forked from 1b-agent/opencadstudio-upstream
fix(solid): normalize quadrilateral edges
Accept perimeter and DXF Z point orders while keeping screen fill and interaction on the WCS-aware geometry. Refs #617
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@@ -1,11 +1,10 @@
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// SOLID entity — 2D filled quadrilateral (or triangle when p3 == p4).
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//
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// Wireframe: the 4 perimeter edges as TruckObject::Lines.
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// Filled: two triangles on `fill_tris`, so a SOLID nested in a block (e.g.
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// a `_BoxFilled` dimension arrowhead) renders filled — block
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// expansion has no separate hatch-model injection. Top-level SOLIDs
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// also get a solid-fill HatchModel; the duplicate fill is invisible
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// for the opaque solids these are (arrowheads, cell fills).
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// Filled: two triangles on `fill_tris`, preserving the entity's full WCS
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// plane both at top level and through block expansion. The scene
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// keeps a separate 2-D HatchModel only for plot projection; screen
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// rendering filters that flattened copy out.
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// Grips: 4 corner grip points.
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use acadrust::entities::Solid;
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@@ -21,55 +20,95 @@ fn dvec3(v: &acadrust::types::Vector3) -> glam::DVec3 {
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glam::DVec3::new(v.x, v.y, v.z)
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}
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pub(crate) fn wcs_corners(solid: &Solid) -> [[f64; 3]; 4] {
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let n = (solid.normal.x, solid.normal.y, solid.normal.z);
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let w = |v: &acadrust::types::Vector3| {
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let (x, y, z) = crate::scene::view::transform::ocs_point_to_wcs((v.x, v.y, v.z), n);
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[x, y, z]
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};
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[
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w(&solid.first_corner),
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w(&solid.second_corner),
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w(&solid.third_corner),
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w(&solid.fourth_corner),
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]
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}
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/// Return a non-self-intersecting perimeter for either conventional DXF SOLID
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/// Z-order or older/perimeter-ordered data. Prefer DXF order when both are
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/// valid, but recover legacy solids whose 1-2-4-3 walk forms a bow-tie.
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pub(crate) fn perimeter_indices(corners: &[[f64; 3]; 4]) -> [usize; 4] {
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let p = |index: usize| glam::DVec3::from_array(corners[index]);
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let edge = p(1) - p(0);
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let mut normal = edge.cross(p(2) - p(0));
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if normal.length_squared() < 1.0e-20 {
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normal = edge.cross(p(3) - p(0));
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}
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if normal.length_squared() < 1.0e-20 {
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return [0, 1, 3, 2];
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}
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let orient = |a: usize, b: usize, c: usize| {
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(p(b) - p(a)).cross(p(c) - p(a)).dot(normal)
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};
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let segments_cross = |a: usize, b: usize, c: usize, d: usize| {
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let ab_c = orient(a, b, c);
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let ab_d = orient(a, b, d);
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let cd_a = orient(c, d, a);
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let cd_b = orient(c, d, b);
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((ab_c > 0.0 && ab_d < 0.0) || (ab_c < 0.0 && ab_d > 0.0))
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&& ((cd_a > 0.0 && cd_b < 0.0) || (cd_a < 0.0 && cd_b > 0.0))
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};
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let order_crosses = |order: [usize; 4]| {
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segments_cross(order[0], order[1], order[2], order[3])
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|| segments_cross(order[1], order[2], order[3], order[0])
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};
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let dxf = [0, 1, 3, 2];
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let perimeter = [0, 1, 2, 3];
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if order_crosses(dxf) && !order_crosses(perimeter) {
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perimeter
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} else {
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dxf
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}
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}
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impl TruckConvertible for Solid {
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fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
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// SOLID corners are OCS (planar entity) — map through the arbitrary
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// axis so mirrored solids (normal 0,0,-1) land on the correct side.
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let n = (self.normal.x, self.normal.y, self.normal.z);
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let w = |v: &acadrust::types::Vector3| -> [f64; 3] {
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let (x, y, z) = crate::scene::view::transform::ocs_point_to_wcs((v.x, v.y, v.z), n);
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[x, y, z]
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};
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let p0 = w(&self.first_corner);
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let p1 = w(&self.second_corner);
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let p2 = w(&self.third_corner);
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let p3 = w(&self.fourth_corner);
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// DXF SOLID vertex order: 1-2-4-3 (Z-shaped), render as closed quad outline.
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// AutoCAD stores corners in "Z" order: p0-p1 are top edge, p2-p3 are bottom edge,
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// so the visual quad is p0→p1→p3→p2→p0.
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// SOLID corners are OCS. Map them to WCS, then resolve either the DXF
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// Z-order or legacy perimeter order before building edges and fill.
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let corners = wcs_corners(self);
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let order = perimeter_indices(&corners);
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let [p0, p1, p2, p3] = order.map(|index| corners[index]);
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let pts = vec![
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p0,
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p1,
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[f64::NAN; 3],
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p1,
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p3,
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[f64::NAN; 3],
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p3,
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p2,
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[f64::NAN; 3],
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p2,
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p3,
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[f64::NAN; 3],
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p3,
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p0,
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];
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let dvp = |p: [f64; 3]| glam::DVec3::new(p[0], p[1], p[2]);
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let snap = vec![
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(dvp(p0), SnapHint::Node),
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(dvp(p1), SnapHint::Node),
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(dvp(p2), SnapHint::Node),
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(dvp(p3), SnapHint::Node),
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];
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let dvp = |p: [f64; 3]| glam::DVec3::from_array(p);
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let snap = corners
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.iter()
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.copied()
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.map(|point| (dvp(point), SnapHint::Node))
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.collect();
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// Fill the visual quad p0→p1→p3→p2 (Z-order) as two triangles; a
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// triangle SOLID (p2 == p3) degenerates the second, which is harmless.
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let fill_tris = vec![p0, p1, p3, p0, p3, p2];
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// Fill the resolved perimeter as two triangles. For a triangle the last
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// two points coincide and the second triangle degenerates harmlessly.
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let fill_tris = vec![p0, p1, p2, p0, p2, p3];
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Some(TruckEntity {
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pick_tris: Vec::new(),
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object: TruckObject::Lines(pts),
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snap_pts: snap,
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tangent_geoms: vec![],
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key_vertices: vec![p0, p1, p2, p3],
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key_vertices: corners.to_vec(),
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fill_tris,
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})
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}
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