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Add geometry database (.rdbview) export to IfcViewerFull
Wire a new "Export Geometry Database" tool button in AddModelDialog, adjacent to "Convert IFC File to Database", to produce a zipped read-only artifact combining a lossy RDB (with IfcRepresentationItem stripped) and a .ifcview geometry sidecar. Intended for cloud coordination workflows where parametric geometry editing is not needed. Pipeline changes to support this: - document_serializer_context gains a `skip_supertypes` field; the rdb plugin forwards it to RocksDbSerializer so the same registry path produces full or lossy RDBs. - Vertex quantization helpers (octEncodeNormal + quantizeVertex) move out of ViewportWindow.cpp into a shared header so the sidecar's byte layout stays identical regardless of whether it came from a GPU readback or a CPU pipeline. - New HeadlessSidecarBuilder runs a GeometryStreamer on the calling thread, captures MeshChunk/InstanceChunk into a SidecarData on the CPU, then computes georef + packed elements + LODs and writes the .ifcview — no ViewportWindow or GL context required. The Controller's export flow runs RDB conversion + sidecar build + QZipWriter packaging on a background QThread, writing through `<dest>.tmp` then renaming for atomic appearance in cloud-sync folders. ifcviewer-full now links Qt6::CorePrivate for QZipWriter. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -20,6 +20,7 @@
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#include "ViewportWindow.h"
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#include "AppSettings.h"
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#include "VertexQuantization.h"
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#include <QMouseEvent>
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#include <QKeyEvent>
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@@ -492,51 +493,6 @@ static GLuint linkProgram(QOpenGLFunctions_4_5_Core* gl, GLuint vert, GLuint fra
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// -----------------------------------------------------------------------------
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// Meyer et al. octahedral normal encode. Input unit vector -> [-1,1]^2.
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static void octEncode(const float n[3], float out[2]) {
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float ax = std::fabs(n[0]), ay = std::fabs(n[1]), az = std::fabs(n[2]);
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float denom = ax + ay + az;
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if (denom < 1e-12f) { out[0] = 0.0f; out[1] = 0.0f; return; }
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float px = n[0] / denom;
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float py = n[1] / denom;
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if (n[2] < 0.0f) {
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float sx = px >= 0.0f ? 1.0f : -1.0f;
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float sy = py >= 0.0f ? 1.0f : -1.0f;
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float nx = (1.0f - std::fabs(py)) * sx;
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float ny = (1.0f - std::fabs(px)) * sy;
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px = nx; py = ny;
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}
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out[0] = px;
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out[1] = py;
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}
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// Quantize a streamer-format vertex (pos3 + normal3 + color-as-float) into
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// the 12 B VBO record, given the mesh's tight local AABB. `extent_recip`
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// is 1/(max-min) per axis, or 0 for degenerate axes (quantum becomes 0).
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static void quantizeVertex(const float src[7],
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const float aabb_min[3],
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const float extent_recip[3],
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uint8_t dst[INSTANCED_VERTEX_STRIDE_BYTES]) {
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// Position -> u16 normalized.
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uint16_t* p = reinterpret_cast<uint16_t*>(dst + INSTANCED_VERTEX_POS_OFFSET);
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for (int a = 0; a < 3; ++a) {
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float t = (src[a] - aabb_min[a]) * extent_recip[a];
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if (t < 0.0f) t = 0.0f; else if (t > 1.0f) t = 1.0f;
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p[a] = static_cast<uint16_t>(t * 65535.0f + 0.5f);
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}
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// Normal -> oct i8x2. int8 gives ~1.4° worst-case error — fine for BIM.
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float oct[2];
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octEncode(src + 3, oct);
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int8_t* n = reinterpret_cast<int8_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
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for (int a = 0; a < 2; ++a) {
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float v = oct[a];
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if (v < -1.0f) v = -1.0f; else if (v > 1.0f) v = 1.0f;
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n[a] = static_cast<int8_t>(std::lrintf(v * 127.0f));
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}
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// Color passes through — streamer packs 4 bytes into the 7th float slot.
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std::memcpy(dst + INSTANCED_VERTEX_COLOR_OFFSET, src + 6, 4);
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}
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// Determinant of the upper-left 3x3 of a column-major mat4 stored as 16 floats.
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// Sign tells us whether the transform contains a reflection, which is what
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// decides which glFrontFace winding to draw the instance with.
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