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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Hakan Seven committed 2026-08-01 20:31:28 +03:00
1 parent 6c62daf260
commit 7b50d6a5a3
5 files changed
+151 -70

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