Files
OneCAD-Draft/src/entities/solid3d.rs
T
Hakan SevenandClaude Opus 4.8 0ce150411a feat(solid3d): draw ISOLINES on curved faces in wireframe
A cylinder's wireframe showed only its two rim circles, so from the side it
read as two disconnected ellipses rather than a cylinder. AutoCAD draws
ISOLINES — a fixed set of longitudinal lines on each curved face — so the
surface reads from any angle.

`collect_isolines` walks the cone-surface faces (cylinder and cone), recovers
each face's height and angular extent with the same logic `tess_cone_face`
uses, and emits `header.isolines` (default 4) longitudinal segments from the
bottom rim to the top rim. They are appended to the feature-edge line list, so
they ride the existing body transform, double-single split, and top-level /
per-INSTANCE re-split for free.

Being part of `edge_verts`, they inherit the edge pass's gating: drawn in the
wireframe modes and in shaded-with-edges, hidden in plain shaded — matching
where AutoCAD shows isolines. `isolines` is threaded from the header through
the tessellation entry points alongside `facet_res`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 19:45:42 +03:00

282 lines
11 KiB
Rust

// Grippable + PropertyEditable for Solid3D, Region, Body.
//
// Geometry lives in ACIS data — we cannot edit it via the properties panel.
// We expose the point_of_reference as a translate grip and show ACIS size
// as read-only info. Grip translate also updates wire points so the wire
// fallback stays in sync; the caller (scene/mod.rs apply_grip) translates
// the MeshModel vertices to match.
use acadrust::entities::{Body, Region, Solid3D, Surface};
use glam::Vec3;
use crate::command::EntityTransform;
use crate::entities::common::{center_grip, edit_prop as edit, parse_f64, ro_prop as ro};
use crate::entities::traits::{Grippable, PropertyEditable, Transformable};
use crate::scene::model::object::{GripApply, GripDef, PropSection};
/// Shared transform for the ACIS volume entities. Translate / rotate / scale
/// delegate to acadrust (which composes the move into the solid's ACIS
/// placement), and mirror delegates via a reflection transform. Without this
/// the entity dispatcher treated solids as non-transformable, so a moved or
/// pasted solid stayed at its original ACIS placement.
macro_rules! impl_acis_transformable {
($ty:ty) => {
impl Transformable for $ty {
fn apply_transform(&mut self, t: &EntityTransform) {
crate::scene::view::transform::apply_standard_entity_transform(self, t, |e, p1, p2| {
let m = crate::scene::view::transform::reflection_about_xy_line(p1, p2);
acadrust::Entity::apply_transform(e, &m);
});
}
}
};
}
impl_acis_transformable!(Solid3D);
impl_acis_transformable!(Region);
impl_acis_transformable!(Body);
impl_acis_transformable!(Surface);
// ── shared helpers ────────────────────────────────────────────────────────────
fn dvec3(v: &acadrust::types::Vector3) -> glam::DVec3 {
glam::DVec3::new(v.x, v.y, v.z)
}
fn translate_wires(wires: &mut Vec<acadrust::entities::Wire>, d: Vec3) {
for wire in wires.iter_mut() {
for pt in wire.points.iter_mut() {
pt.x += d.x as f64;
pt.y += d.y as f64;
pt.z += d.z as f64;
}
}
}
/// Approximate a region's enclosed area and boundary perimeter from its
/// wireframe loops. Perimeter is the total edge length across every wire.
/// Area accumulates the Newell area vector of each loop (opposite-wound
/// holes subtract) and halves its magnitude — exact for a single planar
/// loop, approximate for multi-loop or curved regions. Returns zeros when
/// there is nothing to measure.
fn region_area_perimeter(wires: &[acadrust::entities::Wire]) -> (f64, f64) {
let mut perimeter = 0.0;
let (mut nx, mut ny, mut nz) = (0.0, 0.0, 0.0);
for wire in wires {
let pts = &wire.points;
if pts.len() < 2 {
continue;
}
for seg in pts.windows(2) {
let dx = seg[1].x - seg[0].x;
let dy = seg[1].y - seg[0].y;
let dz = seg[1].z - seg[0].z;
perimeter += (dx * dx + dy * dy + dz * dz).sqrt();
}
let n = pts.len();
for i in 0..n {
let a = &pts[i];
let b = &pts[(i + 1) % n];
nx += (a.y - b.y) * (a.z + b.z);
ny += (a.z - b.z) * (a.x + b.x);
nz += (a.x - b.x) * (a.y + b.y);
}
}
let area = 0.5 * (nx * nx + ny * ny + nz * nz).sqrt();
(area, perimeter)
}
// ── Solid3D ───────────────────────────────────────────────────────────────────
impl Grippable for Solid3D {
fn grips(&self) -> Vec<GripDef> {
vec![center_grip(0, dvec3(&self.point_of_reference))]
}
fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
if grip_id != 0 {
return;
}
if let GripApply::Translate(d) = apply {
self.point_of_reference.x += d.x as f64;
self.point_of_reference.y += d.y as f64;
self.point_of_reference.z += d.z as f64;
translate_wires(&mut self.wires, d.as_vec3());
}
}
}
impl PropertyEditable for Solid3D {
fn geometry_properties(&self, _text_style_names: &[String]) -> Vec<PropSection> {
