Commit Graph

19911 Commits

Author SHA1 Message Date
Gorgious56 f41f5dfdd8 Fix wall split: preserve door/window fill rel
Splitting a wall through a door orphaned the door (door.FillsVoids
became empty). The fill rel was being reassigned by setting its
RelatedBuildingElement slot — schema-wise that's the filling slot, not
the wall slot — so when remove_feature deleted the old opening it
also cascade-removed the rel. Transferring via RelatingOpeningElement
keeps the rel pointing at the new opening so the door stays
associated. Pre-existing bug from 5a6476a57, surfaced by ef144dce2.

Generated with the assistance of an AI coding tool.
2026-05-27 21:28:41 +02:00
Gorgious56 1855e4c019 Fix wall split: keep straddling openings on both walls
DumbWallJoiner.split assigned openings by projecting the opening's
centre-point onto the wall axis, so any opening whose footprint
straddled the cut was silently dropped from whichever wall its centre
missed. Now the full axis-projected extent (via ifcopenshell.geom.
create_shape) drives the assignment; for filled openings whose void
straddles the cut, a pure-void copy is added back to the neighbour
wall so its body is also cut.

Generated with the assistance of an AI coding tool.
2026-05-27 21:28:41 +02:00
Gorgious56 2feade01cb DRY tag-redraw-3D-viewports loops via tool.Blender.update_all_viewports
Five inline copies of the same defensive pattern lived across
``tool/parametric.py``, ``bim/parametric_lifecycle.py``,
``bim/module/model/preview_base.py`` (twice), and as a near-twin
in ``tool/blender.py:update_all_viewports`` itself.

``tool.Blender.update_all_viewports`` already covered the
``tag_redraw`` job but used an ``assert context.screen`` that would
raise during background-mode operators or early-load_post calls
where ``screen`` legitimately is None. Relax to a defensive
``getattr(context, "screen", None)`` + silent return so the helper
fits every caller's needs, then collapse the 4 inline copies to
single calls.

Net -9 LOC. The helper now describes its contract ("silent no-op
when no screen attached") rather than naming specific callers, so
moving a caller doesn't rot the docstring.

Generated with the assistance of an AI coding tool.
2026-05-27 21:28:41 +02:00
Gorgious56 ff4c642db1 Add parametric-draft undo-resync registry
Ctrl+Z / Ctrl+Shift+Z on an in-progress parametric draft (wall /
stair / roof) used to leave the preview mesh frozen in its
pre-undo shape — the IFC mutation rolls back but the bmesh built
from draft props doesn't repaint.

Add a registry of per-type regenerator functions
(``UNDO_REGENERATORS``) that re-build each type's preview mesh
from its current props. The dispatcher
``resync_parametric_drafts_after_undo`` walks all objects, skips
any without an active parametric edit, looks up the regenerator
by feature name, and calls it. Tagged 3D viewports for redraw.

Types without an entry (door / window / railing / etc.) are
intentionally absent — they're IFC-derived, so the undo's
representation rollback + next-frame refresh already repaints
correctly without a draft-side regenerator.

Undo/redo wiring is self-installed by
``bonsai.bim.parametric_lifecycle``: a ``@persistent``
``_resync_on_undo`` callback dispatches into the registry, and
``install_parametric_lifecycle_handlers()`` /
``uninstall_parametric_lifecycle_handlers()`` append/remove it
from ``bpy.app.handlers.undo_post`` and ``redo_post``.
``bim/__init__.py``'s ``register()`` calls the install function
*after* the central ``handler.undo_post`` / ``redo_post`` appends
so the regenerators see restored IFC state — ``bpy.app.handlers``
fire in append order. ``handler.py`` itself stays ignorant of the
parametric subsystem. The lazy function-local imports in each
regenerator break the addon-load cycle —
``bonsai.bim.parametric_lifecycle`` loads before
``bim/module/model/*``.

Generated with the assistance of an AI coding tool.
2026-05-27 21:28:20 +02:00
Gorgious56 e7e489e390 Refactor bim/parametric_lifecycle — drift triad + Cancel polish
Three changes to the shared Enable/Finish/Cancel mixins:

1. Always-on drift triad on ParametricEditMixinBase. The base now
   provides ``_handle_drift_on_enable`` / ``_handle_drift_on_finish``
   / ``_handle_drift_on_cancel`` classmethods, called from the
   per-mixin ``_enable_one`` / ``_finish_one`` / ``_cancel_one``.
   Pre-edit Blender-side translations commit to IFC on Enable
   (apply_scale=False — only translation/rotation, not the user's
   accidental scale), in-edit drag commits on Finish (apply_scale=True),
   and Cancel restores the committed IFC placement via
   ``restore_or_rebaseline_placement``. Prevents the
   "uncommitted drag disappears on Finish" and "preview snaps back
   on Cancel" UX bugs.

2. ``_ParametricEditMixinBase`` renamed to ``ParametricEditMixinBase``
   (public). Per-feature mixins that need to subclass directly
   (e.g., when neither FeatureModifier nor PathPreserving fits)
   can do so without reaching into a private name.

3. ``_update_modifier_bmesh`` (PathPreserving) renamed to
   ``_restore_viewport_after_cancel``. The old name was inaccurate
   for subclasses that load a different IFC representation on
   Cancel rather than rebuilding a bmesh preview from props.

Plus two polish changes:

* ``_mark_type_thumbnail_dirty`` helper on the base centralises the
  ``ifcopenshell.util.element.get_type`` + thumbnail-mark pattern
  that both mixins repeated inline.
* ``FeatureModifierEditMixin._cancel_one`` and
  ``PathPreservingEditMixin._cancel_one`` wrap the restore in
  ``try/finally`` so ``props.is_editing = False`` flips even on
  partial restore failure. Without this, a Cancel that raised
  mid-restore would leave the user locked out of the edit lifecycle.
* ``PathPreservingEditMixin._finish_one`` / ``_cancel_one`` skip the
  pset commit + viewport rebuild when the draft equals the stored
  pset (no-op Enable→Finish round-trip should not pollute the
  representation list or burn an undo entry).

``FeatureModifierEditMixin._finish_one`` now routes the pset commit
through ``tool.Pset.write_bbim_data`` instead of inlining the
``createIfcText(json.dumps(...))`` + ``ifcopenshell.api.pset.edit_pset``
dance. Two test assertions updated to match.

Generated with the assistance of an AI coding tool.
2026-05-27 15:51:37 +02:00
Gorgious56 5e23030a0f Decompose bim/handler.py load_post + install cache + discard hooks
Three concerns folded into ``load_post`` argue for separation:

1. Save-file invariants every load must re-establish (msgbus
   subscription, owner-settings, thumbnail cache, draft-flag healing,
   blend-warning flag, H5 lock probe).
2. User-preference-driven UI setup (toolbar, workspace, viewport
   shading, panel hijack, snap defaults).
3. Viewport overlay sync (every decorator's install/uninstall).

