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Rename IfcViewerFull to Bonsai Viewer
Directory src/ifcviewer-full -> src/bonsaiviewer, CMake target IfcViewerFull -> BonsaiViewer, namespace ifcviewerfull -> bonsaiviewer, QApplication / window titles / connector path now use the new brand. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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// This file was generated with the assistance of an AI coding tool.
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef IFCINTERFACE_MEASUREMENT_H
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#define IFCINTERFACE_MEASUREMENT_H
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#include <cstddef>
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#include "ViewportWindow.h"
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#include <QString>
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#include <array>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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// Sum of mesh-local volumes (m³) of every instance whose object_id is in
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// `object_ids`. Groups by (model, mesh) so each unique mesh is read back
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// from the GPU at most once per call; instances of the same mesh are scaled
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// by |det(placement_3x3)| to pick up mapped-item scale/mirror. Volume is
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// taken as the absolute value of the signed-tetrahedra sum, so winding
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// convention does not matter. Returns 0.0 for empty input or when nothing
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// resolves. Recomputes from scratch on every call — no cache.
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double volumeOfObjects(ViewportWindow& vp,
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const std::vector<uint32_t>& object_ids);
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// Per-object volumes (m³). Same algorithm as volumeOfObjects but
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// attributed per id rather than summed. Skips ids that don't resolve
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// to a live instance, so the result may be shorter than the input.
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// Used by MainWindow's volume readout to drive both the total HUD and
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// the per-object overlay labels.
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std::vector<std::pair<uint32_t, double>>
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volumesPerObject(ViewportWindow& vp,
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const std::vector<uint32_t>& object_ids);
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// Click-to-accumulate area measurement. Each pick resolves the screen
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// click to a (instance, triangle) using ViewportWindow's primitives,
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// expands it into the connected coplanar patch (BFS over shared edges,
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// dot(normal, seed_normal) > 0.9999), then either adds or removes that
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// patch from the running set depending on whether the seed triangle was
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// already in. Alt-click skips the BFS expansion (single-triangle).
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// Picks on different instances (even of the same mesh) are kept as
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// separate patches and their areas are summed.
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//
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// On every pick the world-space triangles of the running set are pushed
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// to ViewportWindow::setHighlightTriangles for in-viewport shading.
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// State is cleared on construction, on clear(), and is expected to be
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// reset by the host (e.g. when the viewport's area tool toggles off).
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class AreaMeasurement {
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public:
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AreaMeasurement();
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// Main entry point: handle one click in area-tool mode. alt = true
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// suppresses BFS expansion. Logs the per-click delta and running total
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// via qInfo. Misses are silent.
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void onPick(ViewportWindow& vp, int x, int y, bool alt);
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// Wipe all accumulated triangles, per-mesh adjacency caches, and the
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// viewport overlay.
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void clear(ViewportWindow& vp);
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double totalArea() const { return total_area_m2_; }
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size_t triangleCount() const { return selected_.size(); }
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private:
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// Cached per-mesh data: triangles + edge→triangles adjacency. Keyed
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// by (model_id << 32) | mesh_id. Filled lazily on first pick of that
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// mesh, dropped on clear().
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struct MeshCache {
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std::vector<float> positions; // 3 * N_verts
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std::vector<uint32_t> indices; // 3 * N_tris
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std::vector<float> tri_normals; // 3 * N_tris (unit, mesh-local)
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std::vector<float> tri_areas; // N_tris
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// edge_key (min<<32 | max) → list of triangle indices touching it.
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std::unordered_map<uint64_t, std::vector<uint32_t>> edges;
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};
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MeshCache* meshCache(ViewportWindow& vp, uint32_t model_id, uint32_t mesh_id);
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// Per-selected-triangle record. The composed transform is captured at
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// pick time so the overlay rebuild doesn't have to re-query the
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// viewport for it (and so the overlay keeps working if the picked
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// instance later goes hidden).
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struct SelectedTri {
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uint32_t model_id;
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uint32_t mesh_id;
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uint32_t tri;
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float composed_transform[16];
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};
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// Selection key: object_id (high 32) | tri index (low 32). Packing
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// by object_id rather than mesh_id means two distinct instances of
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// the same mesh contribute independently, as the user spec'd.
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static uint64_t triKey(uint32_t object_id, uint32_t tri) {
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return (uint64_t(object_id) << 32) | uint64_t(tri);
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}
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void rebuildHighlight(ViewportWindow& vp);
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std::unordered_map<uint64_t, MeshCache> mesh_cache_;
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std::unordered_map<uint64_t, SelectedTri> selected_;
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double total_area_m2_ = 0.0;
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};
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// Click-to-place length / angle / area measurement. Each pick appends a
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// world-space point. The readout adapts to the point count:
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//
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// 1 point → "laser-measure" mode: 6 rays (±surface-normal, ±tangent₁,
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// ±tangent₂ in the surface's own basis) trace into the scene.
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// On a wall this gives thickness + floor-to-ceiling height +
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// length-along-wall in one click. Tangent₁ is world up
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// projected onto the surface plane (Gram-Schmidt against the
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// normal); tangent₂ = normal × tangent₁.
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// 2 points → straight-line distance plus axis-aligned ΔX/ΔY/ΔZ
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// 3 points → angle at the middle vertex plus the triangle's area
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// 4+ → polygon area: best-fit-plane shoelace if the points are
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// near-coplanar (RMS plane distance < 1e-3 of the bounding
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// box), else fan-triangulated from the first point
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//
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// Clicked points are pushed to the viewport overlay as small dots and
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// the connecting polyline (or the laser rays for 1-point); readouts
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// go to the multi-line HUD.
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class LengthMeasurement {
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public:
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LengthMeasurement();
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void onPick(ViewportWindow& vp, int x, int y, bool alt);
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void removeLastPoint(ViewportWindow& vp);
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void clear(ViewportWindow& vp);
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size_t pointCount() const { return points_.size(); }
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private:
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void rebuildOverlay(ViewportWindow& vp);
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void rebuildLaserOverlay(ViewportWindow& vp);
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QString formatReadout() const;
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std::vector<std::array<float, 3>> points_;
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std::vector<std::array<float, 3>> normals_; // surface normal at each pick
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// Captured at the very first pick of a fresh sequence and never
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// updated afterwards. Used by the 1-pt laser BFS to re-locate the
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// mesh-local position of points_[0] without re-picking. Stays valid
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// while points_[0] does (pop_back never touches the first element).
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ViewportWindow::MeshLocalPick first_pick_{};
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};
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#endif // IFCINTERFACE_MEASUREMENT_H
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