fix(osnap): snap to 3D solids and meshes through edge wires (#1030)

Volume entities (Solid3D/Region/Body/Surface, OBJ-imported and SubD
meshes, polyface meshes) render through the mesh pipeline and their
wire path was deliberately empty, so the snapper had no candidates:
END/MID/NEA/PER/INT never fired on them — only Insertion at the
reference point. Each volume entity now contributes one interaction-
only edge wire (B-rep edge chains where the entity stores them, LOD-0
triangle edges otherwise, 100k-point cap), invisible to rendering and
PDF export, riding the normal wire set so the interaction index,
tiers, and 2D-wins priority apply unchanged. The SubD key_vertices
list no longer fabricates floating midpoints. Scene-level test drives
the exact OBJ-import path (Solid3D + meshes cache) through the real
snapper; INSERT-nested solids remain scoped out (block-cache path has
no mesh cache yet).
This commit is contained in:
Afonsop committed 2026-09-17 15:26:50 +01:00
1 parent 99fca8b74b
commit 02d9273a19
6 files changed
+488 -10

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+167
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@@ -3,6 +3,112 @@
// Stored alongside WireModels in the scene; rendered by the mesh pipeline
// (wgpu TriangleList with depth test, flat normals).
use super::wire_model::WireModel;
/// Hard ceiling on the point count of a generated volume snap wire, matching
/// the per-wire cap the block cache applies (`block_cache.rs`) and the spirit
/// of the mesh converters' `SNAP_TABLE_MAX_VERTICES`: a mesh dense enough to
/// exceed this has edges far too close together to pick apart at snap
/// aperture size, and duplicating them into the wire set would cost more
/// memory than the whole rest of the interaction set.
pub const SNAP_EDGE_WIRE_MAX_POINTS: usize = 100_000;
/// Build the interaction-only edge wire shared by every volume entity
/// (3D solids, regions, bodies, surfaces, plain meshes).
///
/// `pairs` yields one `(a, b)` world-space segment per edge. The wire carries
/// the segments as NaN-separated point pairs (so `points` never chains two
/// unrelated edges together) plus the same pairs in `key_vertices` (so
/// Endpoint/Midpoint snap sees every true edge end / edge middle, not the
/// ends of an artificial chain). It is `display_visible: false` /
/// `plot_visible: false`: the mesh pipeline already draws these edges, the
/// wire exists so the SNAPPER and the proximity pick see them exactly like
/// any 2-D entity's geometry (#1030).
///
/// Returns `None` when the edge count exceeds [`SNAP_EDGE_WIRE_MAX_POINTS`].
pub fn edge_snap_wire(
name: String,
color: [f32; 4],
selected: bool,
pairs: impl Iterator<Item = ([f64; 3], [f64; 3])>,
) -> Option<WireModel> {
let mut points: Vec<[f32; 3]> = Vec::new();
let mut points_low: Vec<[f32; 3]> = Vec::new();
let mut key_vertices: Vec<[f64; 3]> = Vec::new();
let mut aabb = WireModel::UNBOUNDED_AABB;
let mut extend = |p: [f64; 3]| {
let (x, y) = (p[0] as f32, p[1] as f32);
if x.is_finite() && y.is_finite() {
if aabb == WireModel::UNBOUNDED_AABB {
aabb = [x, y, x, y];
} else {
aabb[0] = aabb[0].min(x);
aabb[1] = aabb[1].min(y);
aabb[2] = aabb[2].max(x);
aabb[3] = aabb[3].max(y);
}
}
};
for (a, b) in pairs {
if points.len() + 2 > SNAP_EDGE_WIRE_MAX_POINTS {
return None;
}
if !points.is_empty() {
points.push([f32::NAN; 3]);
points_low.push([0.0; 3]);
if points.len() + 2 > SNAP_EDGE_WIRE_MAX_POINTS {
return None;
}
}
for p in [a, b] {
let (hx, lx) = WireModel::split_ds(p[0]);
let (hy, ly) = WireModel::split_ds(p[1]);
let (hz, lz) = WireModel::split_ds(p[2]);
points.push([hx, hy, hz]);
points_low.push([lx, ly, lz]);
key_vertices.push(p);
extend(p);
}
}
if points.is_empty() {
return None;
}
Some(WireModel {
bg_adapt: None,
point_marker: None,
taper_widths: Vec::new(),
pattern_stations: Vec::new(),
world_width: 0.0,
depth_override: None,
display_visible: false,
plot_visible: false,
fill_is_3d: false,
fill_is_2d_solid: false,
render_instance: None,
pick_tris: Vec::new(),
pick_tris_low: Vec::new(),
text_verts: Vec::new(),
name,
points,
points_low,
color,
selected,
aci: 0,
pattern_length: 0.0,
pattern: [0.0; 8],
line_weight_px: 1.0,
snap_pts: vec![],
tangent_geoms: vec![],
key_vertices,
aabb,
plinegen: true,
dash_from_start: false,
dash_align_end: None,
fill_tris: vec![],
fill_tris_low: Vec::new(),
})
}
/// A tessellated triangle mesh ready to upload to the GPU.
