Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
Pin Iced 0.15 so dialogs can measure content before distributing the resolved frame across child panels. Keep the web plugin notice compact and non-resizable.\n\nCloses #582
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
Solid wireframes rendered every triangle edge of the tessellation, so a
curved solid read as a dense mesh instead of its real outline. Now each ACIS
solid's B-rep face-boundary edges are collected from the SAT `edge` records
(straight edges as segments, ellipse/circle edges sampled along their bounded
arc), body-transformed and split into the double-single pair, and stored on
the MeshLodSet. The block-instance and top-level offset paths transform these
edges alongside the mesh vertices.
The batch builder routes a solid with feature edges into a dedicated LineList
vertex buffer and skips its triangle wireframe; a mesh with no B-rep edges
keeps its triangulation edges. Edge colour follows the display mode: the flat
`fs_edge` shader draws the entity colour in the lines-only modes (wireframe,
hidden-line) and a `fs_edge_black` twin forces black for the edge overlay in
filled render modes.
Verified: the Clinic storefront arch bars now yield ~14-16 clean edge
segments (vs the full triangulation) bounded to the solid's true extent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Once solids carried a real sub-1 alpha (after the ENC transparency fix),
the single depth-writing mesh pass made a transparent solid occlude the
geometry behind it: it wrote depth at its near surface, so anything farther
failed the LessEqual test and was never drawn — the transparent fill looked
like it erased what was behind it.
The batched mesh builder now routes each solid's triangles into an opaque or
a transparent index stream by its baked colour alpha (< 0.999). The opaque
fills draw first and write depth; the transparent fills draw last through a
new depth-write-disabled pipeline, so they blend over the geometry behind
them instead of culling it. The hidden-line depth prepass still rasterises
both streams so solid surfaces keep occluding hidden edges.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The batch split at a fixed 6M-vertex cap that assumed 40 B/vertex, but
MeshVertex grew to 52 B when the double-single `position_low` field was
added — so a full chunk was 6M x 52 = 312 MB, past wgpu's 256 MB
max_buffer_size, and Device::create_buffer panicked on large models.
Derive the caps from device.limits().max_buffer_size and the real vertex
size, bound both the vertex buffer and the (fatter) wire-index buffer,
and split any single mesh too large for one chunk into triangle-soup
sub-chunks so no batch buffer can exceed the device limit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).
With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).
Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Wireframe 2D/3D modlarında Solid3D meshlerini edge-only çizmek için
LineList topolojili bir mesh wireframe pipeline ve her üçgenin
(a,b),(b,c),(c,a) kenarlarına genişletilmiş ayrı bir index buffer
eklendi. PolyfaceMesh / PolygonMesh face fill'leri (fill_tris + dolu
points) wireframe'de gizleniyor; text greek / MultiLeader gibi 2D
fill'ler (points boş) etkilenmiyor.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
ACIS SAT entities (Solid3D / Region / Body) were tessellated at one
fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless
of how far they were from the camera. Distant solids paid the full
triangle bill for fragments that mostly resolved to sub-pixel size.
Generate three pre-built LODs per entity at load time:
* LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag.
* LOD 1 (MID) — 24/16/8. Use 50–200 px.
* LOD 2 (LOW) — 12/8/4. Use below 50 px.
Tessellation cost is paid 3× on load (cheap — typical files have few
solids). Render picks per-frame via `compute_mesh_lod` from each mesh's
`world_aabb` projected diagonal. When a level is missing (e.g. a solid
entity that only emits LOD 0), the selector walks down to the nearest
available slot.
API ripples:
* New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`,
`tess_sphere_face`, `tess_torus_face`.
* `tessellate_solid3d / _region / _body` now return `MeshLodSet`.
* `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single`
constructor so interactive truck-based commands (BOX/CYLINDER/etc.)
that only generate one tessellation stay one-line.
* GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and
a `mesh_lod_levels` per-frame index vector.
* STL/STEP export pulls slot 0 explicitly so the on-disk geometry
isn't downgraded by the view-dependent ladder.
Background-thread lazy generation (per the roadmap) is deferred — the
synchronous eager build is fine for typical CAD files. Switch to a
queue + background tessellator when files with hundreds of solids
become a load-time bottleneck.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>