fix(hatch): more improvement on arc boundary and pattern

This commit is contained in:
Hakan Seven committed 2026-05-10 20:29:39 +03:00
1 parent 461d0c5d86
commit 773a5f74cb
4 files changed
+159 -93

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+4 -2
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@@ -1,10 +1,12 @@
// HatchModel — CPU-side hatch fill data; rendered entirely on the GPU.
use std::sync::Arc;
//
// The boundary is a closed polygon in world XY coordinates (max 64 vertices).
// The boundary is a closed polygon in world XY coordinates.
// The GPU fragment shader performs point-in-polygon and hatch-line tests so
// no line geometry is ever tessellated on the CPU.
pub const MAX_HATCH_BOUNDARY_VERTS: usize = 1024;
/// One line family from a PAT-format hatch pattern.
///
/// Format mirrors the standard PAT line format:
@@ -41,7 +43,7 @@ pub enum HatchPattern {
/// A hatched region defined by a closed polygon boundary.
#[derive(Clone, Debug)]
pub struct HatchModel {
/// World XY coordinates of the boundary polygon vertices (max 64).
/// World XY coordinates of the boundary polygon vertices.
/// Arc so HatchModel::clone() is a pointer bump rather than a full Vec copy.
pub boundary: Arc<Vec<[f32; 2]>>,
/// Fill pattern.
+96 -55
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@@ -1916,19 +1916,35 @@ impl Scene {
fn hatch_model_from_dxf(dxf: &DxfHatch, color: [f32; 4], world_offset: [f64; 3]) -> Option<HatchModel> {
let [ox, oy, _oz] = world_offset;
let path = dxf
.paths
.iter()
.find(|p| p.flags.is_external())
.or_else(|| dxf.paths.first())?;
let normal = (dxf.normal.x, dxf.normal.y, dxf.normal.z);
let to_xy = |x: f64, y: f64| -> [f32; 2] {
let (wx, wy, _) = crate::scene::transform::ocs_point_to_wcs(
(x, y, dxf.elevation),
normal,
);
[(wx - ox) as f32, (wy - oy) as f32]
};
if dxf.paths.is_empty() {
return None;
}
let mut boundary: Vec<[f32; 2]> = Vec::new();
for edge in &path.edges {
match edge {
for path in &dxf.paths {
let before_path = boundary.len();
if !boundary.is_empty() {
boundary.push([f32::NAN, f32::NAN]);
}
let path_start = boundary.len();
for edge in &path.edges {
match edge {
BoundaryEdge::Polyline(poly) => {
let verts = &poly.vertices;
let count = verts.len();
if count == 0 {
continue;
}
let seg_count = if poly.is_closed {
count
} else {
@@ -1939,73 +1955,86 @@ impl Scene {
let v1 = &verts[(i + 1) % count];
let bulge = v0.z;
if bulge.abs() < 1e-9 {
boundary.push([(v0.x - ox) as f32, (v0.y - oy) as f32]);
boundary.push(to_xy(v0.x, v0.y));
} else {
let p0 = [(v0.x - ox) as f32, (v0.y - oy) as f32];
let p1 = [(v1.x - ox) as f32, (v1.y - oy) as f32];
let angle = 4.0 * (bulge as f32).atan();
let p0 = [v0.x as f32, v0.y as f32];
let p1 = [v1.x as f32, v1.y as f32];
let theta = 4.0 * (bulge as f32).atan();
let dx = p1[0] - p0[0];
let dy = p1[1] - p0[1];
let d = (dx * dx + dy * dy).sqrt();
let r = (d / 2.0) / (angle / 2.0).sin().abs();
if d < 1e-9 {
boundary.push(to_xy(v0.x, v0.y));
continue;
}
let r = (d * 0.5) / (theta * 0.5).sin().abs();
let mx = (p0[0] + p1[0]) * 0.5;
let my = (p0[1] + p1[1]) * 0.5;
let len = d.max(1e-9);
let px = -dy / len;
let py = dx / len;
let px = -dy / d;
let py = dx / d;
let sign = if bulge > 0.0 { 1.0_f32 } else { -1.0_f32 };
let h = r - (r * r - d * d / 4.0).max(0.0).sqrt();
let cx = mx - sign * px * (r - h);
let cy = my - sign * py * (r - h);
let center_offset = r * (theta * 0.5).cos();
let cx = mx + sign * px * center_offset;
let cy = my + sign * py * center_offset;
let a0 = (p0[1] - cy).atan2(p0[0] - cx);
let a1 = (p1[1] - cy).atan2(p1[0] - cx);
let (sa, mut ea) = if bulge > 0.0 { (a0, a1) } else { (a1, a0) };
if ea < sa {
ea += std::f32::consts::TAU;
let mut sweep = a1 - a0;
if bulge > 0.0 {
if sweep <= 0.0 {
sweep += std::f32::consts::TAU;
}
} else if sweep >= 0.0 {
sweep -= std::f32::consts::TAU;
}
let span = ea - sa;
let segs = ((span.abs() / std::f32::consts::TAU) * 16.0)
if sweep.abs() < 1e-7 {
sweep = if bulge > 0.0 {
std::f32::consts::TAU
} else {
-std::f32::consts::TAU
};
}
let segs = ((sweep.abs() / std::f32::consts::TAU) * 16.0)
.ceil()
.max(4.0) as u32;
for j in 0..segs {
let t = sa + span * (j as f32 / segs as f32);
boundary.push([cx + r * t.cos(), cy + r * t.sin()]);