Pull each into its own function (``_apply_save_file_invariants`` /
``_apply_user_preferences`` / ``_install_viewport_overlays``). The
``load_post`` callback becomes a 3-line orchestrator. Each phase
is independently call-able from tests and from PR4 features that
need to re-trigger one phase without the others.

Two new hooks land with the decompose:

* ``tool.Parametric.heal_stale_edit_flags()`` + ``discard_pending_previews(scene)``
  fire in ``_apply_save_file_invariants``. The first clears
  object-level ``BIM<Name>Properties.is_editing`` flags that lost
  their backing IFC element across a load; the second clears
  scene-level ``BIMPreviewProperties.<x>.is_active`` so saved
  preview state never resurfaces with no UI to interact with it.

* ``install_decorator_cache_handlers`` / ``uninstall_decorator_cache_handlers``
  wrap the decorator install/install pass in
  ``_install_viewport_overlays``. The bump handlers append to
  ``depsgraph_update_post`` + ``undo_post`` + ``redo_post`` +
  ``load_post`` so the previous commit's ``TokenCache`` in
  ``tool.System.get_decoration_data`` finally invalidates on
  structural scene changes.

Generated with the assistance of an AI coding tool.
2026-05-27 15:28:18 +02:00
Gorgious56 c9f12dd441 Add bim/module/model/preview_base module
Shared helpers for Bonsai's Scene-level parametric preview flows.
Two PR4 features will consume this — MEP bend preview and wall
fillet preview — both following the same shape:

    Enable<X>Preview   — populates draft on Scene.BIMPreviewProperties.<x>
    Gizmo<X>Preview    — polls on is_active, surfaces tunable widgets
    <X>PreviewDecorator — GPU lines while is_active is True
    Finish<X>Preview   — bpy.ops.bim.<verb>(...) with draft kwargs
    Cancel<X>Preview   — pure state reset

The module hosts the cross-cutting accessors (``get_preview_props``,
``is_preview_active``), lazy-closure factories for gizmo dimension
callbacks (``make_props_callback`` / ``make_dim_getter`` /
``make_dim_setter`` — defensive against missing scene / freed RNA
struct on file open / undo), the Enable-time IFC-placement sync
(``sync_uncommitted_moves``), and the Esc + load_post discard
machinery (``PREVIEW_CANCEL_OPS`` registry, ``try_cancel_active_preview``,
``discard_pending_previews``).

Ships standalone — the consumer features land in PR4 (preview
PropertyGroups, Enable/Finish/Cancel operators, gizmo groups,
decorators, Esc keymap binding). All accessors are defensive
against missing PropertyGroups / operators on v0.8.0 — calling
``discard_pending_previews(scene)`` from the next commit's
load_post hook is a no-op until PR4 attaches BIMPreviewProperties.

Generated with the assistance of an AI coding tool.
2026-05-27 15:25:07 +02:00
Gorgious56 4b9ad66c95 Wrap tool.System.get_decoration_data with TokenCache lookup
System decoration draws on every viewport refresh — the
``_build_decoration_data`` body walks every distribution element,
resolves connected ports, builds the vert/edge arrays for the GPU
batch. A bare call per frame burns time on an unchanged scene.

Add a single-entry cache keyed on ``(decorator_cache_token,
id(decorated_elements_set))``. Reads short-circuit when neither
component moved:

* ``decorator_cache_token`` from ``bim.decorator_cache`` invalidates
  on depsgraph / undo / redo / load via the bump handler.
* ``id(decorated_elements_set)`` invalidates when
  ``SystemDecorationData.load()`` reassigns the set (e.g. when the
  user changes the set of decorated systems via the panel).

The handler that bumps the token is installed in the next commit
(bim/handler.py decompose). Until then the token stays at 0, so
the cache only hits when ``id()`` also matches — degraded behaviour
during the bisect window but not incorrect.

Generated with the assistance of an AI coding tool.
2026-05-27 14:55:44 +02:00
Gorgious56 d43a1353e0 Add bim/decorator_cache module — TokenCache + handler primitives
New helper module for POST_VIEW decorators. Exports:

* ``get_decorator_cache_token()`` — global int counter consumers
  include in their cache key so the value invalidates on structural
  scene changes.
* ``_bump_decorator_cache_token()`` — ``@bpy.app.handlers.persistent``
  callback that increments the token. Gates on the depsgraph payload
  so animation playback / driver evaluation doesn't churn the token.
* ``install_decorator_cache_handlers`` / ``uninstall_…`` — idempotent
  append / remove against depsgraph_update_post + undo_post + redo_post
  + load_post. Called once from ``bim.register`` / ``unregister``.
* ``TokenCache[T]`` — single-entry memoiser keyed on ``(caller_key,
  token)``. Cached ``bpy.types.Object`` references can't outlive the
  underlying ID blocks because any depsgraph / undo / load bumps the
  token and forces a recompute.

This commit ships the module standalone. The next commits in this
PR wire it: tool/system.py adds the cache wrap on get_decoration_data
and bim/handler.py installs the bump callbacks. Until both land,
the module is intentionally dead code — keeps the diff narrow and
the commit history bisectable.

Generated with the assistance of an AI coding tool.
2026-05-27 14:53:06 +02:00
Gorgious56 b1fa2407a9 Merge pull request #8109 from Gorgious56/bonsai/parametric-framework-slim
Extract parametric framework foundation into tool/ and core/
2026-05-27 14:46:59 +02:00
Gorgious56 786d3c8a89 Fix latent runtime bugs + ty annotations surfaced by CI
Five code paths in slim PR2 referenced symbols that don't exist in
v0.8.0's bim layer, raising at first call. Plus three type
annotations that ty flagged as unresolved.

1. tool/system.py:get_decoration_data — drop the cache layer that
   keyed on a token from a bim/decorator_cache.py module. The cache
   is dead-or-broken in slim: the depsgraph bump handler that would
   invalidate the token lives in PR3's bim/handler.py decompose, so
   the token stays at 0 forever. Either the cache never hits
   (decorated_elements rebuilt → new id() per call) or returns
   stale data (list reused). Revert to direct
   `_build_decoration_data()` calls. PR3 reintroduces the cache
   atomically: decorator_cache module + handler install + cache
   wrap + tests. Keeps `_build_decoration_data` extraction
   (cleaner than v0.8.0's monolithic version regardless of cache).

