forked from 1b-agent/opencadstudio-upstream
DRAWORDER now affects rendering immediately (bump geometry epoch so the sort cache rebuilds) and front/back anchor to the block's full effective sort range instead of only existing table entries, so bring-to-front actually lands on top. The render fallback sorts table-absent entities by their own handle. Draw order now applies across entity types, not just within a type. A per-entity draw-order rank (SortEntitiesTable override or own handle, ranked per block) is encoded as a small signed clip-z bias in the wire, hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then orders fills, lines, rasters and 2D solids against each other regardless of pass order — without touching model coordinates. 3D meshes keep real geometric depth; wipeouts stay always-on-top. Adds a Draw Order submenu to the viewport context menu (Bring to Front, Send to Back, Bring Above/Send Under Object). The above/under items run an interactive reference-object pick, then reorder the captured selection. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
313 lines
13 KiB
Rust
313 lines
13 KiB
Rust
// HatchModel — CPU-side hatch fill data; rendered entirely on the GPU.
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use std::sync::Arc;
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//
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// The boundary is a closed polygon in world XY coordinates.
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// The GPU fragment shader performs point-in-polygon and hatch-line tests so
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// no line geometry is ever tessellated on the CPU.
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pub const MAX_HATCH_BOUNDARY_VERTS: usize = 1024;
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/// One line family from a PAT-format hatch pattern.
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///
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/// Format mirrors the standard PAT line format:
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/// `angle_deg, x0, y0, dx, dy [, dash1, dash2, ...]`
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///
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/// The perpendicular spacing between adjacent parallel lines is:
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/// `| -dx * sin(angle) + dy * cos(angle) |`
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#[derive(Clone, Debug)]
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pub struct PatFamily {
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/// Line direction in degrees.
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pub angle_deg: f32,
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/// Origin of the first line in this family.
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pub x0: f32,
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pub y0: f32,
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/// Step vector to the next parallel line.
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pub dx: f32,
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pub dy: f32,
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/// Dash/gap sequence: positive = dash length, negative = gap length.
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/// Empty = solid (no dash pattern).
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pub dashes: Vec<f32>,
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}
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/// Hatch fill pattern.
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#[derive(Clone, Debug)]
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pub enum HatchPattern {
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/// Opaque solid fill.
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Solid,
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/// One or more line families (PAT format).
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Pattern(Vec<PatFamily>),
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/// Linear gradient from `color` to `color2` along `angle_deg`.
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Gradient { angle_deg: f32, color2: [f32; 4] },
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}
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/// A hatched region defined by a closed polygon boundary.
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#[derive(Clone, Debug)]
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pub struct HatchModel {
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/// World XY anchor (in the same offset-relative coordinate space as
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/// the rest of the scene — `world_offset` already subtracted, but
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/// kept at f64 precision). Boundary vertices are stored as f32
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/// offsets from this anchor so that:
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/// 1) hit-test / paper_canvas can still read small-magnitude f32
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/// coords without precision loss from the f64 → f32 cast that
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/// would otherwise happen at large drawing extents (UTM, etc.).
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/// 2) the GPU pipeline can pre-shift the quad in hatch-local
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/// space (so the fragment shader's `xz` varying stays small)
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/// and add `world_origin` back inside the view_proj multiply.
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/// Reconstruct WCS-relative coords as `(world_origin.x + v.x as f64,
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/// world_origin.y + v.y as f64)`.
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pub world_origin: [f64; 2],
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/// World-XY coordinates of the boundary polygon vertices, stored as
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/// f32 offsets from `world_origin`. NaN-NaN sentinels separate
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/// disconnected paths and must be preserved un-shifted by consumers.
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pub boundary: Arc<Vec<[f32; 2]>>,
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/// Fill pattern.
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pub pattern: HatchPattern,
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/// Catalog name for this pattern (e.g. "ANSI31", "SOLID", "LINEAR").
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/// Stored so `add_hatch()` can write the correct name to the DXF entity.
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pub name: String,
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/// RGBA color in [0,1].
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pub color: [f32; 4],
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/// Pattern rotation offset in radians (from DXF `pattern_angle`).
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/// Applied on top of each family's base angle at render time.
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pub angle_offset: f32,
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/// Pattern scale multiplier (from DXF `pattern_scale`).
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pub scale: f32,
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/// Optional world-space XY rect [x0, y0, x1, y1] for paper-space
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/// viewport clipping. When `Some`, the pipeline translates it into
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/// a per-frame pixel scissor and clips this hatch's draw call to it,
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/// preventing viewport-projected content from bleeding past the
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/// viewport frame. Mirrors `WireModel.vp_scissor`.