let a = a0 + sweep * (j as f32 / segs as f32);
boundary.push(to_xy(
(cx + r * a.cos()) as f64,
(cy + r * a.sin()) as f64,
));
}
}
}
if poly.is_closed {
if let Some(&first) = boundary.first() {
if let Some(&first) = boundary.get(path_start) {
boundary.push(first);
}
}
}
BoundaryEdge::Line(line) => {
boundary.push([(line.start.x - ox) as f32, (line.start.y - oy) as f32]);
boundary.push([(line.end.x - ox) as f32, (line.end.y - oy) as f32]);
boundary.push(to_xy(line.start.x, line.start.y));
boundary.push(to_xy(line.end.x, line.end.y));
}
BoundaryEdge::CircularArc(arc) => {
let cx = (arc.center.x - ox) as f32;
let cy = (arc.center.y - oy) as f32;
let r = arc.radius as f32;
let (sa, ea) = if arc.counter_clockwise {
(arc.start_angle as f32, arc.end_angle as f32)
} else {
(arc.end_angle as f32, arc.start_angle as f32)
};
let mut end = ea;
if end < sa {
end += std::f32::consts::TAU;
}
let cx = arc.center.x;
let cy = arc.center.y;
let r = arc.radius;
let sa = arc.start_angle;
let ea = arc.end_angle;
let end = if ea >= sa { ea } else { ea + std::f64::consts::TAU };
let span = end - sa;
let segs = ((span / std::f32::consts::TAU) * 32.0).ceil().max(4.0) as u32;
let segs = ((span / std::f64::consts::TAU) * 32.0).ceil().max(4.0) as u32;
for i in 0..=segs {
let t = sa + span * (i as f32 / segs as f32);
boundary.push([cx + r * t.cos(), cy + r * t.sin()]);
let t = sa + span * (i as f64 / segs as f64);
boundary.push(to_xy(
cx + r * t.cos(),
cy + r * t.sin(),
));
}
}
BoundaryEdge::EllipticArc(ell) => {
let cx = (ell.center.x - ox) as f32;
let cy = (ell.center.y - oy) as f32;
let cx = ell.center.x;
let cy = ell.center.y;
let maj_x = ell.major_axis_endpoint.x as f32;
let maj_y = ell.major_axis_endpoint.y as f32;
let r_maj = (maj_x * maj_x + maj_y * maj_y).sqrt();
@@ -2026,10 +2055,10 @@ impl Scene {
let t = sa + span * (i as f32 / segs as f32);
let lx = r_maj * t.cos();
let ly = r_min * t.sin();
boundary.push([
cx + lx * rot.cos() - ly * rot.sin(),
cy + lx * rot.sin() + ly * rot.cos(),
]);
boundary.push(to_xy(
cx + (lx * rot.cos() - ly * rot.sin()) as f64,
cy + (lx * rot.sin() + ly * rot.cos()) as f64,
));
}
}
BoundaryEdge::Spline(spline) => {
@@ -2057,21 +2086,34 @@ impl Scene {
for i in 0..=segs {
let t = t0 + (t1 - t0) * (i as f64 / segs as f64);
let p = bspl.subs(t);
boundary.push([(p.x - ox) as f32, (p.y - oy) as f32]);
boundary.push(to_xy(p.x, p.y));
}
} else {
for cp in &spline.control_points {
boundary.push([(cp.x - ox) as f32, (cp.y - oy) as f32]);
boundary.push(to_xy(cp.x, cp.y));
}
}
}
}
}
if boundary.len() == path_start {
boundary.truncate(before_path);
continue;
}
if boundary.len() >= path_start + 3 {
let first = boundary[path_start];
let last = *boundary.last().unwrap();
if (first[0] - last[0]).abs() > 1e-5 || (first[1] - last[1]).abs() > 1e-5 {
boundary.push(first);
}
}
}
if boundary.is_empty() {
return None;
}
boundary.truncate(64);
boundary.truncate(hatch_model::MAX_HATCH_BOUNDARY_VERTS);
let pattern = if dxf.gradient_color.is_enabled() {
let color2 = dxf
@@ -2113,8 +2155,8 @@ impl Scene {
pattern,
name,
color,
angle_offset: 0.0,
scale: 1.0,
angle_offset: dxf.pattern_angle as f32,
scale: dxf.pattern_scale as f32,
})
}
@@ -3683,4 +3725,3 @@ fn polyline_segment_fill(
Some(boundary)
}
}
+36 -29
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@@ -2,10 +2,12 @@
//
// Group 1 bindings per hatch:
// binding 0 — HatchUniformData (64 bytes) mode, color, angle_offset, scale, gradient params
// binding 1 — BoundaryData (1024 bytes) up to 64 boundary polygon vertices
// binding 1 — BoundaryData (16384 bytes) boundary polygon vertices
// binding 2 — FamilyBatchData (1296 bytes) up to 16 line families + 128 dash values
use crate::scene::hatch_model::{HatchModel, HatchPattern, PatFamily};
use crate::scene::hatch_model::{
HatchModel, HatchPattern, PatFamily, MAX_HATCH_BOUNDARY_VERTS,
};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
@@ -64,7 +66,7 @@ pub struct HatchUniformData {
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BoundaryData {
pub verts: [[f32; 4]; 64], // world XY in .xy, .zw unused
pub verts: [[f32; 4]; MAX_HATCH_BOUNDARY_VERTS], // world XY in .xy, .zw unused
}
/// One line family packed for the shader (48 bytes).