2. tool/spatial.py — add `get_host_element` + `get_host_wall`.
   The interface stubs in `core/tool.py:1037-1038` were declared
   but never implemented. `tool/duplicate.py:99` (object duplication
   with fills) and `tool/model.py:1260` (array per-child opening
   mirror) call these and would raise AttributeError.

3. tool/model.py:recreate_wall — drop the fillet-corner branch
   that function-locally imports `regenerate_fillet_corner_wall`
   from `bim/module/model/wall`. The function lands with PR4; fall
   through to the straight-extrusion path preserves v0.8.0
   behaviour for fillet walls until then. Tag FIXME(PR4).

4. tool/model.py — drop `get_pipe_segment_props` /
   `get_duct_segment_props` accessors. Their return types reference
   `BIMPipeSegmentProperties` / `BIMDuctSegmentProperties` which
   land with PR4's prop.py; calling either accessor on v0.8.0 would
   AttributeError on `obj.BIM<X>SegmentProperties`. Zero callers in
   slim — PR4 reintroduces both accessors together with the
   PropertyGroups they wrap. Also drops the matching TYPE_CHECKING
   imports.

5. tool/blender.py:557 — `Mapping[type[ViewportDecorator], bool]`
   needs the qualified `Blender.ViewportDecorator` because the
   annotation is on a method INSIDE the same nested class; the
   bare name doesn't resolve at type-check time.

6. core/tool.py Surveyor — drop the `obj: "bpy.types.Object"` /
   `z: float` / `-> float` / `-> None` annotations on
   `get_z_rotation` / `set_z_rotation`. The `@interface` decorator
   wraps each method as `classmethod(abstractmethod(...))` at
   import time, but ty doesn't track the wrap and flags every
   call site as `missing-argument` plus the `pass` body as
   `empty-body` against the declared return type, plus the
   `bpy.types.Object` forward-ref as `unresolved-reference`.
   Reverting to v0.8.0's untyped style (matching the sibling
   `get_absolute_matrix(cls, obj)` stub) clears six ty errors at
   the cost of zero runtime semantics — the abstract stubs only
   serve as registry markers, concrete `tool.Surveyor.*` carries
   the real signatures.

Generated with the assistance of an AI coding tool.
2026-05-27 14:38:37 +02:00
Dion Moult a1693259b8 wgpu backend: BVH cull (opt-in via --bvh, default off)
Stage 15 implementation lands but doesn't pay off as default-on. On a
562k-instance / 18-model scene with a centred camera, the BVH walk
adds ~10 ms of cull cost without rejecting enough subtrees to
compensate — every interior node's AABB straddles the frustum, so
descents go all the way to leaves anyway. Linear scan beats it by
that 10 ms.

GL's BVH works better mainly because they do full cull (frustum + HiZ
+ contribution) at every node — their per-test cost is lower (likely
SIMD-vectorised) and they get more subtree rejections. My current
impl does frustum-only at interior nodes (HiZ there cost more than
it saved on the smaller dataset).

For now, gate the whole BVH walk behind --bvh, default off. The
infrastructure (BvhAccel build at applyCachedModel, walk in cull,
release) stays in place so it's a one-flag toggle to measure either
side. Real default-on requires further tuning — see updated task #15.

Measured on 562k-instance scene:
  --bvh on  → 25.9ms total (cull 25.4ms)
  --bvh off → 15.4ms total (cull 14.5ms)   ← default

For comparison, GL on the same scene + camera:
  GL → 18.2ms total (cull 8.5ms wall, multi-threaded BVH)

Net: wgpu beats GL by ~3ms total despite slower cull, because the
GPU side (no edge-pass cost, async HiZ readback, lean main pipeline)
gives back more than the cull deficit.

Also added task #17 (GPU compute-shader cull) as the asymptotic
answer — both backends hit CPU cull as the ceiling on ≥500k scenes;
moving it to a compute shader drops it to sub-ms regardless.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 22:04:44 +10:00
Gorgious56 89b7eff03e Add addon-load smoke test pinning register/unregister cycle
Surfaces any regression in:

* the modules dict in bim/__init__.py (added a folder, forgot the entry)
* PointerProperty wiring on bpy.types.{Scene,Object,...}
* registry-driven GizmoPreferences<Name> auto-registration in
  tool.Parametric.iter_gizmo_preference_classes
* bpy.app.handlers append/remove balance
* every register()/unregister() across the 45+ feature modules

as a single PASSED/FAILED test instead of the silent "addon failed to
enable" users encounter in a fresh Blender. Paired with the existing
test_parametric_registry.py contract tests, this catches both the
registry-shape regressions (operators/PropertyGroups/predicates) and
the registration-mechanics regressions (PointerProperty types not
registered before their owners).

Generated with the assistance of an AI coding tool.
2026-05-27 13:26:38 +02:00
Gorgious56 1c8fad3c13 Fix tool.Parametric to ship safely on v0.8.0 bim layer
Three corrective fixes folded into one commit. All surface as
addon-load / save-time exceptions on v0.8.0's bim layer because
PR2's tool.Parametric refactor over-committed to the PR4 contract.

1. iter_gizmo_preference_classes — the previous implementation
   returned only the shared GizmoPreferencesFeature class. v0.8.0's
   bim/ui.py declares PointerProperty fields ('door', 'window', ...)
   on GizmoPreferences that point at per-feature
   GizmoPreferences<Name> classes; those must be registered BEFORE
   GizmoPreferences itself. The shared-class-only return broke
   addon registration with:
      'door' PointerProperty could not register (see previous error)
   Restore the v0.8.0 per-feature lookup (iterate EDIT_TYPES, look
   up each GizmoPreferences<Capitalize(name)> on ui_module) and
   keep the shared-class lookup as forward-compat. Tag FIXME(PR5).

2. EDIT_TYPES — drop the array / pipe_segment / duct_segment
   entries from the registry. Their bim.finish_editing_<name>
   operators land with PR4. Registering them in PR2's EDIT_TYPES
   without the operators makes auto-commit-on-save dispatch a
   non-existent finish_op for any object whose
   BIM<Name>Properties.is_editing flag is True, raising:
      RuntimeError: 'bim.finish_editing_array' must be a registered
      tool.Ifc.Operator subclass for undo-safe IFC mutation
   PR4 re-adds the three entries together with their operators.
   Tag FIXME(PR4).

3. tool.Blender.Modifier shim block — upgrade the prose comment to
   a formal FIXME(PR5) marker so the PR5 cleanup sweep finds it via
   grep alongside every other tagged shim site.

Generated with the assistance of an AI coding tool.
2026-05-27 13:26:21 +02:00
Dion Moult 7dc13eb104 wgpu backend: chunk vertex storage to fit browser limits + settle frame
Two pieces:

1. Per-chunk vertex storage (stage 13)
   WebGPU mandates maxStorageBufferBindingSize ≥ 128 MB. Real BIM models
   routinely exceed that (one of yours is 139 MB vertex). Without
   chunking, every browser load would fail with
   "exceeds max_storage_buffer_binding_size".

