────────────────────────
impl shader::Primitive for Primitive {
type Pipeline = Pipeline;
fn prepare(
&self,
pipeline: &mut Pipeline,
device: &iced::wgpu::Device,
queue: &iced::wgpu::Queue,
bounds: &Rectangle,
viewport: &Viewport,
) {
let phys = viewport.physical_size();
let full_size = Size::new(phys.width, phys.height);
// MSAA and depth textures are sized to the shader widget's clip bounds,
// not the full surface — so the MSAA resolve can't overwrite other widgets.
let scale = viewport.scale_factor() as f32;
let clip_size = Size::new(
(bounds.width * scale).ceil() as u32,
(bounds.height * scale).ceil() as u32,
);
pipeline.ensure_depth_texture(device, clip_size);
pipeline.viewcube.ensure_depth_texture(device, full_size);
pipeline.upload_uniforms(queue, &self.uniforms);
let cur_key = (self.geometry_epoch, self.camera_generation);
let fill_mode = self.fill_mode;
// 3D face fill requires *both* the doc-level FILLMODE *and* the
// per-view Solid toggle. Hatches / wipeouts deliberately ignore
// the view toggle so 2D fills stay on even when the user picks
// the Wireframe overlay style.
let face3d_fill_active = fill_mode && !self.view_wireframe;
if cur_key != pipeline.cached_epoch {
// Static buffers (hatches/images/meshes) only need refresh on a
// real geometry change, not on every camera tick.
if self.geometry_epoch != pipeline.cached_epoch.0 {
if fill_mode {
pipeline.upload_hatches(device, &self.hatches[..]);
pipeline.upload_wipeouts(device, &self.wipeout_hatches[..]);
} else {
pipeline.upload_hatches(device, &[]);
pipeline.upload_wipeouts(device, &[]);
}
pipeline.upload_images(device, queue, &self.images[..]);
pipeline.upload_meshes(device, &self.meshes[..]);
}
// Wires re-upload on every camera change because the visible
// subset shifts under frustum culling.
pipeline.upload_wires(device, &self.wires[..]);
// `wireframe_only=true` keeps the face3d edge buffer but
// drops the fill — that's the on-screen result of toggling
// the render mode to Wireframe2D / Wireframe3D.
pipeline.upload_face3d(
device,
&self.face3d_wires[..],
&self.wires[..],
!face3d_fill_active,
);
pipeline.cached_epoch = cur_key;
}
pipeline.compute_wire_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_hatch_lod(queue, self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_wipeout_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_mesh_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
if self.show_viewcube {
pipeline.viewcube.upload(
queue,
self.cam_rotation,
bounds.width as u32,
bounds.height as u32,
self.hover_region,
);
}
}
fn render(
&self,
pipeline: &Pipeline,
encoder: &mut iced::wgpu::CommandEncoder,
target: &iced::wgpu::TextureView,
clip: &Rectangle<u32>,
) {
// `mesh_fill` is false for Wireframe 2D / Wireframe 3D — flip
// the draw path so meshes use the wireframe pipeline + the
// pre-built triangle-edge index buffer.
let mesh_wireframe = !self.mesh_fill;
pipeline.render(
encoder,
target,
*clip,
self.bg_color,
mesh_wireframe,
self.hidden_line,
self.show_3d_edges,
);
if self.show_viewcube {
pipeline.viewcube.render(encoder, target, *clip);
}
}
}
// ── Render-style helpers (impl Scene) ────────────────────────────────────
impl Scene {
/// Returns (entity_color, pattern_length, pattern, line_weight_px, aci).
pub(super) fn render_style(&self, e: &EntityType) -> ([f32; 4], f32, [f32; 8], f32, u8) {
let (color, pl, pat, lw, aci) = render_style_for(&self.document, e);
let bg = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
(adapt_to_bg(color, bg), pl, pat, lw, aci)
}
}
// ── Document-only render-style helpers (no &self, safe to call from parallel contexts) ──
/// Resolves the effective linetype name for an entity, falling back to the
/// layer's linetype when the entity's own linetype is "ByLayer".
