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

No files matched your search

+319
View File
@@ -0,0 +1,319 @@
// 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.
// 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:
/// `angle_deg, x0, y0, dx, dy [, dash1, dash2, ...]`
///
/// The perpendicular spacing between adjacent parallel lines is:
/// `| -dx * sin(angle) + dy * cos(angle) |`
#[derive(Clone, Debug)]
pub struct PatFamily {
/// Line direction in degrees.
pub angle_deg: f32,
/// Origin of the first line in this family.
pub x0: f32,
pub y0: f32,
/// Step vector to the next parallel line.
pub dx: f32,
pub dy: f32,
/// Dash/gap sequence: positive = dash length, negative = gap length.
/// Empty = solid (no dash pattern).
pub dashes: Vec<f32>,
}
/// Hatch fill pattern.
#[derive(Clone, Debug)]
pub enum HatchPattern {
/// Opaque solid fill.
Solid,
/// One or more line families (PAT format).
Pattern(Vec<PatFamily>),
/// Linear gradient from `color` to `color2` along `angle_deg`.
Gradient { angle_deg: f32, color2: [f32; 4] },
}
/// A hatched region defined by a closed polygon boundary.
#[derive(Clone, Debug)]
pub struct HatchModel {
/// World XY anchor (in the same offset-relative coordinate space as
/// the rest of the scene — `world_offset` already subtracted, but
/// kept at f64 precision). Boundary vertices are stored as f32
/// offsets from this anchor so that:
/// 1) hit-test / paper_canvas can still read small-magnitude f32
/// coords without precision loss from the f64 → f32 cast that
/// would otherwise happen at large drawing extents (UTM, etc.).
/// 2) the GPU pipeline can pre-shift the quad in hatch-local
/// space (so the fragment shader's `xz` varying stays small)
/// and add `world_origin` back inside the view_proj multiply.
/// Reconstruct WCS-relative coords as `(world_origin.x + v.x as f64,
/// world_origin.y + v.y as f64)`.
pub world_origin: [f64; 2],
/// World-XY coordinates of the boundary polygon vertices, stored as
/// f32 offsets from `world_origin`. NaN-NaN sentinels separate
/// disconnected paths and must be preserved un-shifted by consumers.
pub boundary: Arc<Vec<[f32; 2]>>,
/// Fill pattern.
pub pattern: HatchPattern,
/// Catalog name for this pattern (e.g. "ANSI31", "SOLID", "LINEAR").
/// Stored so `add_hatch()` can write the correct name to the DXF entity.
pub name: String,
/// RGBA color in [0,1].
pub color: [f32; 4],
/// Pattern rotation offset in radians (from DXF `pattern_angle`).
/// Applied on top of each family's base angle at render time.
pub angle_offset: f32,
/// Pattern scale multiplier (from DXF `pattern_scale`).
pub scale: f32,
/// Optional world-space XY rect [x0, y0, x1, y1] for paper-space
/// viewport clipping. When `Some`, the pipeline translates it into
/// a per-frame pixel scissor and clips this hatch's draw call to it,
/// preventing viewport-projected content from bleeding past the
/// viewport frame. Mirrors `WireModel.vp_scissor`.
pub vp_scissor: Option<[f32; 4]>,
/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
/// hatch pipeline as a small clip-z bias so this fill orders correctly
/// against other entity types. 0.0 for transient/preview hatches.
pub draw_depth: f32,
}
impl HatchModel {
/// CPU-side rasteriser for `HatchPattern::Pattern` — produces the line
/// segments inside the boundary so non-GPU consumers (PDF export,
/// `paper_canvas`, print preview) can draw the actual pattern instead
/// of just the outline.