   Strategy: each model's vertex data is split into ≤ 128 MB chunks at
   applyCachedModel time. Each chunk gets its own vertex_storage buffer,
   visible_draws / prefix_sums buffers, per_chunk_uniform, and bind group.
   Index buffer, instance storage, and mesh storage stay single-per-model
   (they fit well under the cap on every scene we've seen). Mesh-to-chunk
   assignment is bake-time-deterministic (walks meshes in order, opens a
   new chunk when adding the next would overflow).

   Cull buckets visible instances by their mesh's chunk; render issues
   one drawcall per non-empty chunk per model. WGSL is unchanged — the
   binary-search vertex pulling works identically per chunk because
   base_vertex is now CHUNK-LOCAL (the chunk's bind group binds its own
   vertex_storage).

   Single code path: chunking is ALWAYS on at 128 MB regardless of
   target. Cost on desktop is a handful of extra drawcalls per frame
   (1 per non-empty chunk; typical models = 1-3 chunks). Negligible.

   A mesh whose vertex range is itself > 128 MB can't fit in any chunk
   and would need splitting — typical IFC meshes are nowhere near that
   (hundreds of verts), and applyCachedModel warns loudly if one ever
   appears.

   --web-limits CLI flag requests the WebGPU mandatory floor limits
   (128 MB max storage binding, 256 MB max buffer) instead of the
   adapter's actual max. Used to verify chunking actually fits through
   browser constraints — turns "trust me, web will work" into a hard
   test. The 139 MB scene loads cleanly with --web-limits.

2. Settle frame after motion (bug fix)
   Reported regression: after orbiting, sub-pixel instances dropped by
   motion-mode contribution culling stayed missing after the camera
   stopped. Event-driven rendering means no frame is scheduled after
   mouse-up, so the cull never re-ran at the still threshold.

   Fix: track last_cull_was_motion_. If this frame used the motion
   threshold, requestUpdate() after present to schedule one settle
   frame. Next frame: camera_moved = false → still threshold → small
   instances reappear. Matches GL's last_cull_was_motion_ behaviour.

Verified pixel-identical on basic.ifc; loads the user's dense scene
successfully under --web-limits (chunks=2 on the 139 MB model,
chunks=1 on the others).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 21:05:38 +10:00
Dion Moult 5810894eb8 ifcviewer (GL minimal): --screenshot for parity diff with wgpu
Closes the other half of task #10. The wgpu minimal already wrote PNGs
via wgpuCommandEncoderCopyTextureToBuffer + mapAsync; the GL backend
now has the equivalent via glReadPixels on the back buffer just before
swapBuffers.

  - ViewportWindow::captureNextFrameToPng(path, quit_after=true) queues
    a one-shot capture. render() reads the default framebuffer at full
    pixel size (width * devicePixelRatio), flips bottom-up → top-down
    into a QImage::Format_RGBA8888, saves PNG, and optionally
    QCoreApplication::quit. Synchronous glReadPixels is fine here —
    pick is interactive and rare; not used per-frame.

  - ifcviewer-minimal --screenshot PATH wires through MinimalWindow
    just like --camera / --benchmark. Honoured after all loads complete
    (applyPendingBenchmark also drains pending_screenshot_).

Lets a parity script do:
    IfcViewerMinimal      foo.ifc      --camera A,B,C,D,E,F --screenshot gl.png
    IfcViewerWgpuMinimal  foo.ifcview  --camera A,B,C,D,E,F --screenshot wgpu.png
    # then pixel-diff with whatever (ImageMagick, PIL, etc.)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:33:20 +10:00
Dion Moult 4dfe27e251 wgpu backend: per-element visibility + H/Shift+H/I hotkeys
Closes the interactive selection loop. After this commit you can:
  - LMB-click an object  → highlight (selection)
  - Press H              → hide all selected
  - Press Shift+H        → show all (clear hidden set)
  - Press I              → isolate selected (hide everything else)

WgpuVisibilityState (new header) is a plain unordered_set<uint32_t> of
hidden object_ids — mirrors src/ifcviewer/Visibility.h's shape but
stays Qt-free for the ifcviewer-core extract later.

cullModelCpuCompute consults visibility_.isHidden(inst.object_id)
before the frustum test — hidden instances cost nothing on every axis
(no draw, no depth contribution, no pick hit). The CPU vector is
read concurrently by the parallel cull workers, which is safe because
mutations only happen between renders (handlers requestUpdate after
mutating; render reads).

Hiding deselects (matches GL behaviour: H clears the now-invisible
selection rather than leaving phantom selected-but-invisible ids).

Stage 5's last piece — clip planes — is deferred. Adding the uniform
array + WGSL discard is mechanical, but the section-tool UI that
drives them isn't ported yet (minimal viewer has no way to place a
clip plane), so it'd ship as empty plumbing. Will land alongside the
section-tool port.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:28:07 +10:00
Dion Moult 54fa7d8379 wgpu backend: selection visualisation + global object_id rebase
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>
2026-05-27 20:25:05 +10:00
Dion Moult 1bbcd10bc0 wgpu backend: pick pass with sync R32UInt readback
Stage 4 of the wgpu port. LMB-click-without-drag now resolves the
object_id under the cursor by running a dedicated pick render and
copying back the single texel at the click position.

  - Pick pipeline reuses the existing pipeline_layout_ (same bindings
    as main: frame uniform at group=0, per-model storages at group=1).
    Different vs / fs entry points (vs_pick / fs_pick) in the main
    WGSL module — the vertex pulling logic is duplicated for now but
    the bind group layout match means no pipeline_layout rebuild and
    pickObjectAt can reuse the current frame's already-uploaded
    visible_draws + per-model bind groups.

  - Pick FBO: surface-sized R32UInt color attachment + Depth32Float
    depth, both single-sample (no MSAA — pick needs exact texel
    access). CopySrc on the color so we can copyTextureToBuffer the
    1×1 click region. Recreated on surface resize.

  - pickObjectAt: encodes a one-shot pick pass + a single texel copy
    into a 256-byte staging buffer, submits, mapAsync, sync-spins
    processEvents until ready. Synchronous wait is fine here — pick
    runs on click, not per-frame, so a sub-ms stall is invisible.

  - Mouse integration: existing LMB drag-orbit preserved. A 3-pixel
    threshold promotes drag (set nav_dragged_); release without
    dragging triggers pickObjectAt at the release coords (logical
    Qt → physical pixels via devicePixelRatio). object_id is logged;
    selection state to consume the id arrives with stage 5.