pub(super) fn linetype_name_for<'a>(document: &'a CadDocument, e: &'a EntityType) -> &'a str {
let elt = &e.common().linetype;
if elt.is_empty() || elt.eq_ignore_ascii_case("bylayer") {
document
.layers
.get(&e.common().layer)
.map(|l| l.line_type.as_str())
.unwrap_or("Continuous")
} else {
elt.as_str()
}
}
/// Returns `(entity_color, pattern_length, pattern, line_weight_px, aci)` for
/// an entity, resolving ByLayer color and linetype from the document.
pub(super) fn render_style_for(
document: &CadDocument,
e: &EntityType,
) -> ([f32; 4], f32, [f32; 8], f32, u8) {
let layer_name = &e.common().layer;
let (entity_color, aci) = {
let ec = &e.common().color;
let resolved = if *ec == AcadColor::ByLayer {
document
.layers
.get(layer_name)
.map(|l| &l.color)
.unwrap_or(&AcadColor::WHITE)
} else {
ec
};
let aci = match resolved {
AcadColor::Index(i) => *i,
_ => 0,
};
let [r, g, b, _] = tess_util::aci_to_rgba(resolved);
let alpha = 1.0 - e.common().transparency.as_percent() as f32;
([r, g, b, alpha], aci)
};
let lt_name = linetype_name_for(document, e);
// Effective scale = global LTSCALE × per-entity scale (both default to 1.0).
let lt_scale = document.header.linetype_scale as f32 * e.common().linetype_scale as f32;
let (pattern_length, pattern) = resolve_pattern(&document.line_types, lt_name, lt_scale);
let line_weight_px = {
// LWDISPLAY is no longer evaluated here — the toggle is now applied in
// the wire shader via `Uniforms.lwdisplay_enable`, so we always bake the
// entity's resolved (layer-inherited) weight. Toggling lineweight
// visibility costs only a uniform write, not a retessellate.
let ew = &e.common().line_weight;
let resolved = match ew {
LineWeight::ByLayer | LineWeight::ByBlock | LineWeight::Default => document
.layers
.get(layer_name)
.map(|l| &l.line_weight)
.unwrap_or(&LineWeight::Default),
_ => ew,
};
const MM_TO_PX: f32 = 96.0 / 25.4;
resolved
.millimeters()
.map(|mm| (mm as f32 * MM_TO_PX).max(1.0))
.unwrap_or(1.0)
};
(entity_color, pattern_length, pattern, line_weight_px, aci)
}
/// Like `render_style_for` but resolves ByBlock properties by inheriting from
/// the INSERT entity's already-resolved style. Call this for exploded block
/// sub-entities so that ByBlock color/linetype/lineweight propagate correctly.
pub(crate) fn render_style_for_block_sub(
document: &CadDocument,
e: &EntityType,
insert_color: [f32; 4],
insert_pat_len: f32,
insert_pat: [f32; 8],
insert_lw_px: f32,
) -> ([f32; 4], f32, [f32; 8], f32, u8) {
let (color, pat_len, pat, lw_px, aci) = render_style_for(document, e);
let common = e.common();
let final_color = if common.color == AcadColor::ByBlock {
insert_color
} else {
color
};
let (final_pat_len, final_pat) = if common.linetype.eq_ignore_ascii_case("byblock") {
(insert_pat_len, insert_pat)
} else {
(pat_len, pat)
};
let final_lw = if matches!(common.line_weight, LineWeight::ByBlock) {
insert_lw_px
} else {
lw_px
};
(final_color, final_pat_len, final_pat, final_lw, aci)
}
/// Adapt white→black or black→white based on background luminance.