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pub vp_scissor: Option<[f32; 4]>,
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/// Normalized draw-order depth in (0,1); higher draws on top. Fed to the
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/// hatch pipeline as a small clip-z bias so this fill orders correctly
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/// against other entity types. 0.0 for transient/preview hatches.
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pub draw_depth: f32,
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}
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impl HatchModel {
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/// CPU-side rasteriser for `HatchPattern::Pattern` — produces the line
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/// segments inside the boundary so non-GPU consumers (PDF export,
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/// `paper_canvas`, print preview) can draw the actual pattern instead
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/// of just the outline.
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///
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/// Coordinate frame: each emitted segment is in the same
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/// boundary-relative WCS that callers already use, i.e. `world_origin +
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/// boundary[i]`. Solid / gradient hatches return an empty vec —
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/// callers fall back to their solid-fill path.
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pub fn pattern_segments(&self) -> Vec<[[f32; 2]; 2]> {
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let HatchPattern::Pattern(families) = &self.pattern else {
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return Vec::new();
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};
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if self.boundary.is_empty() || families.is_empty() {
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return Vec::new();
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}
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let ox = self.world_origin[0] as f32;
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let oy = self.world_origin[1] as f32;
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// ── Build edge list from boundary, splitting on NaN sentinels.
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// Each sub-path is closed (last → first edge) so even-odd
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// inside-tests work for islands / holes.
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let mut edges: Vec<([f32; 2], [f32; 2])> = Vec::new();
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let mut sub_start: Option<[f32; 2]> = None;
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let mut prev: Option<[f32; 2]> = None;
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for &[bx, by] in self.boundary.iter() {
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if bx.is_nan() || by.is_nan() {
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if let (Some(s), Some(p)) = (sub_start, prev) {
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if (s[0] - p[0]).abs() > 1e-6 || (s[1] - p[1]).abs() > 1e-6 {
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edges.push((p, s));
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}
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}
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sub_start = None;
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prev = None;
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continue;
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}
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let pt = [bx + ox, by + oy];
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match (sub_start, prev) {
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(None, _) => {
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sub_start = Some(pt);
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prev = Some(pt);
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}
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(Some(_), Some(p)) => {
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edges.push((p, pt));
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prev = Some(pt);
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}
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_ => {}
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}
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}
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if let (Some(s), Some(p)) = (sub_start, prev) {
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if (s[0] - p[0]).abs() > 1e-6 || (s[1] - p[1]).abs() > 1e-6 {
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edges.push((p, s));
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}
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}
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if edges.is_empty() {
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return Vec::new();
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}
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// ── AABB of the boundary in world coords.
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let mut min_x = f32::INFINITY;
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let mut max_x = f32::NEG_INFINITY;
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let mut min_y = f32::INFINITY;
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let mut max_y = f32::NEG_INFINITY;
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for &(a, b) in &edges {
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for [x, y] in [a, b] {
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min_x = min_x.min(x);
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max_x = max_x.max(x);
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min_y = min_y.min(y);
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max_y = max_y.max(y);
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}
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}
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let scale = self.scale.max(1e-6);
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let angle_offset = self.angle_offset;
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let mut segments: Vec<[[f32; 2]; 2]> = Vec::new();
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// Hard cap to keep pathological patterns / huge boundaries bounded.
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const MAX_LINES_PER_FAMILY: i32 = 4096;
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const MAX_SEGMENTS_TOTAL: usize = 200_000;
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let cos_off = angle_offset.cos();
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let sin_off = angle_offset.sin();
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for family in families {
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let angle = family.angle_deg.to_radians() + angle_offset;
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let cos_a = angle.cos();
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let sin_a = angle.sin();
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// PAT local frame: dx = along-line phase, dy = perpendicular
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// spacing. Lines step in world by k · (dx, dy)_local rotated
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// into the family's frame.
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let step_x = (family.dx * cos_a - family.dy * sin_a) * scale;
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let step_y = (family.dx * sin_a + family.dy * cos_a) * scale;
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let perp_x = -sin_a;
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let perp_y = cos_a;
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let step_perp = step_x * perp_x + step_y * perp_y;
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if step_perp.abs() < 1e-6 {
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continue; // degenerate spacing
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}
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// k range: project AABB corners onto perp direction relative
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// to the family's origin and divide by signed perp step. The
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// pattern origin is rotated by `angle_offset` and scaled —
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// same convention as the GPU shader, so PAT patterns whose
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// `x0/y0` are non-zero (e.g. brick offsets) line up with the
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// on-screen render.