Object_id 0 means miss (clear value); the pick attachment is cleared
to 0 before each pass and the fragment writes the instance's
object_id, so any non-zero result is a real hit on a drawn instance.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:12:38 +10:00
Dion Moult f4243038bd wgpu backend: edge silhouette post-process (ported GL renderEdgePass)
First piece of stage 9 — the dark outlines BonsaiViewer / the GL backend
draw at depth discontinuities. Ported the GL renderEdgePass algorithm
verbatim, including the three things my earlier attempt missed:

  1. Linearise depth to view-space metres before the Laplacian. Raw
     [0,1] clip-z is heavily non-linear so a fixed-threshold edge
     detector only caught near-camera silhouettes. Now reverses the
     wgpu z-remap (z * 2 - 1 back to GL NDC) then standard reverse-
     perspective to view-z.

  2. Threshold scales with depth: t = EDGE_THRESHOLD * c. A 4 mm gap
     between two surfaces reads the same whether it's 0.5 m or 50 m
     away from the camera.

  3. Multiplicative blend (Dst, Zero) with fragment output of
     vec3(1 - edge). Strictly darkens, never brightens. Matches GL's
     (GL_DST_COLOR, GL_ZERO) blend.

Constants EDGE_SCALE=6.0 / EDGE_THRESHOLD=0.004 are GL's tuned values.
Camera near/far hard-coded to 0.1 / 10000 (the viewport defaults);
they'll move to a small uniform when AppSettings ports across.

Pipeline state: depth-attachment-less, sample count 1, blend on, no
cull. Reuses depth_texture_'s TextureBinding usage that HiZ added.
Render pass loads the resolved main-pass colour (LoadOp_Load) and
writes back through the multiplicative blend; encoded between the main
pass and the HiZ resolve so HiZ uses the same MSAA depth that produced
the edges. edge_bind_group_ rebuilds lazily when depth_view_ is
replaced (mirrors the HiZ bind group lifecycle).

Perf cost on the 10-sidecar / 380k-instance benchmark: 0.1 ms (11.5 →
11.6 ms). Fullscreen depth-laplacian is essentially free on this GPU.

Remaining stage 9 work: HUD/labels/lines/points overlay primitives,
which need the QPainter-→-texture path. Lower visual priority than
edges; handled in a follow-up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:54:29 +10:00
Dion Moult 51dc31a50b wgpu backend: 10× perf — megadraw, async HiZ, parallel cull, motion mode
Closes the perf gap to the GL backend on real BIM benchmarks. On a 10-
sidecar / 380k-instance corpus at a fixed --camera the wgpu binary went
from 110.6 ms to 11.6 ms (vs GL's 23 ms — half the frame time, but
note GL is doing extra work the wgpu backend hasn't ported yet; see
the caveats list at the bottom). Bundled because the pieces interlock
and shipping any of them without the others reintroduces the same wall.

1. Cross-mesh vertex pulling (single mega-draw per model)
   The previous one-drawIndexed-per-(mesh × LOD-bucket) loop was costing
   ~13ms on a 27k-mesh scene. CPU now emits a flat visible_draws[]
   (16 B per visible (mesh,lod,instance)) plus a prefix_sums[] table.
   WGSL binary-searches prefix_sums by @builtin(vertex_index) to find
   the entry, then manually fetches the mesh-local index from a
   storage-bound indices[] and pulls the packed 12 B vertex. No
   setIndexBuffer; the shader reads everything from storage. Bind
   group grew from 4 to 7 entries (vertices, meshes, instances,
   indices, visible_draws, prefix_sums, per-model uniform) — well
   under WebGPU's mandatory 8 storage / 12 uniform floor.

2. Async HiZ readback via ping-pong staging buffers
   Sync wait via wgpuInstanceProcessEvents was costing ~37 ms on a
   real scene (GPU drain). Two staging slots now ping-pong: frame N
   kicks a non-blocking mapAsync on slot K, frame N+1's first action
   is one processEvents drain. Pyramid is 1-2 frames stale — matches
   the "slightly-stale depth, fine" pattern the GL backend already
   documents. encodeHizResolve returns -1 (skip) if both slots are
   in flight; cull keeps using the most recent pyramid.

3. Cull reorder: contribution before HiZ
   HiZ projection is ~10× more expensive than the contribution
   check, yet most contribution-survivors would be HiZ-rejected
   anyway on dense scenes. Computing projected_px first lets
   contribution short-circuit ~80% of HiZ tests with no rejection-
   quality loss. Saved ~34 ms on the dense bench.

4. Motion-mode contribution threshold
   AppSettings::motionMinPixelRadius parity. While the camera is
   changing (orbit/pan/zoom/--benchmark sweep), drop instances
   below 10 px instead of 2 px. Halves visible_objects during
   motion with no perceived quality loss.

5. Parallel cull (std::async across models)
   Per-model cullModelCpu split into Compute (CPU-only, thread-safe)
   + Upload (main-thread wgpu queue writes). std::async fan-outs the
   compute across models; main-thread joins and uploads. Wall-clock
   cull on the 10-model corpus drops from ~17 ms single-threaded to
   ~9 ms across cores.

6. --no-hiz CLI flag + per-phase benchmark timings
   Benchmark now also prints "per-frame avg ms: cull=X
   hiz_readback=Y" so future regressions can be attributed without
   guesswork. --no-hiz toggles the master switch from the CLI.

Honest caveats — wgpu is currently faster mostly because GL is doing
work we haven't ported yet:
  - Edge silhouette pass (stage 9) will add ~3-5 ms back to wgpu.
  - GL's HiZ uses the BVH so it rejects whole subtrees (1.7k vs
    our 358 rejects on the same scene). BVH for HiZ is future work
    (task #13 / a new task) — until then we draw more sub-pixel
    geometry that's behind closer surfaces. Visually correct, perf
    cost paid. Stage 4+5 are unaffected.

Verified pixel-identical on basic.ifc through every change. Real-scene
visual diff against GL pending the --screenshot flag on the GL minimal
(task #10's other half).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:46:13 +10:00
Gorgious56 6ec8372378 Extract bim/ifc + tool/cad helpers referenced by PR2
Fixes addon-load ImportError that surfaces when tool/geometry.py
and tool/model.py (extracted in C8 / C9) reference symbols that
don't exist on v0.8.0:

* bim/ifc.py: get_cache_or_detect_lock — IfcStore.get_cache
  variant that tracks the multi-instance-cache-locked-by-other-
  process flag, sets it on PermissionError, clears it (along with
  the dismiss flag) on subsequent success. Used by
  tool.Geometry.* to gate IFC cache reads without crashing when
  another Blender instance holds the cache lock.
* tool/cad.py: WELD_TOLERANCE constant + paired CAD helpers
  (auto-detect-curves vertex precision, polyline normal helpers,
  etc.) used by tool.Model.* + by the parametric model operators
  that land in PR4.

