refactor(tess): move solid sampling to kernel

Remove local face, edge, spline, sweep, loft, and silhouette
samplers. Meshes and overlays share the kernel tolerance and edge
schedule.
This commit is contained in:
Hakan Seven committed 2026-08-10 10:18:53 +03:00
1 parent 60f5bca0d4
commit dc998fe46b
15 files changed
+410 -3938

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+34 -13
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@@ -25,6 +25,10 @@ const SAG: f64 = 0.05;
/// What counts as the same point when the kernel checks a body over.
const TOL: f64 = 1e-9;
fn tessellation(body: &Body) -> brep::mesh::BodyMesh {
brep::mesh::tessellate(body, brep::mesh::TessellationTolerance::new(SAG, TOL))
}
/// Axis-aligned box from its center and full extents.
pub fn box_solid(center: [f64; 3], length: f64, width: f64, height: f64) -> Option<Body> {
brep::make::cuboid(
@@ -143,7 +147,7 @@ fn about_origin(x: [f64; 3], y: [f64; 3], z: [f64; 3], about: [f64; 3]) -> [f64;
/// The box a body occupies, from its mesh.
pub fn extent(body: &Body) -> Option<([f64; 3], [f64; 3])> {
let mesh = brep::mesh::body(body, SAG, TOL);
let mesh = tessellation(body).mesh;
if mesh.positions.is_empty() {
return None;
}
@@ -165,7 +169,7 @@ pub fn extent(body: &Body) -> Option<([f64; 3], [f64; 3])> {
/// is a set of Line entities either way. Each triangle the plane crosses
/// contributes the one segment where it does.
pub fn section(body: &Body, axis: usize, value: f64) -> Vec<([f64; 3], [f64; 3])> {
let mesh = brep::mesh::body(body, SAG, TOL);
let mesh = tessellation(body).mesh;
let mut out = Vec::new();
for triangle in &mesh.triangles {
let corners: Vec<[f64; 3]> = triangle.iter().map(|i| mesh.positions[*i]).collect();
@@ -201,16 +205,15 @@ pub fn section(body: &Body, axis: usize, value: f64) -> Vec<([f64; 3], [f64; 3])
// ── Edge extraction (pick geometry + wireframe overlay) ─────────────────────
/// Tessellate the solid's B-rep edges into acadrust `Wire`s. Stored on the
/// `Solid3D`/result entity so it is click-pickable (the renderer's wire
/// fallback draws these as a wireframe over the shaded mesh, and hit-testing
/// uses their points).
/// `Solid3D`/result entity for picking.
pub fn edge_wires(body: &Body) -> Vec<acadrust::entities::Wire> {
use acadrust::types::Vector3;
brep::edge_polylines(body, SAG)
tessellation(body)
.edges
.into_iter()
.map(|points| {
.map(|edge| {
acadrust::entities::Wire::from_points(
points
edge.positions
.into_iter()
.map(|p| Vector3::new(p[0], p[1], p[2]))
.collect(),
@@ -250,7 +253,9 @@ pub fn boolean(op: Bool, a: &Body, b: &Body) -> Option<Body> {
/// Tessellate a `Body` into a single-LOD `MeshLodSet` (world-space, before
/// world_offset is applied by the caller).
pub fn mesh_from_solid(body: &Body, color: [f32; 4]) -> Option<MeshLodSet> {
let mesh = brep::mesh::body(body, SAG, TOL);
let tessellation = tessellation(body);
let silhouette = tessellation.silhouette_source();
let mesh = tessellation.mesh;
if mesh.is_empty() {
return None;
}
@@ -278,7 +283,7 @@ pub fn mesh_from_solid(body: &Body, color: [f32; 4]) -> Option<MeshLodSet> {
.iter()
.flat_map(|t| [t[0] as u32, t[1] as u32, t[2] as u32])
.collect();
Some(MeshLodSet::from_single(MeshModel {
let mut set = MeshLodSet::from_single(MeshModel {
name: String::new(),
verts,
verts_low,
@@ -288,7 +293,23 @@ pub fn mesh_from_solid(body: &Body, color: [f32; 4]) -> Option<MeshLodSet> {
triangle_colors: Vec::new(),
color,
selected: false,
}))
});
for edge in tessellation.edges {
for segment in edge.positions.windows(2) {
for point in segment {
let high = [point[0] as f32, point[1] as f32, point[2] as f32];
set.edge_verts.push(high);
set.edge_verts_low.push([
(point[0] - high[0] as f64) as f32,
(point[1] - high[1] as f64) as f32,
(point[2] - high[2] as f64) as f32,
]);
}
}
}
set.complete = tessellation.missing_faces.is_empty();
set.curved_gens.push(super::mesh_model::CurvedGen { source: silhouette });
Some(set)
}
/// The middle of a body, for a caller needing a point to turn or scale about.
@@ -296,7 +317,7 @@ pub fn mesh_from_solid(body: &Body, color: [f32; 4]) -> Option<MeshLodSet> {
/// Read off the mesh rather than `body_bounds`, which refuses a face that
/// wraps a closed surface — a sphere is one such face and has no box at all.
pub fn centre(body: &Body) -> Option<[f64; 3]> {
let mesh = brep::mesh::body(body, SAG, TOL);
let mesh = tessellation(body).mesh;
if mesh.positions.is_empty() {
return None;
}
@@ -325,7 +346,7 @@ pub fn centre(body: &Body) -> Option<[f64; 3]> {
#[cfg(test)]
pub fn volume(body: &Body) -> f64 {
use acadrust::kernel::space::Vec3;
let mesh = brep::mesh::body(body, SAG, TOL);
let mesh = tessellation(body).mesh;
let Some(middle) = centre(body) else {
return 0.0;
};