use acadrust::entities::{mesh::Mesh, polygon_mesh::PolygonMesh, Face3D, PolyfaceMesh}; use cadkernel::geom2d::{triangulate, Tolerance}; use cadkernel::space::{polygon, NurbsSurface3, Plane, Vec3 as KernelVec3}; use glam::Vec3; use crate::command::EntityTransform; use crate::entities::common::{ edit_prop as edit, edit_scalar_prop as edit_scalar, parse_f64, ro_prop as ro, square_grip, stepper_prop as stepper, }; use crate::entities::traits::{Grippable, PropertyEditable, RenderConvertible, Transformable}; use crate::scene::convert::acad_to_render::{RenderEntity, RenderObject}; use crate::scene::model::object::{GripApply, GripDef, PropSection, PropValue, Property}; use crate::scene::model::wire_model::SnapHint; use crate::t; /// Triangulate a planar polygon through the kernel. pub(crate) fn triangulate_planar(poly: &[[f64; 3]]) -> Vec<[f64; 3]> { if poly.len() < 3 { return Vec::new(); } let origin = KernelVec3::from(poly[0]); let tolerance = Tolerance::default().linear(); let Some(axis) = poly[1..] .iter() .map(|point| KernelVec3::from(*point) - origin) .find(|axis| axis.length() > tolerance) else { return Vec::new(); }; let Some(normal) = polygon::normal(poly) else { return Vec::new(); }; let Some(plane) = Plane::orthonormal(poly[0], axis.to_array(), normal) else { return Vec::new(); }; let projected: Vec<[f64; 2]> = poly .iter() .filter_map(|&point| plane.project(point)) .collect(); if projected.len() != poly.len() { return Vec::new(); } let (points, triangles) = triangulate(&projected, &[]); let source: Vec = points .iter() .filter_map(|point| projected.iter().position(|candidate| candidate == point)) .collect(); if source.len() != points.len() { return Vec::new(); } triangles .into_iter() .flat_map(|triangle| triangle.map(|index| poly[source[index]])) .collect() } // ── Face3D ──────────────────────────────────────────────────────────────────── fn v3(v: &acadrust::types::Vector3) -> [f64; 3] { [v.x, v.y, v.z] } fn dvec3(v: &acadrust::types::Vector3) -> glam::DVec3 { glam::DVec3::new(v.x, v.y, v.z) } fn v3f32(v: &acadrust::types::Vector3) -> [f32; 3] { [v.x as f32, v.y as f32, v.z as f32] } fn face3d_fill(corners: [[f64; 3]; 4]) -> Vec<[f64; 3]> { let tolerance = Tolerance::default(); let mut ring = Vec::with_capacity(4); for corner in corners { if ring.last().is_none_or(|previous| { KernelVec3::from(*previous).distance(KernelVec3::from(corner)) > tolerance.linear() }) { ring.push(corner); } } if ring.len() > 1 && KernelVec3::from(ring[0]).distance(KernelVec3::from(*ring.last().unwrap())) <= tolerance.linear() { ring.pop(); } if ring.len() < 3 { return Vec::new(); } triangulate_planar(&ring) } impl RenderConvertible for Face3D { fn to_render(&self, _document: &acadrust::CadDocument) -> Option { let p0 = v3(&self.first_corner); let p1 = v3(&self.second_corner); let p2 = v3(&self.third_corner); let p3 = v3(&self.fourth_corner); let fill_tris = face3d_fill([p0, p1, p2, p3]); let p0f = v3f32(&self.first_corner); let p1f = v3f32(&self.second_corner); let p2f = v3f32(&self.third_corner); let p3f = v3f32(&self.fourth_corner); let inv = self.invisible_edges; // Add edge as a line segment (separated by NaN from previous edges). let mut pts: Vec<[f64; 3]> = Vec::new(); let mut add_edge = |a: [f64; 3], b: [f64; 3]| { if !pts.is_empty() { pts.push([f64::NAN; 3]); } pts.push(a); pts.push(b); }; if !inv.is_first_invisible() { add_edge(p0, p1); } if !inv.is_second_invisible() { add_edge(p1, p2); } if !inv.is_third_invisible() { add_edge(p2, p3); } if !inv.is_fourth_invisible() { add_edge(p3, p0); } Some(RenderEntity { pick_tris: Vec::new(), object: RenderObject::Lines(pts), snap_pts: vec![ (Vec3::from(p0f).as_dvec3(), SnapHint::Node), (Vec3::from(p1f).as_dvec3(), SnapHint::Node), (Vec3::from(p2f).as_dvec3(), SnapHint::Node), (Vec3::from(p3f).as_dvec3(), SnapHint::Node), ], tangent_geoms: vec![], key_vertices: vec![p0, p1, p2, p3], fill_tris, }) } } impl Grippable for Face3D { fn grips(&self) -> Vec { let mut grips = vec![ square_grip(0, dvec3(&self.first_corner)), square_grip(1, dvec3(&self.second_corner)), square_grip(2, dvec3(&self.third_corner)), ]; if !self.is_triangle() { grips.push(square_grip(3, dvec3(&self.fourth_corner))); } grips } fn apply_grip(&mut self, grip_id: usize, apply: GripApply) { let was_triangle = self.is_triangle(); if was_triangle && grip_id == 