/// White entities on light backgrounds become black, black entities on dark
/// backgrounds become white. All other colors pass through unchanged.
pub(crate) fn adapt_to_bg(color: [f32; 4], bg: [f32; 4]) -> [f32; 4] {
let lum = 0.299 * bg[0] + 0.587 * bg[1] + 0.114 * bg[2];
let is_white = color[0] > 0.95 && color[1] > 0.95 && color[2] > 0.95;
let is_black = color[0] < 0.05 && color[1] < 0.05 && color[2] < 0.05;
if is_white && lum > 0.5 {
[0.0, 0.0, 0.0, color[3]]
} else if is_black && lum <= 0.5 {
[1.0, 1.0, 1.0, color[3]]
} else {
color
}
}
// ── Primitive builder helpers (called by ViewportPane's shader::Program impl) ──
impl Scene {
/// Build a full-scene Primitive for the model or paper view (the camera
/// stored in `self.camera` is used as-is).
pub(super) fn build_primitive(
&self,
hover_region: Option<usize>,
bounds: Rectangle,
show_viewcube: bool,
render_mode: acadrust::entities::ViewportRenderMode,
) -> Primitive {
let flags = render_mode_flags(render_mode);
let view_wireframe = !flags.face3d_fill;
let cam = self.camera.borrow();
self.selection.borrow_mut().vp_size = (bounds.width, bounds.height);
// Record the active widget's aspect so view_world_aabb() can compute
// a correct culling rectangle before entity_wires_arc() runs.
if bounds.height > 0.0 {
self.set_render_aspect(bounds.width / bounds.height);
self.set_render_pixel_scale(bounds.width, bounds.height);
}
let entity_arc = self.entity_wires_arc();
let (face3d_wires, other_wires) = split_face3d_wires(&entity_arc, &self.document);
let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
Arc::new(other_wires)
} else {
let mut v = other_wires;
if let Some(iw) = &self.interim_wire {
v.push(iw.clone());
}
v.extend(self.preview_wires.iter().cloned());
Arc::new(v)
};
let bg_color = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
let mut uniforms = Uniforms::new(&cam, bounds, self.document.header.lineweight_display);
uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
Primitive {
wires: all_wires,
face3d_wires: Arc::new(face3d_wires),
hatches: self.hatch_models_arc(),
wipeout_hatches: self.wipeout_models_arc(),
images: self.images_arc(),
meshes: self.meshes_arc(),
uniforms,
cam_rotation: cam.view_rotation_mat(),
hover_region,
bg_color,
show_viewcube,
fill_mode: self.document.header.fill_mode,
view_wireframe,
mesh_fill: flags.mesh_fill,
show_3d_edges: flags.show_3d_edges,
hidden_line: flags.hidden_line,
geometry_epoch: self.geometry_epoch,
camera_generation: self.camera_generation,
}
}
/// Build a Primitive that renders model-space content through a specific
/// paper-space viewport's camera, applying its layer-freeze list. The
/// render mode is read from the viewport entity itself (each paper-space
/// viewport carries its own visual style) — the model-space pick_list
/// only governs the Model layout.
pub(super) fn build_viewport_primitive(
&self,
vp_handle: Handle,
hover_region: Option<usize>,
bounds: Rectangle,
show_viewcube: bool,
) -> Primitive {
let render_mode = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp.render_mode,
_ => acadrust::entities::ViewportRenderMode::Wireframe2D,
};
let flags = render_mode_flags(render_mode);
let view_wireframe = !flags.face3d_fill;
let cam = match self.camera_for_viewport(vp_handle) {
Some(c) => c,
None => return self.build_primitive(hover_region, bounds, false, render_mode),
};
let base_arc = self.model_wires_for_viewport_arc(vp_handle);
let (face3d_wires, other_wires) = split_face3d_wires(&base_arc, &self.document);
let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
Arc::new(other_wires)
} else {
let mut v = other_wires;
if let Some(iw) = &self.interim_wire {
v.push(iw.clone());
}
v.extend(self.preview_wires.iter().cloned());
Arc::new(v)
};
let mut uniforms = Uniforms::new(&cam, bounds, self.document.header.lineweight_display);
uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
Primitive {
wires: all_wires,
face3d_wires: Arc::new(face3d_wires),
hatches: self.hatch_models_arc(),
wipeout_hatches: self.wipeout_models_arc(),
images: self.images_arc(),
meshes: self.meshes_arc(),
uniforms,
cam_rotation: cam.view_rotation_mat(),
hover_region,
bg_color: self.bg_color,
show_viewcube,
fill_mode: self.document.header.fill_mode,
view_wireframe,
mesh_fill: flags.mesh_fill,
show_3d_edges: flags.show_3d_edges,
hidden_line: flags.hidden_line,
geometry_epoch: self.geometry_epoch,
camera_generation: self.camera_generation,
}
}
/// Wrap `build_viewport_primitive()` in `PaperViewportPrimitive` for use
/// by `PaperViewportPane`, which needs its own dedicated pipeline type.
