Commit Graph
3 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 5.5 f537aff75c feat: node graph overlay; move to opencadcodec/opencadkernel/opencadgraph
The codec and kernel repositories and crates are renamed opencadcodec and
opencadkernel. Inside OCS they are depended on under short keys, so code
reads `codec::`, `kernel::` and the new `graph::` (opencadgraph, the node
graph engine). File-format and protocol spellings stay as they were: the
ACIS product id `acadrust`, the ACADRUST_* switches and the plugin
version keys `acadrust_version` / `acadrust_source`.

A button left of MCP on the command line opens a translucent node graph
over the viewport, with a palette of object, input, math, logic, list,
text and geometry nodes added by click or drag. An object node owns
drawing entities and its rows are the Properties panel's own rows for
them: the single-object page is extracted from refresh_properties as
entity_property_sections, values use the control protocol's
property_json, and writes go through set_property_value with a property
target override, so the panel, MCP and the graph share one read/write
path. A list reaching an object row makes one entity per element. Each
graph action is one undo step; the canvas pans and zooms.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 07:34:23 +03:00
Hakan SevenandClaude Opus 5 273f482aee refactor: retire the solid3d feature — the web build gets solids too
The feature existed for one reason: truck's mesh and boolean crates reach
`vtkio → xz2 → lzma-sys`, a C library that cannot cross-compile to wasm32. So
the web build dropped it, and with it the Model tab, solid tessellation and
ACIS import — all of which quietly did nothing in the browser.

cadkernel is pure Rust and has no C dependency, so none of that holds any
more. The feature gated exactly two things by the end, `acis_export` and the
save-path sync that calls it, and both are as portable as everything around
them. Removing it means the web build makes primitives, runs booleans, draws
ACIS solids read from a file, and writes them back out as exact geometry — the
same as the desktop build.

Verified against all three: native, `--no-default-features`, and an actual
`wasm32-unknown-unknown` check rather than an assumption about one.

The docs claimed otherwise in four places and are corrected. `tessellation.md`
in particular was organised around whether an entity "goes through truck",
which is no longer a question anything can be asked — the three paths are now
a kernel B-rep mesh, a curve sampled through `entities::curve`, or geometry
emitted directly, and the per-entity table is updated to match.

`index.html` no longer passes `data-cargo-no-default-features`; there are no
features left to turn off.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:28:25 +03:00
Hakan SevenandClaude Opus 4.8 a994a148fe perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models
Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids)
was effectively frozen. Several independent costs, all addressed here:

- Face3D edge/fill buffers were re-uploaded on every camera move (keyed on
  camera_generation). They are world-space and selection-independent, so gate
  them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every
  wire.
- Solid meshes were drawn one buffer + one draw call per solid (~10k draws/
  frame), which strangled the GPU front end. Concatenate every solid's LOD0
  into a few large buffers (split only to stay under the 256 MB buffer cap) and
  draw the whole set in a handful of calls. Built once per geometry epoch, so
  selection / hover never re-pack it.
- Selection / hover highlight is now a small tinted overlay of just the picked
  solids, drawn last with an Always-depth pipeline so it shows on top even when
  the solid is occluded — instead of re-tinting and re-uploading all meshes.
- Hover / pick hit-testing scanned every triangle of every solid each move
  (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase
  (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh
  set, so picking is O(solids) cheap projections plus the few solids actually
  under the cursor.
- Block-internal hatch hit-testing exploded every INSERT on every hover.
  Cache the result per geometry epoch and skip blocks that contain no hatch.
- Curved-surface (cone/sphere/torus) tessellation tolerance is now radius-
  relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and
  matches the circle/arc wire tessellation, instead of exploding on large radii.

Also adds docs/tessellation.md mapping every EntityType to its tessellation
path (truck B-rep vs truck curve topology vs direct).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00