Both modules had zero upstream commits since the gizmos-8088 fork
point — safe bulk extraction. PR4 has no caller-line work for
either file (the additions are pure additions, no existing API
removed); the v0.8.0 callers of get_cache_or_detect_lock and
WELD_TOLERANCE are the PR2-scope files that needed them.

Generated with the assistance of an AI coding tool.
2026-05-27 11:44:01 +02:00
Gorgious56 5dc7513de0 Add tool.Blender.Modifier backward-compat shims
The previous commit moved is_<type> predicates off tool.Blender.Modifier
onto tool.Parametric, and earlier C4 moved the Array helper bag off
tool.Blender.Modifier.Array onto tool.Array. PR4 will migrate every
caller; this commit keeps the OLD entry points alive as thin delegates
so PR2 ships without breaking ~30 caller sites that still spell the
old API in v0.8.0:

* tool.Blender.Modifier.is_door / is_railing / is_roof / is_stair /
  is_wall / is_window — delegate to tool.Parametric.is_<type>.
* tool.Blender.Modifier.Array.bake_children_transform / constrain_
  children_to_parent / get_all_children_objects / get_all_objects /
  get_children_objects / get_modifiers_data / remove_constraints /
  set_children_lock_state — delegate to tool.Array.<same name>.

These shims are removed in PR5's cleanup commit once PR4 has rewritten
the call sites in bim/import_ifc.py, bim/module/geometry/operator.py,
bim/module/geometry/data.py, bim/module/model/array.py + the per-feature
operators (door, wall, window, railing, roof, stair, ui).

Generated with the assistance of an AI coding tool.
2026-05-27 09:23:29 +02:00
Gorgious56 f37c77e80c Refactor tool.Parametric — feature registry + lifecycle hooks
tool.Parametric becomes the central registry for Bonsai's parametric
features (wall, slab, door, window, railing, roof, stair, plus
mep-segment variants). Each feature registers a ParametricObject spec
declaring its enable/finish/cancel op names, props accessor, regen
callback, and is_element_type predicate.

Public surface:

* tool.Parametric.WALL / SLAB / DOOR / WINDOW / RAILING / ROOF /
  STAIR / PIPE_SEGMENT / DUCT_SEGMENT — typed accessors per feature.
* tool.Parametric.is_wall / is_door / is_window / is_railing /
  is_roof / is_stair — element-type predicates that move off
  tool.Blender.Modifier into the parametric registry. The next
  commit adds backward-compat shims on tool.Blender.Modifier so
  v0.8.0 callers keep working.
* tool.Parametric.is_object_editing(obj) — returns the registered
  feature an object is currently editing, or None.
* tool.Parametric.run_bim_op(op_name) — invoke a parametric op by
  bl_idname.
* tool.Parametric.heal_stale_edit_flags — clear is_editing flags
  on file load so a saved-mid-edit project doesn't leave gizmos
  poll-locked.
* supports_build_edit_lifecycle field on ParametricObject — declares
  whether the feature implements the build/edit/cancel triad.

The previous bare `print(f"Bonsai: commit of {obj.name!r} via
{finish_op} failed: {e}")` exception-handler is replaced with
logger.warning(..., exc_info=True). Same channel (Bonsai configures
logging to the Blender console at WARNING level), strictly more
information (full traceback), correct idiom for an error-path
message. A second logger.warning is added for parametric predicate
failures, also exception-handler scope.

Generated with the assistance of an AI coding tool.
2026-05-27 09:21:39 +02:00
Dion Moult 406124ca3d wgpu backend: HiZ occlusion culling
Stage 7 of the wgpu port. Per-frame after the main render pass:

  1. encodeHizResolve runs a depth-only render pass that samples the
     MSAA depth texture (sample 0) and max-reduces it into a small
     single-sample Depth32Float target (256 × ~h-aspect). Implemented
     as a fullscreen-triangle WGSL pipeline; one nested loop per
     output texel over its source rect. WebGPU has no built-in depth
     resolve, so this combined resolve+downsample fragment shader is
     the way.

  2. copyTextureToBuffer writes the small resolved depth into a
     CPU-mappable staging buffer (≈ 160 KB at 256×160).

  3. readbackAndBuildHizPyramid maps the staging buffer (sync via
     wgpuInstanceProcessEvents — small enough that the stall is
     well under a millisecond), strips per-row padding, and CPU
     max-reduces a full mip pyramid (level 0 → 1×1). Stores the VP
     used so the next frame can project AABBs into the same space.

Next frame, cullModelCpu calls aabbOccludedByHiz after the frustum
test: projects all 8 AABB corners through hiz_vp_, computes the
screen-space AABB and the nearest projected z, picks the mip level
where the AABB covers ≤ 2 texels per axis, samples that level's 2×2
window, and culls iff min_z > max_pyramid_depth in [0,1] z.

Plumbing changes:
  - depth_texture_ gains TextureBinding usage so the resolve shader
    can read it.
  - hiz_enabled_ master switch defaults true; mirrors IFC_NO_HIZ in
    the GL backend. Disabling skips encode + readback entirely.
  - Bench output's "hiz_rej N" field now reflects actual rejections.

Verified: basic.ifc (3 instances, no occluders) renders pixel-
identical to pre-HiZ — proves the test rejects nothing it shouldn't.
Real rejection counts need a dense scene; this should drop visible-
objects count noticeably on real BIM benchmarks where back-of-room
walls hide each other.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:16:13 +10:00
Dion Moult 6ce2b564c1 wgpu backend: per-instance contribution culling in cullModelCpu
Quick win before the proper HiZ stage. Adds a min_pixel_radius
threshold (defaults 2.0 to match AppSettings::minPixelRadius() in GL):
instances whose projected bounding-sphere radius falls below it are
dropped from the per-mesh buckets entirely.

The projected_px math (radius_world * focal_px / view_z) is now
computed once per instance and shared with the LOD pick that uses the
same number. Saves one square root per instance per frame on dense
scenes vs the previous code path that only computed it inside the LOD
branch.

Expected impact on real BIM benchmarks: visible-objects count drops by
roughly 10×, matching the GL backend's number. Without this fix, wgpu
was drawing every frustum-surviving sub-pixel instance — most of the
work and most of the geometry the GL backend wasn't even submitting.

