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wgpu: area measurement tool (A hotkey, BFS coplanar patch + cyan highlight)
Ports Bonsai's AreaMeasurement onto WgpuViewportWindow as a new WgpuAreaMeasurement class. Each LMB pick resolves to (instance, triangle), BFS-expands the coplanar patch (dot(normal, seed_normal) > 0.9999, ~0.81° tolerance), and toggles it in/out of the running set. Alt+LMB skips BFS for single-triangle accumulate. Connected-components sweep over the selected set produces one "X.XXXX m²" label per patch at its area-weighted centroid in world space; HUD shows the running total + triangle count. Dependencies layered in: - WgpuOverlayRenderer.setHighlightTriangles / encodeHighlightTriangles: translucent world-space triangle list (cyan @ 0.45 alpha), depth- tested but depth-write off so the corner gizmo + labels still sit on top. - WgpuViewportWindow.pickMeshLocalAt: reuses pickSurfaceAt for the world hit, then inverts the instance's composed transform to express it in mesh-local space — what the BFS needs. Uses the live map key (`mid`) rather than InstanceCpu.model_id, which is whatever the GL streamer wrote at sidecar-write time and goes stale across sessions. - WgpuViewportWindow.readbackMeshTriangles: CPU mesh shadow lookup. The shadow itself is populated during the same dequant pass that computes mesh-local volume — applyCachedModel for full loads and applyStreamedChunk for streaming, so the BFS has data the moment the user can pick it. WgpuModelGpuData gains a MeshTriangles vector indexed by mesh_id; doubles per-vertex CPU memory (12 B/vert) but skips wgpu mapAsync plumbing for now. Bounds-check at pick time gracefully no-ops when a stale sidecar field is out of range. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -97,6 +97,18 @@ public:
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const WgpuOverlayFrame& f,
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const std::vector<WgpuSectionPlane>& planes);
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// Replace the highlight-triangle list. `world_xyz` is 3 floats per
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// vertex, 3 vertices per triangle, in world space (post-composed-
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// transform). Empty disables the overlay. Color is RGBA in [0, 1] —
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// alpha < 1 gives the translucent patch shading the Area tool uses.
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// Drawn inside the main MSAA pass so depth-test hides patches
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// behind closer geometry; depth-write stays off so later overlays
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// can still draw over the highlight.
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void setHighlightTriangles(const std::vector<float>& world_xyz,
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float r, float g, float b, float a);
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void encodeHighlightTriangles(WGPURenderPassEncoder pass,
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const WgpuOverlayFrame& f);
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// One stylistic group of world-space line segments. Mirrors GL
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// OverlayRenderer::LineGroup so callers can target either backend
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// with one struct.
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@@ -193,6 +205,7 @@ private:
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bool buildMarquee();
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bool buildOverlayLines();
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bool buildOverlayPoints();
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bool buildHighlightTriangles();
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bool buildLabels();
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// Rasterise a single string at `font_pt` with dark-grey padded
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@@ -290,6 +303,21 @@ private:
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WGPUBindGroup overlay_point_bind_group_ = nullptr;
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uint32_t overlay_point_vertex_count_ = 0;
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// ---- Highlight triangles (translucent world-space triangle list) ----
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// One pipeline + one uniform buffer (view_proj + RGBA tint). Vertex
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// buffer grows on demand to fit the current set; empty set ⇒ encode
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// is a no-op.
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WGPUShaderModule highlight_shader_module_ = nullptr;
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WGPUBindGroupLayout highlight_bgl_ = nullptr;
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WGPUPipelineLayout highlight_pipeline_layout_ = nullptr;
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WGPURenderPipeline highlight_pipeline_ = nullptr;
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WGPUBuffer highlight_vertex_buffer_ = nullptr;
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uint64_t highlight_vertex_capacity_ = 0;
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WGPUBuffer highlight_uniform_buffer_ = nullptr;
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WGPUBindGroup highlight_bind_group_ = nullptr;
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uint32_t highlight_vertex_count_ = 0;
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float highlight_color_[4] = {0, 0, 0, 0};
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// ---- Labels + HUD text (textured quads, cached by content) ----
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// One QPainter-rasterised QImage per unique text string, uploaded as
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// an RGBA8 texture and re-used across frames. Per-frame work is
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