forked from 1b-agent/opencadstudio-upstream
fix(solid): use kernel geometry
Derive extrusion, bounds, edges, and fill from cadkernel while preserving precise view filtering and stable GPU uploads.
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@@ -22,20 +22,48 @@ use crate::scene::model::wire_model::WireModel;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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fn planar_solid_faces_view(wire: &WireModel, view_dir: glam::Vec3) -> bool {
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pub(crate) fn planar_solid_faces_view(wire: &WireModel, view_dir: glam::Vec3) -> bool {
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if !wire.fill_is_2d_solid || wire.fill_is_3d {
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return true;
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}
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let view = view_dir.normalize_or_zero();
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wire.fill_tris.chunks_exact(3).any(|triangle| {
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let first = glam::Vec3::from_array(triangle[0]);
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let second = glam::Vec3::from_array(triangle[1]);
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let third = glam::Vec3::from_array(triangle[2]);
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let view = view_dir.as_dvec3().normalize_or_zero();
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let point = |index: usize| {
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let high = wire.fill_tris[index];
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let low = wire
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.fill_tris_low
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.get(index)
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.copied()
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.unwrap_or([0.0; 3]);
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glam::DVec3::new(
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high[0] as f64 + low[0] as f64,
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high[1] as f64 + low[1] as f64,
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high[2] as f64 + low[2] as f64,
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)
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};
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(0..wire.fill_tris.len() / 3).any(|triangle| {
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let first = point(triangle * 3);
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let second = point(triangle * 3 + 1);
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let third = point(triangle * 3 + 2);
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let normal = (second - first).cross(third - first).normalize_or_zero();
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normal.length_squared() > 0.0 && normal.dot(view).abs() >= 1.0 - 1.0e-5
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})
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}
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pub(crate) fn planar_solid_visibility_key(
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wires: &[WireModel],
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view_dir: glam::Vec3,
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) -> u64 {
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let mut key = 0xcbf29ce484222325_u64;
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for wire in wires
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.iter()
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.filter(|wire| wire.fill_is_2d_solid && !wire.fill_is_3d)
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{
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key ^= planar_solid_faces_view(wire, view_dir) as u64;
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key = key.wrapping_mul(0x100000001b3);
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}
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key
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}
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// ── Vertex layout ──────────────────────────────────────────────────────────
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#[repr(C)]
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@@ -88,8 +116,8 @@ impl Face3DVertex {
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// ── GPU handle ─────────────────────────────────────────────────────────────
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/// One vertex buffer + draw count. Fill data is split into as many chunks
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/// as the device's `max_buffer_size` requires: a mesh-heavy DWG (e.g. a
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/// Navisworks import) can hold tens of millions of fill triangles, and at
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/// as the device's `max_buffer_size` requires: a mesh-heavy drawing can hold
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/// tens of millions of fill triangles, and at
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/// 44 B/vertex a single batched buffer blows past the default 256 MB limit
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/// once enough layers are thawed — wgpu then raises an uncaptured
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/// validation error and aborts the process (#358). Same scheme as the
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