///
/// Coordinate frame: each emitted segment is in the same
/// boundary-relative WCS that callers already use, i.e. `world_origin +
/// boundary[i]`. Solid / gradient hatches return an empty vec —
/// callers fall back to their solid-fill path.
pub fn pattern_segments(&self) -> Vec<[[f32; 2]; 2]> {
let HatchPattern::Pattern(families) = &self.pattern else {
return Vec::new();
};
if self.boundary.is_empty() || families.is_empty() {
return Vec::new();
}
let ox = self.world_origin[0] as f32;
let oy = self.world_origin[1] as f32;
// ── Build edge list from boundary, splitting on NaN sentinels.
// Each sub-path is closed (last → first edge) so even-odd
// inside-tests work for islands / holes.
let mut edges: Vec<([f32; 2], [f32; 2])> = Vec::new();
let mut sub_start: Option<[f32; 2]> = None;
let mut prev: Option<[f32; 2]> = None;
for &[bx, by] in self.boundary.iter() {
if bx.is_nan() || by.is_nan() {
if let (Some(s), Some(p)) = (sub_start, prev) {
if (s[0] - p[0]).abs() > 1e-6 || (s[1] - p[1]).abs() > 1e-6 {
edges.push((p, s));
}
}
sub_start = None;
prev = None;
continue;
}
let pt = [bx + ox, by + oy];
match (sub_start, prev) {
(None, _) => {
sub_start = Some(pt);
prev = Some(pt);
}
(Some(_), Some(p)) => {
edges.push((p, pt));
prev = Some(pt);
}
_ => {}
}
}
if let (Some(s), Some(p)) = (sub_start, prev) {
if (s[0] - p[0]).abs() > 1e-6 || (s[1] - p[1]).abs() > 1e-6 {
edges.push((p, s));
}
}
if edges.is_empty() {
return Vec::new();
}
// ── AABB of the boundary in world coords.
let mut min_x = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut min_y = f32::INFINITY;
let mut max_y = f32::NEG_INFINITY;
for &(a, b) in &edges {
for [x, y] in [a, b] {
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 scale = self.scale.max(1e-6);
let angle_offset = self.angle_offset;
let mut segments: Vec<[[f32; 2]; 2]> = Vec::new();
// Hard cap to keep pathological patterns / huge boundaries bounded.
const MAX_LINES_PER_FAMILY: i32 = 4096;
const MAX_SEGMENTS_TOTAL: usize = 200_000;
let cos_off = angle_offset.cos();
let sin_off = angle_offset.sin();
for family in families {
let angle = family.angle_deg.to_radians() + angle_offset;
let cos_a = angle.cos();
let sin_a = angle.sin();
// PAT local frame: dx = along-line phase, dy = perpendicular
// spacing. Lines step in world by k · (dx, dy)_local rotated
// into the family's frame.
let step_x = (family.dx * cos_a - family.dy * sin_a) * scale;
let step_y = (family.dx * sin_a + family.dy * cos_a) * scale;
let perp_x = -sin_a;
let perp_y = cos_a;
let step_perp = step_x * perp_x + step_y * perp_y;
if step_perp.abs() < 1e-6 {
continue; // degenerate spacing
}
// k range: project AABB corners onto perp direction relative
// to the family's origin and divide by signed perp step. The
// pattern origin is rotated by `angle_offset` and scaled —
// same convention as the GPU shader, so PAT patterns whose
// `x0/y0` are non-zero (e.g. brick offsets) line up with the
// on-screen render.