3 { return; } let corner = match grip_id { 0 => &mut self.first_corner, 1 => &mut self.second_corner, 2 => &mut self.third_corner, 3 => &mut self.fourth_corner, _ => return, }; let current = dvec3(corner); let updated = match apply { GripApply::Translate(delta) => current + delta, GripApply::Absolute(position) => position, }; if !updated.is_finite() { return; } corner.x = updated.x; corner.y = updated.y; corner.z = updated.z; if was_triangle && grip_id == 2 { self.fourth_corner = self.third_corner; } } } impl PropertyEditable for Face3D { fn geometry_properties(&self, _text_style_names: &[String]) -> Vec { let was_triangle = self.is_triangle(); let vertex_count = if was_triangle { 3 } else { 4 }; let current = crate::scene::view::dispatch::prop_current_vertex() .min(vertex_count - 1); let corner = match current { 0 => &self.first_corner, 1 => &self.second_corner, 2 => &self.third_corner, _ => &self.fourth_corner, }; let inv = self.invisible_edges; let edge = |label: &str, field: &'static str, hidden: bool| Property { label: label.to_string(), field, value: PropValue::Choice { selected: if hidden { t!("Invisible").into_owned() } else { t!("Visible").into_owned() }, options: vec![t!("Visible").into_owned(), t!("Invisible").into_owned()], }, }; vec![PropSection { title: t!("Geometry").into_owned(), props: vec![ stepper( t!("Current vertex").as_ref(), "current_vertex", format!("{}", current + 1), ), edit(t!("Vertex X").as_ref(), "f3_vertex_x", corner.x), edit(t!("Vertex Y").as_ref(), "f3_vertex_y", corner.y), edit(t!("Vertex Z").as_ref(), "f3_vertex_z", corner.z), edge(t!("Edge 1").as_ref(), "f3_edge1", inv.is_first_invisible()), edge(t!("Edge 2").as_ref(), "f3_edge2", inv.is_second_invisible()), edge(t!("Edge 3").as_ref(), "f3_edge3", inv.is_third_invisible()), edge(t!("Edge 4").as_ref(), "f3_edge4", inv.is_fourth_invisible()), ], }] } fn apply_geom_prop(&mut self, field: &str, value: &str) { if field.starts_with("f3_edge") { let invisible = if value == t!("Invisible").as_ref() { true } else if value == t!("Visible").as_ref() { false } else { return; }; match field { "f3_edge1" => self.invisible_edges.set_first_invisible(invisible), "f3_edge2" => self.invisible_edges.set_second_invisible(invisible), "f3_edge3" => self.invisible_edges.set_third_invisible(invisible), "f3_edge4" => self.invisible_edges.set_fourth_invisible(invisible), _ => {} } return; } let Some(value) = parse_f64(value).filter(|value| value.is_finite()) else { return; }; let was_triangle = self.is_triangle(); let vertex_count = if was_triangle { 3 } else { 4 }; let current = crate::scene::view::dispatch::prop_current_vertex() .min(vertex_count - 1); let corner = match current { 0 => &mut self.first_corner, 1 => &mut self.second_corner, 2 => &mut self.third_corner, _ => &mut self.fourth_corner, }; match field { "f3_vertex_x" => corner.x = value, "f3_vertex_y" => corner.y = value, "f3_vertex_z" => corner.z = value, _ => {} } if was_triangle && current == 2 { self.fourth_corner = self.third_corner; } } } impl Transformable for Face3D { fn apply_transform(&mut self, t: &EntityTransform) { crate::scene::view::transform::apply_standard_entity_transform(self, t, |entity, p1, p2| { for corner in [ &mut entity.first_corner, &mut entity.second_corner, &mut entity.third_corner, &mut entity.fourth_corner, ] { crate::scene::view::transform::reflect_xy_point(&mut corner.x, &mut corner.y, p1, p2); } }); } } // ── PolygonMesh (N×M grid) ──────────────────────────────────────────────────── fn polygon_mesh_display(mesh: &PolygonMesh) -> (Vec<[f64; 3]>, usize, usize) { use acadrust::entities::polygon_mesh::SurfaceSmoothType; let m = mesh.m_vertex_count.max(0) as usize; let n = mesh.n_vertex_count.max(0) as usize; let base: Vec<[f64; 3]> = mesh .vertices .iter() .take(m.saturating_mul(n)) .map(|vertex| v3(&vertex.location)) .collect(); if mesh.smooth_type == SurfaceSmoothType::NoSmooth || base.len() < m.saturating_mul(n) { return (base, m, n); } let degree = match mesh.smooth_type { SurfaceSmoothType::NoSmooth => return (base, m, n), SurfaceSmoothType::Quadratic => 2, SurfaceSmoothType::Cubic | SurfaceSmoothType::Bezier => 3, }; let u_degree = degree.min(m.saturating_sub(1)); let v_degree = degree.min(n.saturating_sub(1)); if u_degree == 0 || v_degree == 0 { return (base, m, n); } let control_points: Vec> = base.chunks(n).map(|row| row.to_vec()).collect(); let Some(surface) = NurbsSurface3::from_control_net( u_degree, v_degree, control_points, mesh.is_closed_m(), mesh.is_closed_n(), ) else { return (base, m, n); }; let display_m = usize::try_from(mesh.m_smooth_density.max(2)) .unwrap_or(2) .min(256); let display_n = usize::try_from(mesh.n_smooth_density.max(2)) .unwrap_or(2) .min(256); let parameter = |index: usize, count: usize, closed: bool| { if closed { index as f64 / count as f64 } else { index as f64 / count.saturating_sub(1).max(1) as f64 } }; let mut display = Vec::with_capacity(display_m.saturating_mul(display_n)); for row in 0..display_m { let u = parameter(row, display_m, mesh.is_closed_m()); for column in 0..display_n { let v = parameter(column, display_n, mesh.is_closed_n()); display.push(surface.point_at(u, v)); } } (display, display_m, display_n) } impl RenderConvertible for PolygonMesh { fn to_render(&self, _document: &acadrust::CadDocument) -> Option { let (vertices, m, n) = polygon_mesh_display(self); if m == 0 || n == 0 || vertices.len() < m * n { return None; } let mut lines = Vec::new(); let mut add_segment = |a: usize, b: usize| { let (Some(&a), Some(&b)) = (vertices.get(a), vertices.get(b)) else { return; }; if !lines.is_empty() { lines.push([f64::NAN; 3]); } lines.push(a); lines.push(b); }; let m_segments = if self.is_closed_m() { m } else { m.saturating_sub(1) }; let n_segments = if self.is_closed_n() { n } else { n.saturating_sub(1) }; for row in 0..m { for column in 0..n_segments { add_segment(row * n + column, row * n + (column + 1) % n); } } for row in 0..m_segments { for column in 0..n { add_segment(row * n + column, ((row + 1) % m) * n + column); } } const SNAP_TABLE_MAX_VERTICES: usize = 50_000; let snap_pts = if vertices.len() > SNAP_TABLE_MAX_VERTICES { Vec::new() } else { vertices .iter() .map(|vertex| (glam::DVec3::from_array(*vertex), SnapHint::Node)) .collect() }; Some(RenderEntity { pick_tris: Vec::new(), object: RenderObject::Lines(lines), snap_pts, tangent_geoms: vec![], key_vertices: vec![], fill_tris: vec![], }) } } impl Grippable for PolygonMesh { fn grips(&self) -> Vec { self.vertices .iter() .enumerate() .map(|(i, v)| { square_grip( i, glam::DVec3::new(v.location.x, v.location.y, v.location.z), ) }) .collect() } fn apply_grip(&mut self, grip_id: usize, apply: GripApply) { if let Some(v) = self.vertices.get_mut(grip_id) { let current = glam::DVec3::new(v.location.x, v.location.y, v.location.z); let updated = match apply { GripApply::Translate(delta) => current + delta, GripApply::Absolute(position) => position, }; if !updated.is_finite() { return; } v.location.x = updated.x; v.location.y = updated.y; v.location.z = updated.z; } } } impl PropertyEditable for PolygonMesh { fn geometry_properties(&self, _text_style_names: &[String]) -> Vec { use acadrust::entities::polygon_mesh::SurfaceSmoothType; let smooth = match self.smooth_type { SurfaceSmoothType::NoSmooth => "None", SurfaceSmoothType::Quadratic => "Quadratic", SurfaceSmoothType::Cubic => "Cubic", SurfaceSmoothType::Bezier => "Bezier", }; let vertex_count = self.vertices.len(); let current = crate::scene::view::dispatch::prop_current_vertex() .min(vertex_count.saturating_sub(1)); let vertex = self.vertices.get(current); let display = if vertex_count == 0 { "—".to_string() } else { format!("{} / {}", current + 1, vertex_count) }; let smoothed = self.smooth_type != SurfaceSmoothType::NoSmooth; let density_prop = |label: &str, field: &'static str, value: i16| { if smoothed { edit_scalar(label, field, value as f64) } else { ro(label, field, value.to_string()) } }; vec![ PropSection { title: t!("Geometry").into_owned(), props: vec![ stepper(t!("Current Vertex").as_ref(), "pm_current_vertex", display), edit(t!("Vertex X").as_ref(), "pm_vx", vertex.map_or(0.0, |vertex| vertex.location.x), ), edit(t!("Vertex Y").as_ref(), "pm_vy", vertex.map_or(0.0, |vertex| vertex.location.y), ), edit(t!("Vertex Z").as_ref(), "pm_vz", vertex.map_or(0.0, |vertex| vertex.location.z), ), ro(t!("M vertex count").as_ref(), "pm_m", self.m_vertex_count.to_string()), ro(t!("N vertex count").as_ref(), "pm_n", self.n_vertex_count.to_string()), Property { label: t!("M closed").into_owned(), field: "pm_closed_m", value: PropValue::BoolToggle { field: "pm_closed_m", value: self.is_closed_m(), }, }, Property { label: t!