feat(render): draw ACIS solids as B-rep feature edges, meshes as tri edges

Solid wireframes rendered every triangle edge of the tessellation, so a
curved solid read as a dense mesh instead of its real outline. Now each ACIS
solid's B-rep face-boundary edges are collected from the SAT `edge` records
(straight edges as segments, ellipse/circle edges sampled along their bounded
arc), body-transformed and split into the double-single pair, and stored on
the MeshLodSet. The block-instance and top-level offset paths transform these
edges alongside the mesh vertices.

The batch builder routes a solid with feature edges into a dedicated LineList
vertex buffer and skips its triangle wireframe; a mesh with no B-rep edges
keeps its triangulation edges. Edge colour follows the display mode: the flat
`fs_edge` shader draws the entity colour in the lines-only modes (wireframe,
hidden-line) and a `fs_edge_black` twin forces black for the edge overlay in
filled render modes.

Verified: the Clinic storefront arch bars now yield ~14-16 clean edge
segments (vs the full triangulation) bounded to the solid's true extent.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-04 17:57:00 +03:00
1 parent a08cf477c1
commit 1065bc12b2
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@@ -39,6 +39,13 @@ pub struct MeshModel {
#[derive(Clone, Debug)]
pub struct MeshLodSet {
pub lods: Vec<MeshModel>,
/// Feature-edge line list (LOD-independent): pairs of endpoints, high half
/// of the double-single. Populated for ACIS solids (the B-rep face-boundary
/// edges) so their wireframe shows real edges rather than the triangulation.
/// Empty for plain meshes — those fall back to triangle edges at batch time.
pub edge_verts: Vec<[f32; 3]>,
/// Low residual paired with `edge_verts`.
pub edge_verts_low: Vec<[f32; 3]>,
/// World XY AABB `[min_x, min_y, max_x, max_y]` of the mesh — used
/// by the per-frame LOD selector to compute the projected pixel
/// diagonal.
@@ -76,7 +83,13 @@ impl MeshLodSet {
/// Build a set from its LODs, computing the 3D AABB.
pub fn from_lods(lods: Vec<MeshModel>) -> Self {
let (world_aabb, z_aabb) = compute_mesh_aabb(&lods);
Self { lods, world_aabb, z_aabb }
Self {
lods,
edge_verts: Vec::new(),
edge_verts_low: Vec::new(),
world_aabb,
z_aabb,
}
}
/// Wrap a single MeshModel as a one-LOD set. Used by interactive