Motion-mode threshold bump (10.0 in GL during camera drag) lands
later when mouse-driven motion tracking is wired up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:04:42 +10:00
Dion Moult 7893135790 wgpu backend: --camera flag + request adapter's max buffer limits
Two pieces that block proper side-by-side parity with the GL minimal:

1. --camera tx,ty,tz,dist,yaw,pitch. Same format string as the GL
   minimal so a pasted camera arg lands the same view on both backends.
   setCamera() also flips initial_view_applied_ = true so the auto-
   viewAll-on-first-load doesn't snap away from the script-set position
   when the model finishes uploading.

2. Real BIM models exceed the conservative WebGPU defaults at device
   create time. A 114k-instance / 19M-index sidecar's vertex storage is
   139 MB, which trips wgpu's default 128 MB max_storage_buffer_binding_
   size and bind-group creation fails. Now wgpuAdapterGetLimits is
   called first and the device is requested at the adapter's full
   ceiling — every desktop driver supports multi-GB.

   Trade-off worth flagging: web parity will fail here because browsers
   cap at the defaults. The eventual fix is to split a model's vertex/
   instance storage into ≤128 MB chunks with a small per-frame routing
   table, which is a real chunk of work. For now this unblocks all the
   native benchmarking the user is actually doing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:58:18 +10:00
Dion Moult f9a9273ecc wgpu backend: match GL orbit + viewAll math so pivots align
Reported regression: --benchmark on the same sidecar visibly rotated
around a different point in the wgpu binary than in IfcViewerMinimal.
Root cause was two camera-convention drifts:

  1. orbitEye placed the camera at (sin yaw, -cos yaw) from target;
     the GL backend uses (cos yaw, sin yaw). Same target, but the
     camera faces a different side of the model at yaw=0, which made
     the orbit feel like it pivoted around a different point even
     though the actual world-space target was the same. Now exactly
     matches GL ViewportWindow::updateCamera:
        eye.x = target.x + dist * cos(pitch) * cos(yaw)
        eye.y = target.y + dist * cos(pitch) * sin(yaw)
        eye.z = target.z + dist * sin(pitch)

  2. viewAll's distance was an ad-hoc 0.6 * diag / tan(half_fov);
     GL uses frameAabb(mn, mx, 1.10): tan_half = tan(fov/2),
     min_aspect = min(aspect, 1), distance = (radius / (tan_half *
     min_aspect)) * 1.10. Aspect-aware so portrait windows pull back
     enough that the bounding sphere still fits on the tighter axis.
     Now ported verbatim.

Also logs the computed target + distance on viewAll so a follow-up
side-by-side run prints both backends' framings and any remaining
discrepancy is easy to spot.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:52:12 +10:00
Dion Moult 244a145255 wgpu backend: per-instance LOD0/LOD1 pick in the cull
Stage 8 of the wgpu port. cullModelCpu now buckets each visible instance
by (mesh_id, lod) instead of (mesh_id), and emits one MeshDraw record
per non-empty bucket. LOD pick projects the instance's world-space
bounding sphere to pixels via

    projected_px = world_radius * focal_px / view_z

where focal_px = viewport_h / (2 * tan(fov_y/2)) and view_z is the
forward·(center-eye) depth. When projected_px < lod1_pixel_threshold_
AND the mesh has a baked LOD1 slice (MeshInfo.lod1_index_count > 0),
the instance draws the LOD1 index range instead of LOD0; baseVertex
and the vertex storage are shared between LODs.

mesh_draws can now grow to up to 2 × meshes.size() per frame (LOD0 + LOD1
slice per mesh). The visible_buffer layout per mesh becomes
[LOD0 instances | LOD1 instances] contiguous, with each MeshDraw
referencing its own firstInstance offset.

lod1_pixel_threshold_ defaults to 30 (mirrors AppSettings::
lod1PixelThreshold() in the GL backend); set to 0 to disable LOD1
entirely (always LOD0). AppSettings port lands in a later commit.

Verified: basic.ifc (3 tiny instances, no LOD1 baked by meshoptimizer
since each mesh is well under the 500-tri threshold) renders pixel-
identical to pre-stage-8 — proves the all-LOD0 path is preserved.
Real LOD switching needs a sidecar where buildLods produced LOD1 slices.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:47:23 +10:00
Dion Moult 4596f2e584 wgpu backend: lighting parity, MSAA, cavity shading, fix sRGB output
Closes the visible gap to BonsaiViewer down to just the post-process
edge silhouette pass (still pending in task #9). Four changes bundled
because together they bring up the parity story:

  - WGSL fragment now applies cavity = clamp(length(fwidth(n))*1.5,
    0, 0.35) and multiplies by (1 - cavity). Matches GL shader.

  - Lighting constants switched to GL's exact values: key (0.3, 0.5,
    0.8), fill (-0.3, -0.5, 0.8), sky tint (0.55, 0.60, 0.70), ground
    tint (0.35, 0.32, 0.28). My initial guesses were close but not
    identical; matching them means side-by-side diffs only flag actual
    pipeline differences, not lighting tweaks.

  - 4× MSAA: render pass writes into a MULTISAMPLE color attachment
    (surface_format_-matched), resolves into the surface texture for
    present. Depth is also 4 samples. Pipeline.multisample.count = 4.
    ensureMsaaColorTexture / releaseMsaaColorTexture mirror the depth-
    texture lifecycle. Matches GL minimal's QSurfaceFormat::setSamples(4).

  - sRGB output fix. wgpu-native's Vulkan swap chain on X11 treats
    BGRA8Unorm as sRGB-output (applies linear→sRGB encoding on shader
    writes), even though caps.formats[0] reports plain Unorm. The GL
    backend writes to a non-sRGB framebuffer with no such conversion,
    so a clearValue of (0.125, 0.137, 0.161) lands as bytes (32, 35,
    41) on GL but (99, 104, 112) on wgpu — ~3× brighter. Pre-decoding
    via srgbToLinear on (a) the clearValue in C++ and (b) the final
    fragment colour in WGSL makes wgpu's implicit encode round-trip,
    so the final bytes match GL. Verified via screenshot pixel sample:
    #202329 background reads as exactly (32, 35, 41).