@@ -120,26 +122,21 @@ impl HatchGpu {
};
// ── Bounding box ─────────────────────────────────────────────────
let min_x = model
.boundary
.iter()
.map(|v| v[0])
.fold(f32::INFINITY, f32::min);
let max_x = model
.boundary
.iter()
.map(|v| v[0])
.fold(f32::NEG_INFINITY, f32::max);
let min_y = model
.boundary
.iter()
.map(|v| v[1])
.fold(f32::INFINITY, f32::min);
let max_y = model
.boundary
.iter()
.map(|v| v[1])
.fold(f32::NEG_INFINITY, f32::max);
let (mut min_x, mut max_x, mut min_y, mut max_y) = (
f32::INFINITY,
f32::NEG_INFINITY,
f32::INFINITY,
f32::NEG_INFINITY,
);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => families
@@ -189,17 +186,22 @@ impl HatchGpu {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| x * grad_cos + y * grad_sin)
.collect();
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
(proj_min, (proj_max - proj_min).max(1e-4))
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
(proj_min, (proj_max - proj_min).max(1e-4))
}
} else {
(0.0, 1.0)
};
// ── HatchUniformData ─────────────────────────────────────────────
let n = model.boundary.len().min(64);
let n = model.boundary.len().min(MAX_HATCH_BOUNDARY_VERTS);
let uniform_data = HatchUniformData {
color: model.color,
color2,
@@ -215,9 +217,14 @@ impl HatchGpu {
// ── BoundaryData ─────────────────────────────────────────────────
let mut boundary_data = BoundaryData {
verts: [[0.0; 4]; 64],
verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
};
for (i, &[x, y]) in model.boundary.iter().take(64).enumerate() {
for (i, &[x, y]) in model
.boundary
.iter()
.take(MAX_HATCH_BOUNDARY_VERTS)
.enumerate()
{
boundary_data.verts[i] = [x, y, 0.0, 0.0];
}
+23 -7
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@@ -42,7 +42,7 @@ struct HatchUniforms {
@group(1) @binding(0) var<uniform> h: HatchUniforms;
struct Boundary {
verts: array<vec4<f32>, 64>,
verts: array<vec4<f32>, 1024>,
}
@group(1) @binding(1) var<uniform> b: Boundary;
@@ -87,18 +87,34 @@ struct VOut {
// ── Point-in-polygon (ray casting) ────────────────────────────────────────
fn valid_vertex(p: vec2<f32>) -> bool {
return p.x == p.x && p.y == p.y;
}
fn edge_crosses(p: vec2<f32>, a: vec2<f32>, c: vec2<f32>) -> bool {
if (a.y > p.y) != (c.y > p.y) {
let x_int = (c.x - a.x) * (p.y - a.y) / (c.y - a.y) + a.x;
return p.x < x_int;
}
return false;
}
fn in_polygon(p: vec2<f32>) -> bool {
var inside = false;
let n = h.vcount;
var j = n - 1u;
var prev = vec2<f32>(0.0, 0.0);
var have_prev = false;
for (var i = 0u; i < n; i++) {
let vi = b.verts[i].xy;
let vj = b.verts[j].xy;
if (vi.y > p.y) != (vj.y > p.y) {
let x_int = (vj.x - vi.x) * (p.y - vi.y) / (vj.y - vi.y) + vi.x;
if p.x < x_int { inside = !inside; }
if !valid_vertex(vi) {
have_prev = false;
continue;
}
j = i;
if have_prev && edge_crosses(p, prev, vi) {
inside = !inside;
}
prev = vi;
have_prev = true;
}
return inside;
}