Files
OneCAD-Draft/src/scene/convert/truck_tess.rs
T
Hakan SevenandClaude Opus 4.8 10e4c18ba7 chore: silence native and wasm build warnings
Gate target-specific code so neither build warns about the other's items:
native-only helpers (view, window icon, file dialogs, file association, plugin
host/guard/registry, self-update) are cfg'd to non-wasm; the wasm-only font
fallback (script_of / cjk_lang / request) is cfg'd to wasm. Drop an unused mut,
allow the few genuinely-conditional dead items (mesh_click_hit, GPU layout
helpers, parity stubs), and gate the embedded PlotSettings-unrelated dead
constants. Both targets now build clean (only the unavoidable nom/quick-xml
future-incompat dependency notice remains).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 02:03:34 +03:00

246 lines
9.6 KiB
Rust

// Unified tessellation for all truck topology levels.
//
// Vertex → TruckTessResult::Point
// Edge → TruckTessResult::Lines (curve sampled with tolerance)
// Wire → TruckTessResult::Lines (edges joined, no duplicate junctions)
// Face / Shell / Solid → TruckTessResult::Mesh (triangle mesh via truck-meshalgo)
//
// The caller (acad_to_truck / tessellate) decides which function to call based on
// the truck topology level of the object.
#[cfg(feature = "solid3d")]
use truck_meshalgo::tessellation::{MeshableShape, MeshedShape};
use truck_modeling::base::{BoundedCurve, ParameterDivision1D};
use truck_modeling::{Edge, Shell, Solid, Vertex, Wire};
#[cfg(feature = "solid3d")]
use truck_polymesh::PolygonMesh;
// Chord-height tolerance used for adaptive curve sampling (world units).
const CURVE_TOL: f64 = 0.005;
// Triangle mesh tolerance (world units).
#[allow(dead_code)]
pub const MESH_TOL: f64 = 0.01;
// ── Zoom-adaptive curve tolerance override ────────────────────────────────
//
// The Scene sets this once per render frame to a value derived from
// `world_per_pixel` (target ≈ 0.5 px chord height). All Edge tessellations
// inside the frame — including those running on rayon worker threads — read
// from the same atomic, so callers don't need to thread a tolerance
// parameter through every entity-converter signature. Zero means "use
// `CURVE_TOL`"; that is the default, and what BlockCache::build expects.
use std::sync::atomic::{AtomicU64, Ordering};
static CURVE_TOL_BITS: AtomicU64 = AtomicU64::new(0);
/// Set the per-frame curve tolerance. `None` (or any non-finite/<=0 value)
/// reverts to the default `CURVE_TOL`.
pub fn set_curve_tol_override(tol: Option<f64>) {
let bits = match tol {
Some(t) if t > 0.0 && t.is_finite() => t.to_bits(),
_ => 0,
};
CURVE_TOL_BITS.store(bits, Ordering::Relaxed);
}
/// Resolve the active curve tolerance. Clamped to the floor `CURVE_TOL` so
/// extreme zoom-in never under-samples below the existing baseline quality.
pub(crate) fn current_curve_tol() -> f64 {
let bits = CURVE_TOL_BITS.load(Ordering::Relaxed);
if bits == 0 {
CURVE_TOL
} else {
f64::from_bits(bits).max(CURVE_TOL)
}
}
/// Returns `Some(tol)` only when a Scene-driven per-frame override is
/// active (i.e. we're tessellating inside a render frame, not at load
/// time or in a snap / hit-test pass). Hatch boundary outlines use this
/// to apply zoom-adaptive sampling.
pub(crate) fn active_curve_tol() -> Option<f64> {
let bits = CURVE_TOL_BITS.load(Ordering::Relaxed);
if bits == 0 {
None
} else {
Some(f64::from_bits(bits).max(CURVE_TOL))
}
}
// ── Public result type ────────────────────────────────────────────────────
/// Output of any truck topology tessellation.
#[allow(dead_code)]
pub enum TruckTessResult {
/// A single world-space point (from Vertex).
Point([f32; 3]),
/// An ordered sequence of points forming a polyline (from Edge or Wire).
Lines(Vec<[f32; 3]>),
/// A triangle mesh (from Face, Shell, or Solid).
Mesh {
verts: Vec<[f32; 3]>,
normals: Vec<[f32; 3]>,
indices: Vec<u32>,
},
}
// ── Shared offset helper ──────────────────────────────────────────────────
/// Convert a truck f64 point to local f32 by subtracting world_offset in f64
/// before truncating. This preserves sub-unit decimal precision even when the
/// raw world coordinates are in the millions (e.g. Turkish UTM).
