forked from 1b-agent/opencadstudio-upstream
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>
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//! Unified GPU shader widget for both model and paper layouts.
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//!
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//! There is one `shader::Program` for the whole canvas. `Scene::build_viewports`
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//! decides what to render — model layout produces one viewport per tile
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//! (`active_viewports` iterates `model_tiles`), paper layout produces one per
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//! content viewport entity. Each one is drawn into its own scissor rect by a
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//! dedicated inner `Pipeline` (kept in the `MultiPipeline` outer).
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use super::render::{CameraState, Primitive};
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use crate::scene::Scene;
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use iced::widget::shader;
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use iced::{mouse, Event, Rectangle};
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// ── Widget struct ─────────────────────────────────────────────────────────
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pub struct ViewportPane<'a> {
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pub scene: &'a Scene,
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pub show_viewcube: bool,
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/// Render mode applied to the Model layout's tiles. Paper-space content
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/// viewports use the render mode stored on their own viewport entity.
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pub render_mode: acadrust::entities::ViewportRenderMode,
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}
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impl<'a> ViewportPane<'a> {
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pub fn model(
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scene: &'a Scene,
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show_viewcube: bool,
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render_mode: acadrust::entities::ViewportRenderMode,
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) -> Self {
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Self {
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scene,
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show_viewcube,
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render_mode,
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}
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}
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}
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// ── shader::Program impl ──────────────────────────────────────────────────
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impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a> {
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type State = CameraState;
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type Primitive = Primitive;
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fn draw(
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&self,
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state: &Self::State,
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_cursor: mouse::Cursor,
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bounds: Rectangle,
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) -> Self::Primitive {
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self.scene
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.build_viewports(bounds, self.render_mode, state.hover_region)
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}
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fn update(
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&self,
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state: &mut Self::State,
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event: &Event,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> Option<iced::widget::Action<Msg>> {
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// ViewCube hover is also driven from the app-level CursorMoved /
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// ViewportMove handlers (the cube hit-area overlay shadows this
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// widget for those events). Keeping the call here gives a fallback
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// path while the cursor is over the bare shader.
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if self.show_viewcube {
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self.scene.update_viewcube_state(state, bounds, cursor);
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} else {
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state.hover_region = None;
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}
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let _ = event;
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None
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}
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fn mouse_interaction(
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&self,
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state: &Self::State,
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_b: Rectangle,
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_c: mouse::Cursor,
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) -> mouse::Interaction {
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if self.show_viewcube {
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self.scene.viewcube_mouse_interaction(state)
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} else {
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mouse::Interaction::default()
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}
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}
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}
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