let has_history = matches!(self.history_handle, Some(h) if !h.is_null());
let history = if has_history {
format!("{:X}", self.history_handle.unwrap().value())
} else {
"None".to_string()
};
vec![
PropSection {
title: "Solid History".into(),
props: vec![
ro("History", "s3d_history", history),
ro(
"Show History",
"s3d_show_history",
if has_history { "Yes" } else { "No" },
),
],
},
PropSection {
title: "Geometry".into(),
props: vec![
edit("Position X", "s3d_px", self.point_of_reference.x),
edit("Position Y", "s3d_py", self.point_of_reference.y),
edit("Position Z", "s3d_pz", self.point_of_reference.z),
],
},
]
}
fn apply_geom_prop(&mut self, field: &str, value: &str) {
let Some(v) = parse_f64(value) else {
return;
};
match field {
"s3d_px" => self.point_of_reference.x = v,
"s3d_py" => self.point_of_reference.y = v,
"s3d_pz" => self.point_of_reference.z = v,
_ => {}
}
}
}
// ── Region ────────────────────────────────────────────────────────────────────
impl Grippable for Region {
fn grips(&self) -> Vec<GripDef> {
vec![center_grip(0, dvec3(&self.point_of_reference))]
}
fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
if grip_id != 0 {
return;
}
if let GripApply::Translate(d) = apply {
self.point_of_reference.x += d.x as f64;
self.point_of_reference.y += d.y as f64;
self.point_of_reference.z += d.z as f64;
translate_wires(&mut self.wires, d.as_vec3());
}
}
}
impl PropertyEditable for Region {
fn geometry_properties(&self, _text_style_names: &[String]) -> Vec<PropSection> {
let (area, perimeter) = region_area_perimeter(&self.wires);
vec![PropSection {
title: "Geometry".into(),
props: vec![
ro("Area", "rgn_area", format!("{area:.4}")),
ro("Perimeter", "rgn_perimeter", format!("{perimeter:.4}")),
],
}]
}
fn apply_geom_prop(&mut self, _field: &str, _value: &str) {}
}
// ── Body ──────────────────────────────────────────────────────────────────────
impl Grippable for Body {
fn grips(&self) -> Vec<GripDef> {
vec![center_grip(0, dvec3(&self.point_of_reference))]
}
fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
if grip_id != 0 {
return;
}
if let GripApply::Translate(d) = apply {
self.point_of_reference.x += d.x as f64;
self.point_of_reference.y += d.y as f64;
self.point_of_reference.z += d.z as f64;
translate_wires(&mut self.wires, d.as_vec3());
}
}
}
impl PropertyEditable for Body {
fn geometry_properties(&self, _text_style_names: &[String]) -> Vec<PropSection> {
let has_history = matches!(self.history_handle, Some(h) if !h.is_null());
let history = if has_history {
format!("{:X}", self.history_handle.unwrap().value())
} else {
"None".to_string()
};
vec![PropSection {
title: "Solid History".into(),
props: vec![
ro("History", "bdy_history", history),
ro(
"Show History",
"bdy_show_history",
if has_history { "Yes" } else { "No" },
),
],
}]
}
fn apply_geom_prop(&mut self, _field: &str, _value: &str) {}
}
// ── Accessors for the Solid3D / Region / Body trio ─────────────────────────
//
// These three entity types share a common subset of fields (ACIS data
// + point_of_reference + wires fallback). Code that needs to treat them
// uniformly (mesh tess dispatch, fallback wires, grip translate) used
// to repeat a three-arm `match entity` block at every callsite — the
// helpers below collapse those to a single call.
use crate::scene::model::mesh_model::MeshLodSet;
use crate::scene::convert::solid3d_tess;
use acadrust::{types::Vector3, EntityType};
/// `point_of_reference` of an ACIS-backed volume entity, if applicable.
pub fn point_of_reference(e: &EntityType) -> Option<&Vector3> {
match e {
EntityType::Solid3D(s) => Some(&s.point_of_reference),
EntityType::Region(r) => Some(&r.point_of_reference),
EntityType::Body(b) => Some(&b.point_of_reference),
_ => None,
}
}
/// Pre-stored edge-wire fallback list (used when the SAT/SAB kernel
/// can't produce a mesh — drawings authored by SOLVIEW / 3DPLOT carry
/// these explicitly).
pub fn fallback_wires(e: &EntityType) -> Option<&[acadrust::entities::Wire]> {
match e {
EntityType::Solid3D(s) => Some(&s.wires),
EntityType::Region(r) => Some(&r.wires),
EntityType::Body(b) => Some(&b.wires),
EntityType::Surface(s) => Some(&s.wires),
_ => None,
}
}
/// Run the appropriate `solid3d_tess::tessellate_*` for the entity,
/// returning `None` for non-volume entities or when the kernel fails.
pub fn tessellate_volume(
e: &EntityType,
color: [f32; 4],
facet_res: f64,
isolines: usize,
) -> Option<MeshLodSet> {
match e {
EntityType::Solid3D(s) => solid3d_tess::tessellate_solid3d(s, color, facet_res, isolines),
EntityType::Region(r) => solid3d_tess::tessellate_region(r, color, facet_res, isolines),
EntityType::Body(b) => solid3d_tess::tessellate_body(b, color, facet_res, isolines),
EntityType::Surface(s) => solid3d_tess::tessellate_surface(s, color, facet_res, isolines),
_ => None,
}
}