#[inline]
fn to_local(x: f64, y: f64, z: f64, off: [f64; 3]) -> [f32; 3] {
[
(x - off[0]) as f32,
(y - off[1]) as f32,
(z - off[2]) as f32,
]
}
// ── Vertex ────────────────────────────────────────────────────────────────
pub fn tessellate_vertex(v: &Vertex, offset: [f64; 3]) -> TruckTessResult {
let p = v.point();
TruckTessResult::Point(to_local(p.x, p.y, p.z, offset))
}
// ── Edge ──────────────────────────────────────────────────────────────────
pub fn tessellate_edge(e: &Edge, offset: [f64; 3]) -> TruckTessResult {
// oriented_curve() respects the edge direction (inverts if needed).
let curve = e.oriented_curve();
let (t0, t1) = curve.range_tuple();
// parameter_division samples adaptively: fewer points on straight segments,
// more on tight curves, all within the active chord-height tolerance.
// The Scene scales this with zoom so far-out arcs aren't oversampled.
let (_, pts) = curve.parameter_division((t0, t1), current_curve_tol());
let lines = pts
.iter()
.map(|p| to_local(p.x, p.y, p.z, offset))
.collect();
TruckTessResult::Lines(lines)
}
// ── Wire ──────────────────────────────────────────────────────────────────
pub fn tessellate_wire(w: &Wire, offset: [f64; 3]) -> TruckTessResult {
let mut pts: Vec<[f32; 3]> = Vec::new();
for edge in w.edge_iter() {
if let TruckTessResult::Lines(ep) = tessellate_edge(edge, offset) {
if pts.is_empty() {
pts = ep;
} else {
// Skip the first point of each continuation edge to avoid
// duplicating the shared junction vertex.
pts.extend_from_slice(&ep[1..]);
}
}
}
TruckTessResult::Lines(pts)
}
// ── Shell ─────────────────────────────────────────────────────────────────
#[allow(dead_code)]
#[cfg(feature = "solid3d")]
pub fn tessellate_shell(s: &Shell, offset: [f64; 3]) -> TruckTessResult {
let meshed = s.triangulation(MESH_TOL);
polygon_to_result(meshed.to_polygon(), offset)
}
/// Without `solid3d` (e.g. wasm) there is no mesher; a shell yields no mesh.
#[cfg(not(feature = "solid3d"))]
pub fn tessellate_shell(_s: &Shell, _offset: [f64; 3]) -> TruckTessResult {
TruckTessResult::Mesh {
verts: Vec::new(),
normals: Vec::new(),
indices: Vec::new(),
}
}
// ── Solid ─────────────────────────────────────────────────────────────────
#[allow(dead_code)]
#[cfg(feature = "solid3d")]
pub fn tessellate_solid(s: &Solid, offset: [f64; 3]) -> TruckTessResult {
let meshed = s.triangulation(MESH_TOL);
polygon_to_result(meshed.to_polygon(), offset)
}
/// Without `solid3d` (e.g. wasm) there is no mesher; a solid yields no mesh.
#[allow(dead_code)]
#[cfg(not(feature = "solid3d"))]
pub fn tessellate_solid(_s: &Solid, _offset: [f64; 3]) -> TruckTessResult {
TruckTessResult::Mesh {
verts: Vec::new(),
normals: Vec::new(),
indices: Vec::new(),
}
}
// ── Internal ─────────────────────────────────────────────────────────────
#[cfg(feature = "solid3d")]
fn polygon_to_result(mesh: PolygonMesh, offset: [f64; 3]) -> TruckTessResult {
let verts: Vec<[f32; 3]> = mesh
.positions()
.iter()
.map(|p| to_local(p.x, p.y, p.z, offset))
.collect();
// Per-vertex normals: if the mesh has normals, map each triangle vertex's
// normal index back to the normals array. Fall back to empty if absent.
let mesh_normals = mesh.normals();
let indices: Vec<u32> = mesh
.tri_faces()
.iter()
.flat_map(|tri| [tri[0].pos as u32, tri[1].pos as u32, tri[2].pos as u32])
.collect();
// Build a per-position normal by averaging normals of all faces that share it.
// If mesh has no normals, leave the Vec empty.
let normals: Vec<[f32; 3]> = if !mesh_normals.is_empty() {
let n = verts.len();
let mut acc = vec![[0.0_f32; 3]; n];
let mut cnt = vec![0u32; n];
for tri in mesh.tri_faces() {
for sv in tri {
let pos_idx = sv.pos;
if let Some(nor_idx) = sv.nor {
if let Some(nv) = mesh_normals.get(nor_idx) {
acc[pos_idx][0] += nv.x as f32;
acc[pos_idx][1] += nv.y as f32;
acc[pos_idx][2] += nv.z as f32;
cnt[pos_idx] += 1;
}
}
}
}
acc.iter()
.zip(cnt.iter())
.map(|(s, &c)| {
if c == 0 {
[0.0, 1.0, 0.0]
} else {
let inv = 1.0 / c as f32;
let nx = s[0] * inv;
let ny = s[1] * inv;
let nz = s[2] * inv;
let len = (nx * nx + ny * ny + nz * nz).sqrt().max(1e-9);
[nx / len, ny / len, nz / len]
}
})
.collect()
} else {
vec![]
};
TruckTessResult::Mesh {
verts,
normals,
indices,
}
}