("N closed").into_owned(), field: "pm_closed_n", value: PropValue::BoolToggle { field: "pm_closed_n", value: self.is_closed_n(), }, }, density_prop(t!("M density").as_ref(), "pm_smooth_m", self.m_smooth_density), density_prop(t!("N density").as_ref(), "pm_smooth_n", self.n_smooth_density), ], }, PropSection { title: t!("Misc").into_owned(), props: vec![Property { label: t!("Fit/smooth").into_owned(), field: "pm_smooth", value: PropValue::Choice { selected: smooth.to_string(), options: vec![ "None".to_string(), "Quadratic".to_string(), "Cubic".to_string(), "Bezier".to_string(), ], }, }], }, ] } fn apply_geom_prop(&mut self, field: &str, value: &str) { use acadrust::entities::polygon_mesh::{PolygonMeshFlags, SurfaceSmoothType}; let bool_value = |current: bool| { if value == "toggle" { Some(!current) } else if value.eq_ignore_ascii_case("true") || value.eq_ignore_ascii_case("yes") { Some(true) } else if value.eq_ignore_ascii_case("false") || value.eq_ignore_ascii_case("no") { Some(false) } else { None } }; match field { "pm_closed_m" => { if let Some(closed) = bool_value(self.is_closed_m()) { self.flags.set(PolygonMeshFlags::CLOSED_M, closed); } } "pm_closed_n" => { if let Some(closed) = bool_value(self.is_closed_n()) { self.flags.set(PolygonMeshFlags::CLOSED_N, closed); } } "pm_smooth" => { let smooth = match value.trim().to_ascii_uppercase().as_str() { "NONE" => SurfaceSmoothType::NoSmooth, "QUADRATIC" => SurfaceSmoothType::Quadratic, "CUBIC" => SurfaceSmoothType::Cubic, "BEZIER" => SurfaceSmoothType::Bezier, _ => return, }; self.smooth_type = smooth; if self.smooth_type != SurfaceSmoothType::NoSmooth { if !(2..=256).contains(&self.m_smooth_density) { self.m_smooth_density = 6; } if !(2..=256).contains(&self.n_smooth_density) { self.n_smooth_density = 6; } } } "pm_smooth_m" => { if self.smooth_type != SurfaceSmoothType::NoSmooth { if let Ok(density @ 2..=256) = value.trim().parse::() { self.m_smooth_density = density; } } } "pm_smooth_n" => { if self.smooth_type != SurfaceSmoothType::NoSmooth { if let Ok(density @ 2..=256) = value.trim().parse::() { self.n_smooth_density = density; } } } "pm_vx" | "pm_vy" | "pm_vz" => { let Some(number) = parse_f64(value).filter(|number| number.is_finite()) else { return; }; let index = crate::scene::view::dispatch::prop_current_vertex() .min(self.vertices.len().saturating_sub(1)); if let Some(vertex) = self.vertices.get_mut(index) { match field { "pm_vx" => vertex.location.x = number, "pm_vy" => vertex.location.y = number, "pm_vz" => vertex.location.z = number, _ => {} } } } _ => {} } } } impl Transformable for PolygonMesh { fn apply_transform(&mut self, t: &EntityTransform) { crate::scene::view::transform::apply_standard_entity_transform(self, t, |entity, p1, p2| { for v in &mut entity.vertices { crate::scene::view::transform::reflect_xy_point( &mut v.location.x, &mut v.location.y, p1, p2, ); } }); } } // ── PolyfaceMesh (arbitrary faces with 1-based vertex indices) ──────────────── impl RenderConvertible for PolyfaceMesh { fn to_render(&self, _document: &acadrust::CadDocument) -> Option { if self.vertices.is_empty() || self.faces.is_empty() { return None; } Some(RenderEntity { pick_tris: Vec::new(), object: RenderObject::Lines(Vec::new()), snap_pts: vec![], tangent_geoms: vec![], key_vertices: vec![], fill_tris: vec![], }) } } impl Grippable for PolyfaceMesh { fn grips(&self) -> Vec { self.vertices .iter() .enumerate() .map(|(i, v)| { square_grip( i, glam::DVec3::new(v.location.x, v.location.y, v.location.z), ) }) .collect() } fn apply_grip(&mut self, grip_id: usize, apply: GripApply) { if let Some(v) = self.vertices.get_mut(grip_id) { match apply { GripApply::Translate(d) => { v.location.x += d.x as f64; v.location.y += d.y as f64; v.location.z += d.z as f64; } GripApply::Absolute(p) => { v.location.x = p.x as f64; v.location.y = p.y as f64; v.location.z = p.z as f64; } } } } } impl PropertyEditable for PolyfaceMesh { fn geometry_properties(&self, _text_style_names: &[String]) -> Vec { let smooth = match self.smooth_surface { acadrust::entities::PolyfaceSmoothType::None => "None", acadrust::entities::PolyfaceSmoothType::Quadratic => "Quadratic", acadrust::entities::PolyfaceSmoothType::Cubic => "Cubic", acadrust::entities::PolyfaceSmoothType::Bezier => "Bezier", }; let first = self.vertices.first(); vec![ PropSection { title: t!