Make the wgpu viewport ready for bonsai's verb actions, federation
refresh, and tool routing — i.e. callable from an outside host, not
just from the minimal viewer's own hotkeys.
Surface additions on WgpuViewportWindow:
- Qt signals: objectPicked, frameStatsUpdated, surfacePickedInTool,
toolModeChanged, toolBackspacePressed.
- FrameStats struct + rolling 60-sample frame-time window for the
fps field; emit at end of render() so external listeners see fresh
numbers in the same tick.
- InstanceLookup struct + findInstance(object_id, ...) const for the
measurement tools' O(1) object → (model, mesh, placement) resolve.
- Federation hooks (setFederatedFalseOrigin / setModelCoordinateOperation
/ setModelTransformation) + per-model coordinate_operation_meters /
model_transformation_meters fields on WgpuModelGpuData. Implement
composeInstanceFromPlacement + recomposeAndUploadModel so each setter
actually applies — model recompose runs in double, casts to float for
the GPU upload, and refreshes per-chunk world AABBs. meshLocalToGlobal
now composes coordinate_operation · placement properly.
- showModel / hideModel for per-model visibility, plus element-level
verbs (hideSelectedElements / isolateSelectedElements / showAllElements
/ invertElementVisibility) and setSelectedObjectId / cameraState() /
projectionOrtho() / toggle{Area,Length,Volume}Tool wrappers.
- Section-cutting methods (toggleSectionTool / clearSectionPlanes /
sectionToolActive) moved to public so bonsai's Commands.cpp can call.
- QVector3D overload of computeObjectAabb to match the GL signature.
- ToolMode::None → ToolMode::NoTool (X11 macro collision avoidance).
Direct-IFC ingestion (A-path), mirrors the GL streaming push API:
- uploadMeshChunk / uploadInstanceChunk stage into pending_direct_loads_
using the same vertex quantisation as SidecarBuilder so direct-load
and sidecar-load produce byte-identical buffers.
- finalizeModel wraps the staged data in a file-less StreamingSidecar,
routes through the existing applyCachedModel chunk planner, then
gathers per-chunk vertex+index bytes from memory and feeds
applyStreamedChunk synchronously. Every chunk lands is_resident=true
immediately (no disk I/O to defer).
Streaming collapse:
- Delete the applyCachedModel(SidecarData) full-load path entirely.
- Rename applyCachedModelStreaming → applyCachedModel; loadSidecar
always uses the metadata-only reader. Drop the --streaming CLI flag
from IfcViewerWgpuMinimal and the streaming_enabled_ field.
WgpuSelectionState::ids() → selectionIds() so bonsai's
`viewport_->selection().selectionIds()` compiles unchanged.
Eigen3 added as a public dep of IfcViewerWgpu for the federation
matrices.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Closes the loop on stage 4 (pick): clicking an object now highlights it
on screen. Plus the prerequisite plumbing for selection to behave
correctly across multi-sidecar loads.
Pieces:
1. WgpuSelectionState (new header)
CPU-side multi-set + active-id, mirroring the GL Selection.h shape
but pure stdlib (no Qt deps) so it can move into ifcviewer-core
later without dragging Qt across. clear/replace/add/remove/toggle
APIs + a fillFlagsArray helper that packs (selected, active) into
a u32 bitmap indexed by object_id.
2. selection_flags storage buffer + frame_bgl bump to 2 entries
Indexed by object_id, bit 0 = selected, bit 1 = active. Lives in
the frame bind group (group=0 binding=1) because object_ids are
globally unique — making it model-scoped would be the wrong cut.
ensureSelectionFlagsBuffer grows geometrically (64 → 128 → … u32)
as new models push next_object_id_ up, rebuilds the frame bind
group when it does.
3. Global object_id rebase in applyCachedModel
Each sidecar's local ids start from 1 and collide across files;
pick was previously ambiguous on multi-model loads. We now add
next_object_id_ as a base offset, rewrite InstanceCpu.object_id
(CPU mirror stays consistent) + InstanceGpu.object_id (what pick
reads back), and bump next_object_id_ by the model's max + 1.
4. WGSL main fragment reads sel_flags
Vertex shader passes inst.object_id through to fragment as
@interpolate(flat). Fragment reads sel_flags[object_id], mixes
(0.2, 0.6, 1.0) at 0.45 for in-selection and (0.4, 0.8, 1.0) at
0.40 on top for active. Same constants as the GL main shader.
5. Mouse → selection
LMB-click-without-drag pick result feeds the selection:
no modifier → replace
Shift → add
Ctrl → remove (active migrates to another id in the set)
miss + no modifier → clear
uploadSelectionFlagsIfDirty repacks + writes the GPU bitmap at
the top of the next render(); no upload on still frames.
Pick pipeline is unchanged — it already outputs the per-instance
object_id, and that's what the selection storage indexes.
Visibility + clip planes are pending follow-ups in stage 5 (mostly
small, share the same buffer-lifecycle pattern). Edge silhouette
(stage 9 partial), --screenshot diff harness (stage 10 partial),
ifcviewer-core extract (stage 12), and web chunking (stage 13) all
still pending.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>