The shared `arc_segments` helper now takes (radius, span, chord_tol) so each call site can pick its own tolerance: * Hatch fill polygon (built at load / on edit, never re-tessellated) uses `fill_chord_tol(r) = max(0.001*r, 1µm)` — fixed high quality so zoom-in stays sharp without rebuilding the boundary. * Hatch wire outline (rebuilt every frame inside the render scope) uses `wire_chord_tol(r) = min(scene_override, fill_chord_tol(r))` — reads the per-frame `truck_tess::set_curve_tol_override` (the Scene already sets it to `world_per_pixel × 0.5` for Phase 3.2 wires) so far-out boundary arcs collapse to a handful of segments at low zoom while staying at least as sharp as the underlying fill at high zoom. Same arc_segments switch applied to the legacy 16-segments-per-circle formula in `hatch_model_from_dxf`'s polyline-bulge tessellation, so fill boundaries with bulged polylines also gain the proper chord-error target. Also expose `truck_tess::current_curve_tol` (pub(crate)) and add `active_curve_tol()` returning Option so the new wire path can distinguish "scene override active" from "load-time, no zoom info". Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
218 lines
8.8 KiB
Rust
218 lines
8.8 KiB
Rust
// Unified tessellation for all truck topology levels.
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//
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// Vertex → TruckTessResult::Point
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// Edge → TruckTessResult::Lines (curve sampled with tolerance)
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// Wire → TruckTessResult::Lines (edges joined, no duplicate junctions)
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// Face / Shell / Solid → TruckTessResult::Mesh (triangle mesh via truck-meshalgo)
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//
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// The caller (acad_to_truck / tessellate) decides which function to call based on
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// the truck topology level of the object.
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use truck_meshalgo::tessellation::{MeshableShape, MeshedShape};
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use truck_modeling::base::{BoundedCurve, ParameterDivision1D};
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use truck_modeling::{Edge, Shell, Solid, Vertex, Wire};
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use truck_polymesh::PolygonMesh;
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// Chord-height tolerance used for adaptive curve sampling (world units).
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const CURVE_TOL: f64 = 0.005;
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// Triangle mesh tolerance (world units).
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pub const MESH_TOL: f64 = 0.01;
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// ── Zoom-adaptive curve tolerance override ────────────────────────────────
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//
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// The Scene sets this once per render frame to a value derived from
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// `world_per_pixel` (target ≈ 0.5 px chord height). All Edge tessellations
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// inside the frame — including those running on rayon worker threads — read
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// from the same atomic, so callers don't need to thread a tolerance
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// parameter through every entity-converter signature. Zero means "use
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// `CURVE_TOL`"; that is the default, and what BlockCache::build expects.
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use std::sync::atomic::{AtomicU64, Ordering};
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static CURVE_TOL_BITS: AtomicU64 = AtomicU64::new(0);
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/// Set the per-frame curve tolerance. `None` (or any non-finite/<=0 value)
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/// reverts to the default `CURVE_TOL`.
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pub fn set_curve_tol_override(tol: Option<f64>) {
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let bits = match tol {
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Some(t) if t > 0.0 && t.is_finite() => t.to_bits(),
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_ => 0,
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};
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CURVE_TOL_BITS.store(bits, Ordering::Relaxed);
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}
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/// Resolve the active curve tolerance. Clamped to the floor `CURVE_TOL` so
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/// extreme zoom-in never under-samples below the existing baseline quality.
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pub(crate) fn current_curve_tol() -> f64 {
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let bits = CURVE_TOL_BITS.load(Ordering::Relaxed);
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if bits == 0 {
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CURVE_TOL
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} else {
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f64::from_bits(bits).max(CURVE_TOL)
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}
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}
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/// Returns `Some(tol)` only when a Scene-driven per-frame override is
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/// active (i.e. we're tessellating inside a render frame, not at load
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/// time or in a snap / hit-test pass). Hatch boundary outlines use this
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/// to apply zoom-adaptive sampling.
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pub(crate) fn active_curve_tol() -> Option<f64> {
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let bits = CURVE_TOL_BITS.load(Ordering::Relaxed);
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if bits == 0 {
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None
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} else {
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Some(f64::from_bits(bits).max(CURVE_TOL))
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}
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}
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// ── Public result type ────────────────────────────────────────────────────
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/// Output of any truck topology tessellation.
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#[allow(dead_code)]
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pub enum TruckTessResult {
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/// A single world-space point (from Vertex).
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Point([f32; 3]),
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/// An ordered sequence of points forming a polyline (from Edge or Wire).
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Lines(Vec<[f32; 3]>),
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/// A triangle mesh (from Face, Shell, or Solid).
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Mesh {
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verts: Vec<[f32; 3]>,
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normals: Vec<[f32; 3]>,
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indices: Vec<u32>,
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},
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}
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// ── Shared offset helper ──────────────────────────────────────────────────
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/// Convert a truck f64 point to local f32 by subtracting world_offset in f64
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/// before truncating. This preserves sub-unit decimal precision even when the
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/// raw world coordinates are in the millions (e.g. Turkish UTM).