("Geometry").into_owned(), props: vec![ ro(t!("Vertex").as_ref(), "pfm_vertex", String::new()), ro(t!("Vertex X").as_ref(), "pfm_vx", first.map(|v| format!("{:.4}", v.location.x)).unwrap_or_default(), ), ro(t!("Vertex Y").as_ref(), "pfm_vy", first.map(|v| format!("{:.4}", v.location.y)).unwrap_or_default(), ), ro(t!("Vertex Z").as_ref(), "pfm_vz", first.map(|v| format!("{:.4}", v.location.z)).unwrap_or_default(), ), // Polyface meshes store an explicit vertex/face list rather // than an M×N grid, so the grid-only rows are not applicable. ro(t!("M vertex count").as_ref(), "pfm_m", String::new()), ro(t!("N vertex count").as_ref(), "pfm_n", String::new()), ro(t!("M closed").as_ref(), "pfm_closed_m", String::new()), ro(t!("N closed").as_ref(), "pfm_closed_n", String::new()), ro(t!("M density").as_ref(), "pfm_density_m", String::new()), ro(t!("N density").as_ref(), "pfm_density_n", String::new()), ro(t!("Vertex count").as_ref(), "pfm_v", self.vertices.len().to_string()), ro(t!("Face count").as_ref(), "pfm_f", self.faces.len().to_string()), ], }, PropSection { title: t!("Misc").into_owned(), props: vec![ro(t!("Fit/smooth").as_ref(), "pfm_smooth", smooth)], }, ] } fn apply_geom_prop(&mut self, _field: &str, _value: &str) {} } impl Transformable for PolyfaceMesh { fn apply_transform(&mut self, t: &EntityTransform) { crate::scene::view::transform::apply_standard_entity_transform(self, t, |entity, p1, p2| { for v in &mut entity.vertices { crate::scene::view::transform::reflect_xy_point( &mut v.location.x, &mut v.location.y, p1, p2, ); } }); } } // ── Mesh (SubD mesh) ────────────────────────────────────────────────────────── // // Modern subdivision mesh — distinct from PolygonMesh. The render path emits // the refined per-edge wireframe and triangulates each face into fill_tris so // solid views draw the same Catmull-Clark surface described by the DWG. #[derive(Clone)] struct RefinedMesh { vertices: Vec<[f64; 3]>, faces: Vec>, creases: std::collections::HashMap<(usize, usize), f64>, } fn edge_key(a: usize, b: usize) -> (usize, usize) { if a < b { (a, b) } else { (b, a) } } fn add3(a: [f64; 3], b: [f64; 3]) -> [f64; 3] { [a[0] + b[0], a[1] + b[1], a[2] + b[2]] } fn mul3(a: [f64; 3], scale: f64) -> [f64; 3] { [a[0] * scale, a[1] * scale, a[2] * scale] } fn mix3(a: [f64; 3], b: [f64; 3], amount: f64) -> [f64; 3] { add3(mul3(a, 1.0 - amount), mul3(b, amount)) } fn mean_points<'a>(points: impl Iterator) -> [f64; 3] { let mut sum = [0.0; 3]; let mut count = 0usize; for point in points { sum = add3(sum, *point); count += 1; } if count == 0 { sum } else { mul3(sum, 1.0 / count as f64) } } fn base_refined_mesh(mesh: &Mesh) -> RefinedMesh { let vertices: Vec<[f64; 3]> = mesh.vertices.iter().map(|v| [v.x, v.y, v.z]).collect(); let faces = mesh .faces .iter() .filter_map(|face| { let valid: Vec = face .vertices .iter() .copied() .filter(|&index| index < vertices.len()) .collect(); (valid.len() >= 3).then_some(valid) }) .collect(); let creases = mesh .edges .iter() .filter_map(|edge| { let sharpness = edge.crease?; (edge.start < vertices.len() && edge.end < vertices.len() && sharpness > 0.0) .then_some((edge_key(edge.start, edge.end), sharpness)) }) .collect(); RefinedMesh { vertices, faces, creases, } } fn subdivide_catmull_clark(mesh: &RefinedMesh, blend_crease: bool) -> RefinedMesh { use std::collections::{HashMap, HashSet}; if mesh.faces.is_empty() { return mesh.clone(); } let face_points: Vec<[f64; 3]> = mesh .faces .iter() .map(|face| mean_points(face.iter().filter_map(|&index| mesh.vertices.get(index)))) .collect(); let mut edge_faces: HashMap<(usize, usize), Vec> = HashMap::new(); let mut vertex_faces: Vec> = vec![Vec::new(); mesh.vertices.len()]; let mut vertex_edges: Vec> = vec![HashSet::new(); mesh.vertices.len()]; for (face_index, face) in mesh.faces.iter().enumerate() { for &vertex in face { if let Some(faces) = vertex_faces.get_mut(vertex) { faces.push(face_index); } } for corner in 0..face.len() { let a = face[corner]; let b = face[(corner + 1) % face.len()]; if a == b { continue; } let key = edge_key(a, b); edge_faces.entry(key).or_default().push(face_index); if let Some(edges) = vertex_edges.get_mut(a) { edges.insert(key); } if let Some(edges) = vertex_edges.get_mut(b) { edges.insert(key); } } } let mut vertex_points = Vec::with_capacity(mesh.vertices.len()); for (vertex_index, &point) in mesh.vertices.iter().enumerate() { let incident_edges = &vertex_edges[vertex_index]; let incident_faces = &vertex_faces[vertex_index]; if incident_edges.is_empty() || incident_faces.is_empty() { vertex_points.push(point); continue; } let face_average = mean_points(incident_faces.iter().filter_map(|&index| face_points.get(index))); let edge_midpoints: Vec<[f64; 3]> = incident_edges .iter() .filter_map(|&(a, b)| { let other = if a == vertex_index { b } else { a }; mesh.vertices .get(other) .map(|&p| mul3(add3(point, p), 0.5)) }) .collect(); let edge_average = mean_points(edge_midpoints.iter()); let n = incident_faces.len() as f64; let smooth = mul3( add3(add3(face_average, mul3(edge_average, 2.0)), mul3(point, n - 3.0)), 1.0 / n, ); let mut sharp_neighbours: Vec<(f64, [f64; 3])> = incident_edges .iter() .filter_map(|&key| { let boundary = edge_faces.get(&key).is_some_and(|faces| faces.len() == 1); let sharpness = if boundary { f64::INFINITY } else { mesh.creases.get(&key).copied().unwrap_or(0.0) }; if sharpness <= 0.0 { return None; } let other = if key.0 == vertex_index { key.1 } else { key.0 }; mesh.vertices.get(other).copied().map(|p| (sharpness, p)) }) .collect(); sharp_neighbours.sort_by(|a, b| b.0.total_cmp(&a.0)); let crease_point = match sharp_neighbours.as_slice() { [(_, first), (_, second), ..] => mul3( add3(add3(mul3(point, 6.0), *first), *second), 1.0 / 8.0, ), _ => smooth, }; let corner_point = if sharp_neighbours.len() >= 3 { point } else { crease_point }; let sharpness = sharp_neighbours .get(1) .map(|item| item.0) .unwrap_or(0.0); let amount = if blend_crease { sharpness.clamp(0.0, 1.0) } else if sharpness > 0.0 { 1.0 } else { 0.0 }; vertex_points.push(mix3(smooth, corner_point, amount)); } let mut edge_point_indices = HashMap::with_capacity(edge_faces.len()); let mut vertices = vertex_points; for (&key, adjacent_faces) in &edge_faces { let Some((&a, &b)) = mesh.vertices.get(key.0).zip(mesh.vertices.get(key.1)) else { continue; }; let midpoint = mul3(add3(a, b), 0.5); let smooth = if adjacent_faces.len() == 2 { let f0 = face_points[adjacent_faces[0]]; let f1 = face_points[adjacent_faces[1]]; mul3(add3(add3(a, b), add3(f0, f1)), 0.25) } else { midpoint }; let boundary = adjacent_faces.len() != 2; let sharpness = mesh.creases.get(&key).copied().unwrap_or(0.0); let amount = if boundary { 1.0 } else if blend_crease { sharpness.clamp(0.0, 1.0) } else if sharpness > 0.0 { 1.0 } else { 0.0 }; edge_point_indices.insert(key, vertices.len()); vertices.push(mix3(smooth, midpoint, amount)); } let face_point_start = vertices.len(); vertices.extend(face_points.iter().copied()); let mut faces = Vec::new(); let mut creases = HashMap::new(); for (face_index, face) in mesh.faces.iter().enumerate() { for corner in 0..face.len() { let vertex = face[corner]; let next_key = edge_key(vertex, face[(corner + 1) % face.len()]); let prev_key = edge_key(face[(corner + face.len() - 1) % face.len()], vertex); let (Some(&next_edge), Some(&prev_edge)) = ( edge_point_indices.get(&next_key), edge_point_indices.get(&prev_key), ) else { continue; }; faces.push(vec![ vertex, next_edge, face_point_start + face_index, prev_edge, ]); } } for (&key, &sharpness) in &mesh.creases { let Some(&edge_point) = edge_point_indices.get(&key) else { continue; }; let child_sharpness = (sharpness - 1.0).max(0.0); if child_sharpness > 0.0 { creases.insert(edge_key(key.0, edge_point), child_sharpness); creases.insert(edge_key(edge_point, key.1), child_sharpness); } } RefinedMesh { vertices, faces, creases, } } fn display_mesh(mesh: &Mesh) -> RefinedMesh { let mut refined = base_refined_mesh(mesh); for _ in 0..mesh.subdivision_level.clamp(0, 4) { refined = subdivide_catmull_clark(&refined, mesh.blend_crease); } refined } fn face_triangle_indices( vertices: &[[f64; 3]], faces: &[Vec], ) -> (Vec, Vec) { let mut indices = Vec::new(); let mut triangle_faces = Vec::new(); for (face_index, face) in faces.iter().enumerate() { let polygon: Vec<[f64; 3]> = face .iter() .filter_map(|&index| vertices.get(index).copied()) .collect(); if polygon.len() < 3 { continue; } for triangle in triangulate_planar(&polygon).chunks_exact(3) { let mut mapped = [0u32; 3]; let mut valid = true; for corner in 0..3 { let Some(local) = polygon.iter().position(|point| *point == triangle[corner]) else { valid = false; break; }; mapped[corner] = face[local] as u32; } if valid && mapped[0] != mapped[1] && mapped[1] != mapped[2] && mapped[2] != mapped[0] { indices.extend(mapped); triangle_faces.push(face_index); } } } (indices, triangle_faces) } fn vertex_normals(vertices: &[[f64; 3]], indices: &[u32]) -> Vec<[f32; 3]> { let mut normals = vec![[0.0f64; 3]; vertices.len()]; for triangle in indices.chunks_exact(3) { let (Some(&a), Some(&b), Some(&c)) = ( vertices.get(triangle[0] as usize), vertices.get(triangle[1] as usize), vertices.get(triangle[2] as usize), ) else { continue; }; let ab = [b[0] - a[0], b[1] - a[1], b[2] - a[2]]; let ac = [c[0] - a[0], c[1] - a[1], c[2] - a[2]]; let normal = [ ab[1] * ac[2] - ab[2] * ac[1], ab[2] * ac[0] - ab[0] * ac[2], ab[0] * ac[1] - ab[1] * ac[0], ]; for &index in triangle { if let Some(sum) = normals.get_mut(index as usize) { *sum = add3(*sum, normal); } } } normals .into_iter() .map(|normal| { let length = (normal[0] * normal[0] + normal[1] * normal[1] + normal[2] * normal[2]).sqrt(); if length > 1e-15 { [ (normal[0] / length) as f32, (normal[1] / length) as f32, (normal[2] / length) as f32, ] } else { [0.0, 0.0, 1.0] } }) .collect() } fn append_feature_edge( edge_verts: &mut Vec<[f32; 3]>, edge_verts_low: &mut Vec<[f32; 3]>, vertices: &[[f64; 3]], a: usize, b: usize, ) { for index in [a, b] { let Some(&[x, y, z]) = vertices.get(index) else { continue; }; let high = [x as f32, y as f32, z as f32]; edge_verts.push(high); edge_verts_low.push([ (x - high[0] as f64) as f32, (y - high[1] as f64) as f32, (z - high[2] as f64) as f32, ]); } } fn make_mesh_lod_set( name: String, color: [f32; 4], vertices: Vec<[f64; 3]>, faces: Vec>, visible_edges: std::collections::HashSet<(usize, usize)>, face_colors: &[Option<[f32; 4]>], ) -> Option { let (indices, triangle_faces) = face_triangle_indices(&vertices, &faces); if indices.is_empty() { return None; } let normals = vertex_normals(&vertices, &indices); let triangle_colors = triangle_faces .iter() .map(|&face| face_colors.get(face).copied().flatten()) .collect(); let model = crate::scene::convert::solid3d_tess::finalize_mesh( name, vertices.clone(), normals, indices, Vec::new(), triangle_colors, color, None, ); let mut set = crate::scene::model::mesh_model::MeshLodSet::from_lods(vec![model]); for (a, b) in visible_edges { append_feature_edge( &mut set.edge_verts, &mut set.edge_verts_low, &vertices, a, b, ); } Some(set) } /// Convert every standard DWG mesh family to the material-aware shaded mesh /// pipeline. The retained wire entity carries snaps/grips only; fill, normals, /// depth, materials and face colours live in `MeshLodSet`. pub(crate) fn tessellate_shaded_mesh( entity: &acadrust::EntityType, color: [f32; 4], ) -> Option { use std::collections::HashSet; match entity { acadrust::EntityType::Mesh(mesh) => { let display = display_mesh(mesh); let mut edges = HashSet::new(); for face in &display.faces { for corner in 0..face.len() { edges.insert(edge_key(face[corner], face[(corner + 1) % face.len()])); } } make_mesh_lod_set( mesh.common.handle.value().to_string(), color, display.vertices, display.faces, edges, &[], ) } acadrust::EntityType::PolygonMesh(mesh) => { let (vertices, m, n) = polygon_mesh_display(mesh); if m == 0 || n == 0 || vertices.len() < m.saturating_mul(n) { return None; } let closed_m = mesh.is_closed_m(); let closed_n = mesh.is_closed_n(); let m_cells = if closed_m { m } else { m.saturating_sub(1) }; let n_cells = if closed_n { n } else { n.saturating_sub(1) }; let mut faces = Vec::with_capacity(m_cells.saturating_mul(n_cells)); let mut edges = HashSet::new(); for i in 0..m_cells { for j in 0..n_cells { let face = vec![ i * n + j, ((i + 1) % m) * n + j, ((i + 1) % m) * n + (j + 1) % n, i * n + (j + 1) % n, ]; for corner in 0..4 { edges.insert(edge_key(face[corner], face[(corner + 1) % 4])); } faces.push(face); } } make_mesh_lod_set( mesh.common.handle.value().to_string(), color, vertices, faces, edges, &[], ) } acadrust::EntityType::PolyfaceMesh(mesh) => { let vertices: Vec<[f64; 3]> = mesh .vertices .iter() .map(|vertex| { [ vertex.location.x, vertex.location.y, vertex.location.z, ] }) .collect(); let mut faces = Vec::new(); let mut face_colors = Vec::new(); let mut edges = HashSet::new(); for face in &mesh.faces { let