forked from 1b-agent/opencadstudio-upstream
feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the sort cache rebuilds) and front/back anchor to the block's full effective sort range instead of only existing table entries, so bring-to-front actually lands on top. The render fallback sorts table-absent entities by their own handle. Draw order now applies across entity types, not just within a type. A per-entity draw-order rank (SortEntitiesTable override or own handle, ranked per block) is encoded as a small signed clip-z bias in the wire, hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then orders fills, lines, rasters and 2D solids against each other regardless of pass order — without touching model coordinates. 3D meshes keep real geometric depth; wipeouts stay always-on-top. Adds a Draw Order submenu to the viewport context menu (Bring to Front, Send to Back, Bring Above/Send Under Object). The above/under items run an interactive reference-object pick, then reorder the captured selection. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -570,6 +570,14 @@ pub struct Scene {
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/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
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/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
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sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
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/// Per-entity normalized draw-order depth in (0,1), keyed by
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/// entity_handle.value(). Higher = drawn on top. Built once per
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/// geometry epoch by ranking every entity within its owning block by
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/// effective sort key (SortEntitiesTable override or own handle), then
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/// fed to the 2D pipelines as a small clip-z bias so entities of
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/// *different* types order correctly against each other. 3D meshes are
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/// excluded (they keep real geometric depth).
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draw_depth_cache: RefCell<Option<(u64, Arc<HashMap<u64, f32>>)>>,
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/// Cached hatch fill models, keyed by geometry_epoch. View culling
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/// is handled at draw time via `hatch_skip_flags` in the pipeline,
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/// not at build time — that lets the GPU buffer stay stable across
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@@ -683,6 +691,7 @@ impl Scene {
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wire_cache: RefCell::new(None),
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model_tile_wire_cache: RefCell::new(HashMap::new()),
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sort_cache: RefCell::new(None),
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draw_depth_cache: RefCell::new(None),
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hatch_cache: RefCell::new(None),
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wipeout_cache: RefCell::new(None),
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image_cache: RefCell::new(None),
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@@ -1328,6 +1337,79 @@ impl Scene {
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(*self.entity_wires_arc()).clone()
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}
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/// Per-entity normalized draw-order depth, keyed by entity handle value.
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/// Built (and cached per geometry epoch) by ranking every entity within
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/// its owning block by effective sort key (SortEntitiesTable override or
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/// own handle). The result feeds the 2D pipelines as a clip-z bias so
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/// entities of different types order correctly against each other.
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pub(super) fn draw_depth_map(&self) -> Arc<HashMap<u64, f32>> {
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{
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let cache = self.draw_depth_cache.borrow();
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if let Some((epoch, ref arc)) = *cache {
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if epoch == self.geometry_epoch {
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return Arc::clone(arc);
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}
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}
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}
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use acadrust::objects::ObjectType;
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// Per-block SortEntitiesTable overrides: block -> (entity_val -> sort_val).
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let mut overrides: HashMap<Handle, HashMap<u64, u64>> = HashMap::new();
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for obj in self.document.objects.values() {
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if let ObjectType::SortEntitiesTable(t) = obj {
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if !t.is_empty() {
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overrides.insert(
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t.block_owner_handle,
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t.entries()
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.map(|e| (e.entity_handle.value(), e.sort_handle.value()))
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.collect(),
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);
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}
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}
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}
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let ms = self.model_space_block_handle();
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// Group entities by owning block, carrying each entity's effective key.
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let mut by_block: HashMap<Handle, Vec<(u64, u64)>> = HashMap::new();
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for e in self.document.entities() {
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let c = e.common();
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// 3D meshes keep real geometric depth — exclude them from
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// draw-order biasing so 3D occlusion is never flattened.
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if matches!(
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e,
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EntityType::Solid3D(_) | EntityType::Region(_) | EntityType::Body(_)
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) {
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continue;
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}
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let block = if c.owner_handle.is_null() {
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ms
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} else {
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c.owner_handle
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};
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let hv = c.handle.value();
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let eff = overrides
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.get(&block)
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.and_then(|m| m.get(&hv))
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.copied()
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.unwrap_or(hv);
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by_block.entry(block).or_default().push((hv, eff));
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}
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let mut depth_map: HashMap<u64, f32> = HashMap::new();
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for (_block, mut v) in by_block {
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v.sort_by_key(|(_, eff)| *eff);
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let denom = (v.len() as f32) + 1.0;
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for (rank, (hv, _)) in v.into_iter().enumerate() {
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// Signed (-1,1): back ranks → negative, front → positive,
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// mid → ~0. The shader applies `z -= draw_depth * BIAS`, so a
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// default/unranked 0.0 means "no bias" (neutral) — which keeps
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// 3D mesh faces and transient wires at their real depth.
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let norm = (rank as f32 + 1.0) / denom; // (0,1)
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depth_map.insert(hv, (norm - 0.5) * 2.0);
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}
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}
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let arc = Arc::new(depth_map);
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*self.draw_depth_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
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{
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let cache = self.hatch_cache.borrow();
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@@ -1365,7 +1447,17 @@ impl Scene {
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}
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}
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}
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let arc = Arc::new(self.images.values().cloned().collect());
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let depth_map = self.draw_depth_map();
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let arc = Arc::new(
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self.images
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.iter()
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.map(|(handle, model)| {
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let mut m = model.clone();
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m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
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m
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})
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.collect(),
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);
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*self.image_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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@@ -1688,7 +1780,11 @@ impl Scene {
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let key = Self::handle_from_wire_name(&w.name)
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.map(|h| h.value())
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.unwrap_or(u64::MAX);
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sort_map.get(&key).copied().unwrap_or(u64::MAX / 2)
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// Entities absent from the table sort by their own
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// handle — the same key space the table's sort handles
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// live in — so reordered and untouched entities interleave
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// correctly instead of all collapsing to one constant.
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sort_map.get(&key).copied().unwrap_or(key)
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});
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}
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}
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@@ -2861,6 +2957,7 @@ impl Scene {
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// paper), so projecting them through a camera built for the
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// wrong block lands them outside the frustum and the per-vp
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// scissor / LOD culls them out — no double-rendering.
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let depth_map = self.draw_depth_map();
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let mut models: Vec<HatchModel> = self
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.hatches
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.iter()
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@@ -2909,6 +3006,7 @@ impl Scene {
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if self.selected.contains(&handle) {
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m.color = [0.15, 0.55, 1.00, m.color[3]];
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}
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m.draw_depth = depth_map.get(&handle.value()).copied().unwrap_or(0.0);
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m
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})
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.collect();
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@@ -2992,6 +3090,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: depth_map.get(&common.handle.value()).copied().unwrap_or(0.0),
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});
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}
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}
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@@ -3055,6 +3154,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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});
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}
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}
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@@ -3453,6 +3553,7 @@ impl Scene {
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scale: dxf.pattern_scale as f32,
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world_origin,
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vp_scissor: None,
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draw_depth: 0.0,
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})
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}
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@@ -3602,6 +3703,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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}
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}
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@@ -5655,6 +5757,7 @@ impl Scene {
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scale: 1.0,
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world_origin: [0.0; 2],
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vp_scissor: None,
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draw_depth: 0.0,
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});
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}
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Arc::new(models)
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