refactor(scene): group modules into role-based subfolders

Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-16 11:33:46 +03:00
1 parent cd048165a9
commit 7fe7e0230d
160 files changed
+732 -715

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+8 -6
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@@ -6,9 +6,11 @@ use glam::Vec3;
use crate::command::EntityTransform;
use crate::entities::common::{edit_prop as edit, parse_f64, ro_prop as ro, square_grip};
use crate::scene::object::{GripApply, GripDef, PropSection};
use crate::scene::wire_model::WireModel;
use crate::scene::{block_cache, render, tessellate};
use crate::scene::model::object::{GripApply, GripDef, PropSection};
use crate::scene::model::wire_model::WireModel;
use crate::scene::cache::block_cache;
use crate::scene::convert::tessellate;
use crate::scene::view::render;
fn grips(ins: &Insert) -> Vec<GripDef> {
let p = glam::DVec3::new(ins.insert_point.x, ins.insert_point.y, ins.insert_point.z);
@@ -63,7 +65,7 @@ fn apply_grip(ins: &mut Insert, _grip_id: usize, apply: GripApply) {
}
fn apply_transform(ins: &mut Insert, t: &EntityTransform) {
crate::scene::transform::apply_standard_entity_transform(ins, t, |entity, p1, p2| {
crate::scene::view::transform::apply_standard_entity_transform(ins, t, |entity, p1, p2| {
let dx = (p2.x - p1.x) as f64;
let dy = (p2.y - p1.y) as f64;
let len = (dx * dx + dy * dy).sqrt();
@@ -98,7 +100,7 @@ impl crate::entities::traits::FallbackTess for Insert {
fn fallback_geometry(
&self,
world_offset: [f64; 3],
) -> crate::scene::tess_util::FallbackGeometry {
) -> crate::scene::convert::tess_util::FallbackGeometry {
let [ox, oy, oz] = world_offset;
let ip = Vec3::new(
(self.insert_point.x - ox) as f32,
@@ -114,7 +116,7 @@ impl crate::entities::traits::FallbackTess for Insert {
];
(
pts,
vec![(ip, crate::scene::wire_model::SnapHint::Insertion)],
vec![(ip, crate::scene::model::wire_model::SnapHint::Insertion)],
vec![],
vec![],
)