raw = [face.index1, face.index2, face.index3, face.index4]; let indices: Vec = raw .iter() .filter(|&&index| index != 0) .filter_map(|&index| (index.unsigned_abs() as usize).checked_sub(1)) .filter(|&index| index < vertices.len()) .collect(); if indices.len() < 3 { continue; } for corner in 0..indices.len() { if raw[corner] > 0 { edges.insert(edge_key(indices[corner], indices[(corner + 1) % indices.len()])); } } faces.push(indices); face_colors.push(face.color.as_ref().map(crate::scene::convert::tess_util::aci_to_rgba)); } make_mesh_lod_set( mesh.common.handle.value().to_string(), color, vertices, faces, edges, &face_colors, ) } _ => None, } } impl RenderConvertible for Mesh { fn to_render(&self, _document: &acadrust::CadDocument) -> Option { if self.vertices.is_empty() { return None; } // Per-vertex snap tables cost ~56 B/vertex and are retained in every // copy of the wire set. On NWD-scale imports (#358: tens of millions // of mesh vertices) that is GBs for snap targets far too dense to // pick apart on screen — so past this size ship none, which is what // PolyfaceMesh / PolygonMesh already do at any size. const SNAP_TABLE_MAX_VERTICES: usize = 50_000; let (snap_pts, key_vertices) = if self.vertices.len() > SNAP_TABLE_MAX_VERTICES { (Vec::new(), Vec::new()) } else { ( self.vertices .iter() .map(|v| (glam::DVec3::new(v.x, v.y, v.z), SnapHint::Node)) .collect(), self.vertices.iter().map(|v| [v.x, v.y, v.z]).collect(), ) }; Some(RenderEntity { pick_tris: Vec::new(), object: RenderObject::Lines(Vec::new()), snap_pts, tangent_geoms: vec![], key_vertices, fill_tris: vec![], }) } } impl Grippable for Mesh { fn grips(&self) -> Vec { Vec::new() } fn apply_grip(&mut self, grip_id: usize, apply: GripApply) { if let Some(v) = self.vertices.get_mut(grip_id) { match apply { GripApply::Translate(d) => { v.x += d.x as f64; v.y += d.y as f64; v.z += d.z as f64; } GripApply::Absolute(p) => { v.x = p.x as f64; v.y = p.y as f64; v.z = p.z as f64; } } } } } impl PropertyEditable for Mesh { fn geometry_properties(&self, _text_style_names: &[String]) -> Vec { // Watertight when every face edge is shared by exactly two faces // (closed manifold). Empty meshes are not watertight. let mut edge_use: std::collections::HashMap<(usize, usize), u32> = std::collections::HashMap::new(); for face in &self.faces { let vs = &face.vertices; for i in 0..vs.len() { let a = vs[i]; let b = vs[(i + 1) % vs.len()]; let key = if a < b { (a, b) } else { (b, a) }; *edge_use.entry(key).or_insert(0) += 1; } } let watertight = !self.faces.is_empty() && edge_use.values().all(|&c| c == 2); vec![PropSection { title: t!("Geometry").into_owned(), props: vec![ Property { label: t!("Level of Smoothness").into_owned(), field: "msh_subdiv_edit", value: PropValue::EditText(self.subdivision_level.to_string()), }, Property { label: t!("Blend Creases").into_owned(), field: "msh_blend_crease", value: PropValue::BoolToggle { field: "msh_blend_crease", value: self.blend_crease, }, }, ro(t!("Number of Faces").as_ref(), "msh_f", self.faces.len().to_string()), ro(t!("Number of Vertices").as_ref(), "msh_v", self.vertices.len().to_string()), ro(t!("Number of Edges").as_ref(), "msh_e", self.edges.len().to_string()), ro(t!("Creased Edges").as_ref(), "msh_creased", self.edges .iter() .filter(|edge| edge.crease.is_some_and(|value| value > 0.0)) .count() .to_string(), ), ro(t!("Override Option").as_ref(), "msh_override", self.override_option.to_string(), ), ro(t!("Number of Grips").as_ref(), "msh_grips", self.vertices.len().to_string()), ro(t!("Watertight").as_ref(), "msh_watertight", if watertight { "Yes" } else { "No" }, ), ], }] } fn apply_geom_prop(&mut self, field: &str, value: &str) { match field { "msh_subdiv_edit" => { if let Some(value) = parse_f64(value) { self.subdivision_level = (value.round() as i32).clamp(0, 4); } } "msh_blend_crease" => { self.blend_crease = match value { "toggle" => !self.blend_crease, "On" | "Yes" | "true" | "1" => true, "Off" | "No" | "false" | "0" => false, _ => self.blend_crease, }; } _ => {} } } } impl Transformable for Mesh { fn apply_transform(&mut self, t: &EntityTransform) { crate::scene::view::transform::apply_standard_entity_transform(self, t, |entity, p1, p2| { for v in &mut entity.vertices { crate::scene::view::transform::reflect_xy_point(&mut v.x, &mut v.y, p1, p2); } }); } }