pub(super) fn build_active_viewport_primitive(
&self,
vp_handle: Handle,
hover_region: Option<usize>,
bounds: Rectangle,
) -> PaperViewportPrimitive {
// The active (double-clicked) viewport shows the ViewCube gizmo,
// mirroring the model-space view.
PaperViewportPrimitive(
self.build_viewport_primitive(vp_handle, hover_region, bounds, true),
)
}
/// Update viewcube hover state from cursor position within `bounds`.
pub(super) fn update_viewcube_state(
&self,
state: &mut CameraState,
bounds: Rectangle,
cursor: mouse::Cursor,
) {
let pos = cursor.position_in(bounds);
let cam_rotation = self.camera.borrow().view_rotation_mat();
if let Some(p) = pos {
state.hover_region = hover_id(
p.x,
p.y,
bounds.width,
bounds.height,
cam_rotation,
VIEWCUBE_PX,
);
} else {
state.hover_region = None;
}
}
pub(super) fn viewcube_mouse_interaction(&self, state: &CameraState) -> mouse::Interaction {
if state.hover_region.is_some() {
mouse::Interaction::Pointer
} else {
mouse::Interaction::default()
}
}
}
// ── Linetype pattern helper ───────────────────────────────────────────────
pub(crate) fn resolve_pattern(
table: &acadrust::tables::Table<LineType>,
name: &str,
scale: f32,
) -> (f32, [f32; 8]) {
let solid = (0.0, [0.0f32; 8]);
if name.eq_ignore_ascii_case("continuous")
|| name.eq_ignore_ascii_case("bylayer")
|| name.eq_ignore_ascii_case("byblock")
|| name.is_empty()
{
return solid;
}
let lt = match table.get(name) {
Some(lt) => lt,
None => return solid,
};
if lt.is_continuous() || lt.elements.is_empty() {
return solid;
}
let mut pat = [0.0f32; 8];
let mut pat_len = 0.0f32;
for (i, el) in lt.elements.iter().take(8).enumerate() {
let raw = el.length as f32 * scale;
let encoded = if raw == 0.0 {
0.01 * scale.max(0.01)
} else {
raw
};
pat[i] = encoded;
pat_len += encoded.abs();
}
if pat_len < 1e-6 {
return solid;
}
(pat_len, pat)
}
/// Partition a wire list into (face3d_wires, other_wires).
///
/// Uses a document handle lookup so no changes to WireModel are needed.
/// O(N) per geometry epoch — acceptable since it runs once per epoch.
fn split_face3d_wires(
wires: &[WireModel],
document: &acadrust::CadDocument,
) -> (Vec<WireModel>, Vec<WireModel>) {
let mut face3d = Vec::new();
let mut others = Vec::new();
for w in wires {
let is_face3d = w
.name
.parse::<u64>()
.ok()
.and_then(|v| document.get_entity(Handle::new(v)))
.map(|e| matches!(e, EntityType::Face3D(_)))
.unwrap_or(false);
if is_face3d {
face3d.push(w.clone());
} else {
others.push(w.clone());
}
}
(face3d, others)
}