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#[inline]
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fn to_local(x: f64, y: f64, z: f64, off: [f64; 3]) -> [f32; 3] {
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[
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(x - off[0]) as f32,
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(y - off[1]) as f32,
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(z - off[2]) as f32,
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]
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}
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// ── Vertex ────────────────────────────────────────────────────────────────
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pub fn tessellate_vertex(v: &Vertex, offset: [f64; 3]) -> TruckTessResult {
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let p = v.point();
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TruckTessResult::Point(to_local(p.x, p.y, p.z, offset))
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}
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// ── Edge ──────────────────────────────────────────────────────────────────
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pub fn tessellate_edge(e: &Edge, offset: [f64; 3]) -> TruckTessResult {
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// oriented_curve() respects the edge direction (inverts if needed).
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let curve = e.oriented_curve();
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let (t0, t1) = curve.range_tuple();
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// parameter_division samples adaptively: fewer points on straight segments,
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// more on tight curves, all within the active chord-height tolerance.
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// The Scene scales this with zoom so far-out arcs aren't oversampled.
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let (_, pts) = curve.parameter_division((t0, t1), current_curve_tol());
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let lines = pts
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.iter()
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.map(|p| to_local(p.x, p.y, p.z, offset))
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.collect();
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TruckTessResult::Lines(lines)
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}
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// ── Wire ──────────────────────────────────────────────────────────────────
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pub fn tessellate_wire(w: &Wire, offset: [f64; 3]) -> TruckTessResult {
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let mut pts: Vec<[f32; 3]> = Vec::new();
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for edge in w.edge_iter() {
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if let TruckTessResult::Lines(ep) = tessellate_edge(edge, offset) {
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if pts.is_empty() {
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pts = ep;
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} else {
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// Skip the first point of each continuation edge to avoid
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// duplicating the shared junction vertex.
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pts.extend_from_slice(&ep[1..]);
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}
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}
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}
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TruckTessResult::Lines(pts)
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}
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// ── Shell ─────────────────────────────────────────────────────────────────
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#[allow(dead_code)]
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pub fn tessellate_shell(s: &Shell, offset: [f64; 3]) -> TruckTessResult {
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let meshed = s.triangulation(MESH_TOL);
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polygon_to_result(meshed.to_polygon(), offset)
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}
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// ── Solid ─────────────────────────────────────────────────────────────────
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#[allow(dead_code)]
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pub fn tessellate_solid(s: &Solid, offset: [f64; 3]) -> TruckTessResult {
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let meshed = s.triangulation(MESH_TOL);
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polygon_to_result(meshed.to_polygon(), offset)
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}
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// ── Internal ─────────────────────────────────────────────────────────────
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fn polygon_to_result(mesh: PolygonMesh, offset: [f64; 3]) -> TruckTessResult {
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let verts: Vec<[f32; 3]> = mesh
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.positions()
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.iter()
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.map(|p| to_local(p.x, p.y, p.z, offset))
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.collect();
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// Per-vertex normals: if the mesh has normals, map each triangle vertex's
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// normal index back to the normals array. Fall back to empty if absent.
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let mesh_normals = mesh.normals();
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let indices: Vec<u32> = mesh
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.tri_faces()
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.iter()
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.flat_map(|tri| [tri[0].pos as u32, tri[1].pos as u32, tri[2].pos as u32])
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.collect();
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// Build a per-position normal by averaging normals of all faces that share it.
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// If mesh has no normals, leave the Vec empty.
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let normals: Vec<[f32; 3]> = if !mesh_normals.is_empty() {
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let n = verts.len();
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let mut acc = vec![[0.0_f32; 3]; n];
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let mut cnt = vec![0u32; n];
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for tri in mesh.tri_faces() {
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for sv in tri {
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let pos_idx = sv.pos;
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if let Some(nor_idx) = sv.nor {
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if let Some(nv) = mesh_normals.get(nor_idx) {
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acc[pos_idx][0] += nv.x as f32;
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acc[pos_idx][1] += nv.y as f32;
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acc[pos_idx][2] += nv.z as f32;
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cnt[pos_idx] += 1;
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}
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}
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}
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}
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acc.iter()
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.zip(cnt.iter())
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.map(|(s, &c)| {
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if c == 0 {
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[0.0, 1.0, 0.0]
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} else {
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let inv = 1.0 / c as f32;
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let nx = s[0] * inv;
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let ny = s[1] * inv;
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let nz = s[2] * inv;
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let len = (nx * nx + ny * ny + nz * nz).sqrt().max(1e-9);
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[nx / len, ny / len, nz / len]
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}
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})
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.collect()
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} else {
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vec![]
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};
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TruckTessResult::Mesh {
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verts,
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normals,
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indices,
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}
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}
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