#[derive(Clone, Debug)]
#[allow(dead_code)]
@@ -317,4 +423,65 @@ impl MeshLodSet {
.map(|mesh| mesh.color)
})
}
/// Interaction-only edge wire for this volume entity (#1030).
///
/// ACIS solids carry their B-rep feature edges in `edge_verts` (a flat
/// line list of endpoint pairs). Plain meshes (OBJ imports, SubD meshes,
/// polyface meshes) leave it empty — their visible wireframe is the
/// triangle edges of the highest-detail LOD, exactly what the mesh GPU
/// pipeline draws when `edge_verts` is empty — so derive the pairs from
/// LOD 0's index buffer the same way. Instanced (block-local) sources are
/// resolved through `geometry_lods` / `geometry_edges`; the caller applies
/// the INSERT transform when it expands the block, like any other wire.
pub fn snap_edge_wire(&self, name: String) -> Option<WireModel> {
let color = self.display_color().unwrap_or([0.8, 0.8, 0.85, 1.0]);
let (edges, edges_low) = self.geometry_edges();
if !edges.is_empty() {
let at = |index: usize| -> [f64; 3] {
let high = edges[index];
let low = edges_low.get(index).copied().unwrap_or([0.0; 3]);
[
high[0] as f64 + low[0] as f64,
high[1] as f64 + low[1] as f64,
high[2] as f64 + low[2] as f64,
]
};
return edge_snap_wire(
name,
color,
false,
(0..edges.len() / 2).map(|pair| {
let base = pair * 2;
(at(base), at(base + 1))
}),
);
}
let mesh = self
.geometry_lods()
.iter()
.find(|lod| !lod.indices.is_empty())?;
let verts = &mesh.verts;
let at = |index: usize| -> Option<[f64; 3]> {
let high = verts.get(index)?;
let low = mesh.verts_low.get(index).copied().unwrap_or([0.0; 3]);
Some([
high[0] as f64 + low[0] as f64,
high[1] as f64 + low[1] as f64,
high[2] as f64 + low[2] as f64,
])
};
let pairs = mesh
.indices
.chunks_exact(3)
.filter_map(|triangle| {
Some((
at(triangle[0] as usize)?,
at(triangle[1] as usize)?,
at(triangle[2] as usize)?,
))
})
.flat_map(|(a, b, c)| [(a, b), (b, c), (c, a)]);
edge_snap_wire(name, color, false, pairs)
}
}
+21
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@@ -269,6 +269,27 @@ pub fn edge_wires(body: &Body) -> Vec<acadrust::entities::Wire> {
.collect()
}
/// Interaction-only snap wire for a volume entity's stored edge `Wire`s
/// (`Solid3D::wires` and friends — pre-computed B-rep edge chains, also set
/// on the temporary live-section entity). Each chain contributes its
/// consecutive point pairs as snap segments (#1030). Returns `None` when the
/// chains carry no usable segments or exceed the shared snap-wire point cap.
pub fn entity_edge_snap_wire(
chains: &[acadrust::entities::Wire],
name: String,
color: [f32; 4],
) -> Option<WireModel> {
let pairs = chains.iter().flat_map(|chain| {
chain.points.windows(2).map(|segment| {
(
[segment[0].x, segment[0].y, segment[0].z],
[segment[1].x, segment[1].y, segment[1].z],
)
})
});
super::mesh_model::edge_snap_wire(name, color, false, pairs)
}
/// White wireframe used while a solid-history grip is hot. Surface previews
/// include the requested construction isolines so their cage follows the edit.
///