let origin = [
(family.x0 * cos_off - family.y0 * sin_off) * scale,
(family.x0 * sin_off + family.y0 * cos_off) * scale,
];
let mut p_min = f32::INFINITY;
let mut p_max = f32::NEG_INFINITY;
for &[cx, cy] in &[
[min_x, min_y],
[max_x, min_y],
[min_x, max_y],
[max_x, max_y],
] {
let p = (cx - origin[0]) * perp_x + (cy - origin[1]) * perp_y;
p_min = p_min.min(p);
p_max = p_max.max(p);
}
let mut k_lo = (p_min / step_perp).floor() as i32 - 1;
let mut k_hi = (p_max / step_perp).ceil() as i32 + 1;
if k_lo > k_hi {
std::mem::swap(&mut k_lo, &mut k_hi);
}
k_lo = k_lo.max(-MAX_LINES_PER_FAMILY);
k_hi = k_hi.min(MAX_LINES_PER_FAMILY);
let period: f32 = family.dashes.iter().map(|d| d.abs()).sum::<f32>() * scale;
let has_dashes = !family.dashes.is_empty() && period > 1e-6;
for k in k_lo..=k_hi {
if segments.len() >= MAX_SEGMENTS_TOTAL {
return segments;
}
let kf = k as f32;
let lx = origin[0] + kf * step_x;
let ly = origin[1] + kf * step_y;
// Intersect line P(t) = L + t·(cos_a, sin_a) against each
// boundary edge; collect t-values where the edge actually
// crosses (s ∈ [0,1]).
let mut ts: Vec<f32> = Vec::with_capacity(8);
for &(a, b) in &edges {
let ex = b[0] - a[0];
let ey = b[1] - a[1];
let det = ex * sin_a - ey * cos_a; // = sin_a·ex − cos_a·ey
if det.abs() < 1e-9 {
continue;
}
let rx = a[0] - lx;
let ry = a[1] - ly;
let t = (ex * ry - ey * rx) / det;
let s = (cos_a * ry - sin_a * rx) / det;
if s >= 0.0 && s <= 1.0 {
ts.push(t);
}
}
if ts.len() < 2 {
continue;
}
ts.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
// De-duplicate near-coincident hits (line clipping a vertex).
ts.dedup_by(|a, b| (*a - *b).abs() < 1e-5);
if ts.len() < 2 {
continue;
}
// Even-odd: emit segments between consecutive pairs.
for pair in ts.chunks_exact(2) {
let t0 = pair[0];
let t1 = pair[1];
if t1 - t0 < 1e-6 {
continue;
}
if !has_dashes {
let p0 = [lx + t0 * cos_a, ly + t0 * sin_a];
let p1 = [lx + t1 * cos_a, ly + t1 * sin_a];
segments.push([p0, p1]);
} else {
// Walk the dash sequence along this clipped span with
// absolute phase (so the pattern aligns across spans,
// matching the GPU shader). Positive entries are
// dashes, negative are gaps, and a zero-length entry is
// a dot — rendered as a short mark so dot patterns
// (e.g. DOTS) are visible instead of drawing nothing.
let n = family.dashes.len();
let dot_len = (period * 0.06).max(1e-3);
let phase = t0.rem_euclid(period);
// Start at the period boundary at or before t0; the
// span clip below drops anything before t0.
let mut seg_t = t0 - phase;
let mut idx = 0usize;
let max_iters = (((t1 - t0) / period).ceil() as usize + 2) * n + 8;
let mut iters = 0usize;
while seg_t < t1 && iters < max_iters {
let d = family.dashes[idx];
let dl = d.abs() * scale;
if d > 0.0 {
let a = seg_t.max(t0);
let b = (seg_t + dl).min(t1);
if b > a {
segments.push([
[lx + a * cos_a, ly + a * sin_a],
[lx + b * cos_a, ly + b * sin_a],
]);
}
} else if d == 0.0 && seg_t >= t0 - 1e-6 && seg_t <= t1 + 1e-6 {
// Short centered mark for the dot.
let a = (seg_t - dot_len * 0.5).max(t0);
let b = (seg_t + dot_len * 0.5).min(t1);
if b > a {
segments.push([
[lx + a * cos_a, ly + a * sin_a],
[lx + b * cos_a, ly + b * sin_a],
]);
}
}
seg_t += dl;
idx = (idx + 1) % n;
iters += 1;
if segments.len() >= MAX_SEGMENTS_TOTAL {
return segments;
}
}
}
}
}
}
segments
}
}