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let origin = [
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(family.x0 * cos_off - family.y0 * sin_off) * scale,
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(family.x0 * sin_off + family.y0 * cos_off) * scale,
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];
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let mut p_min = f32::INFINITY;
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let mut p_max = f32::NEG_INFINITY;
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for &[cx, cy] in &[
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[min_x, min_y],
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[max_x, min_y],
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[min_x, max_y],
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[max_x, max_y],
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] {
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let p = (cx - origin[0]) * perp_x + (cy - origin[1]) * perp_y;
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p_min = p_min.min(p);
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p_max = p_max.max(p);
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}
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let mut k_lo = (p_min / step_perp).floor() as i32 - 1;
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let mut k_hi = (p_max / step_perp).ceil() as i32 + 1;
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if k_lo > k_hi {
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std::mem::swap(&mut k_lo, &mut k_hi);
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}
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k_lo = k_lo.max(-MAX_LINES_PER_FAMILY);
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k_hi = k_hi.min(MAX_LINES_PER_FAMILY);
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let period: f32 = family.dashes.iter().map(|d| d.abs()).sum::<f32>() * scale;
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let has_dashes = !family.dashes.is_empty() && period > 1e-6;
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for k in k_lo..=k_hi {
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if segments.len() >= MAX_SEGMENTS_TOTAL {
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return segments;
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}
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let kf = k as f32;
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let lx = origin[0] + kf * step_x;
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let ly = origin[1] + kf * step_y;
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// Intersect line P(t) = L + t·(cos_a, sin_a) against each
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// boundary edge; collect t-values where the edge actually
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// crosses (s ∈ [0,1]).
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let mut ts: Vec<f32> = Vec::with_capacity(8);
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for &(a, b) in &edges {
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let ex = b[0] - a[0];
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let ey = b[1] - a[1];
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let det = ex * sin_a - ey * cos_a; // = sin_a·ex − cos_a·ey
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if det.abs() < 1e-9 {
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continue;
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}
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let rx = a[0] - lx;
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let ry = a[1] - ly;
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let t = (ex * ry - ey * rx) / det;
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let s = (cos_a * ry - sin_a * rx) / det;
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if s >= 0.0 && s <= 1.0 {
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ts.push(t);
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}
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}
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if ts.len() < 2 {
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continue;
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}
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ts.sort_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal));
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// De-duplicate near-coincident hits (line clipping a vertex).
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ts.dedup_by(|a, b| (*a - *b).abs() < 1e-5);
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if ts.len() < 2 {
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continue;
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}
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// Even-odd: emit segments between consecutive pairs.
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for pair in ts.chunks_exact(2) {
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let t0 = pair[0];
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let t1 = pair[1];
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if t1 - t0 < 1e-6 {
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continue;
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}
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if !has_dashes {
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let p0 = [lx + t0 * cos_a, ly + t0 * sin_a];
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let p1 = [lx + t1 * cos_a, ly + t1 * sin_a];
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segments.push([p0, p1]);
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} else {
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// Walk the dash sequence along this clipped span.
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// Negative entries are gaps, positive are dashes.
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// Skip ahead by `t0 mod period` so dash phase aligns
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// across consecutive line spans (matches the GPU
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// shader which evaluates dash on absolute t).
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let phase = t0.rem_euclid(period);
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let mut t = t0;
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let mut cursor = phase;
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let mut idx = 0usize;
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// Fast-forward `idx` and the in-element offset by
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// the phase amount.
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let mut consumed = 0.0_f32;
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loop {
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let d = family.dashes[idx];
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let d_world = d.abs() * scale;
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if consumed + d_world > cursor {
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let remaining = consumed + d_world - cursor;
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let t_end = (t + remaining).min(t1);
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if d > 0.0 && t_end > t {
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let p0 = [lx + t * cos_a, ly + t * sin_a];
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let p1 = [lx + t_end * cos_a, ly + t_end * sin_a];
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segments.push([p0, p1]);
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}
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t = t_end;
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if t >= t1 - 1e-6 {
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break;
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}
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cursor = 0.0;
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consumed = 0.0;
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idx = (idx + 1) % family.dashes.len();
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} else {
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consumed += d_world;
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idx = (idx + 1) % family.dashes.len();
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}
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if segments.len() >= MAX_SEGMENTS_TOTAL {
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return segments;
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}
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}
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}
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}
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}
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}
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segments
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}
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}
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