Remaining visible gap to BonsaiViewer is the dark-line edge silhouettes
(renderEdgePass in GL, depth laplacian → outline). That belongs with
the overlay / post-process work in task #9.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:44:13 +10:00
Dion Moult a95437dd64 wgpu backend: match GL pitch sign so drag-down tilts the camera up
Drag-down was decreasing pitch (camera diving), opposite to the GL
viewport's convention where drag-down increases pitch so the top of
the object rotates toward the viewer. Yaw direction was already
correct. Matches the existing user muscle memory from IfcViewerMinimal.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:29:04 +10:00
Dion Moult de44de26f8 wgpu backend: clearer sidecar-load diagnostics + tilde expansion
The single "(file missing, wrong magic, or schema mismatch)" message
was making triage harder than necessary. loadSidecar now expands a
leading ~/ (shells skip it inside double quotes, which trips up paste-
from-launcher), and on failure peeks the file's header itself to
report exactly which check failed:

  - "Sidecar not found"          — file doesn't exist
  - "Sidecar unreadable"         — exists but open failed
  - "Sidecar truncated"          — <12 bytes
  - "Sidecar magic mismatch"     — wrong magic, reports got vs expected
  - "Sidecar schema mismatch"    — wrong version, reports both numbers
                                    and suggests re-baking
  - "Sidecar endianness mismatch" — cross-platform load attempt

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:26:20 +10:00
Dion Moult 819196b3ce wgpu backend: --benchmark N parity with the GL minimal
Stage 11 of the wgpu port. WgpuViewportWindow gains setBenchmarkFrames(N);
the minimal driver wires it to a --benchmark N flag. Renders N frames
after a 5-frame warmup, yaw-sweeping the camera at 0.5°/frame, captures
per-frame wall time with QElapsedTimer (cull + encode + present), and
prints avg/median/p1/p99 + last-frame stats in the same line format as
IfcViewerMinimal so a script can diff them line for line.

Per-frame stats (visible_objects, visible_triangles, sub_draws) are now
summed in render() from m.mesh_draws. hiz_rej reports 0 until stage 7
adds HiZ occlusion.

Verified on basic.ifc (3 instances): wgpu 11.68 ms avg vs GL 11.75 ms
avg — same scene, same camera sweep, same window size. Noise-level
delta as expected on a tiny scene; the interesting comparison is on
real BIM corpora once you bake them to v13 sidecars.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:14:40 +10:00
Dion Moult ddef8c65b5 wgpu backend: orbit/pan/zoom mouse navigation
LMB drag → orbit (yaw/pitch, pitch clamped to ±89.9° to avoid gimbal
flip at the poles). MMB drag → pan in the camera's screen-space plane,
world-units-per-pixel sized against the view frustum at the pivot depth
so panning feels constant regardless of zoom. Wheel → zoom (12% per
notch, sign matches "wheel up = closer"). LMB is bound to orbit because
selection isn't wired yet; will rebind to selection + nav preset once
AppSettings ports over.

Pure addition to WgpuViewportWindow — overrides four QWindow event
handlers, no changes to render or cull paths. Lets you actually fly
around a loaded sidecar without a screenshot loop.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:10:51 +10:00
Dion Moult 61726e00a4 wgpu backend: CPU frustum cull + per-mesh draw compaction
Stage 6 of the wgpu port. Replaces the one-draw-per-(mesh, instance) loop
with a CPU cull pass that survives one drawIndexed per non-empty mesh
with packed instanceCount.

Adds to WgpuModelGpuData:
  - visible_buffer: u32[] storage SSBO, pre-sized to instance_count at
    applyCachedModel so the bind group reference never invalidates.
    Re-uploaded each frame via wgpuQueueWriteBuffer.
  - mesh_draws: per-mesh schedule (first_instance, instance_count,
    first_index, base_vertex, index_count). instance_count==0 means the
    mesh contributed nothing this frame and the draw is elided entirely.

cullModelCpu per-frame:
  - Extract 6 frustum planes from the same VP we write into the uniform.
    WebGPU clip-space z is [0, 1], so near plane = matrix row 2 (not
    row 3 + row 2 as in GL); rest of the derivation is standard.
  - Per-instance AABB-vs-frustum test using the p-vertex shortcut
    (cheapest correct early-out for AABBs).
  - Bucket survivors by mesh_id; flatten into a contiguous u32 list;
    upload via wgpuQueueWriteBuffer. Per-mesh slice is [first_instance,
    first_instance + instance_count).

WGSL adds @group(1) @binding(3) var<storage, read> visible: array<u32>
and an extra indirection: instance_idx = visible[iid]; the rest of the
shader is unchanged. firstInstance on each drawIndexed offsets into
visible[], so each mesh reads its own slice.

Verified two ways:
  1. basic.ifc (3 instances, all on-screen) renders pixel-identically
     to pre-stage-6 — proves cull keeps everything it should.
  2. basic.ifc + a synthetic instance placed at (100, 100, 100) is
     culled cleanly: only the cube renders, the far quad is rejected
     by the frustum test. Proves cull actually rejects out-of-frustum
     geometry rather than passing everything through.

Contribution culling, HiZ, and LOD selection arrive in stages 7 and 8;
they all hook into the same cullModelCpu seam.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:05:58 +10:00
Dion Moult 75b9963136 wgpu backend: --screenshot capability for visual verification
Pulls the capture half of task #10 forward so we stop flying blind from
stage 3 onward. WgpuViewportWindow gains captureNextFrameToPng(path);
the minimal driver wires it to a --screenshot PATH flag that renders
one frame, copies the surface texture back to host memory, writes a
PNG via QImage, and quits.

CopySrc is added to the surface configuration usage so the surface
texture can be the copy source. The texel-to-buffer copy honours
WebGPU's 256-byte bytes-per-row alignment by padding rows and stripping
the padding when assembling the QImage. Surface format 28 (BGRA8Unorm)
is byte-swapped to RGBA on the way into QImage::Format_RGBA8888;
RGBA8 surface formats are memcpy'd straight through.

Verified end-to-end on /tmp/basic.ifcview: 3 cube meshes/instances
render with depth, back-face cull, and the hemisphere-ambient + key+fill
lighting model — top face reads sky (bright), front faces read mid-tone,
exactly as the WGSL shading intended. The pixel-diff half of task #10
(comparing against a GL baseline) lands later when the GL minimal binary
gets an equivalent flag.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:33:19 +10:00
Dion Moult bbf2bfde92 wgpu backend: vertex-pulling main render pass
Stage 3 of the wgpu port. Replaces the clear-only render loop with the
full main shading pass:

  - WGSL port of the GL main shader. Vertex-pulling: the vertex storage
    buffer is read as array<u32> in the shader, with pos/normal/color
    decoded manually per vertex. baseVertex (set per draw to mesh's
    vertex offset) folds into @builtin(vertex_index) automatically;
    firstInstance carries the instance slot for @builtin(instance_index).
    No vertex-input layout — vertex pulling means no IA bindings.

  - Render pipeline bound to depth-32-float (write-on, less compare),
    back-face cull, CCW front face. Pre-multiplies a [-1,1]→[0,1] z-remap
    matrix onto Qt's projection so WebGPU's clip-z convention is met.

  - Two bind groups: group=0 per-frame (uniform with view-proj + key/fill
    light + hemisphere ambient), group=1 per-model (three read-only
    storage buffers: vertices, mesh quant, instances).

  - Depth texture is created lazily and recreated on surface resize.

  - Orbit camera state on WgpuViewportWindow with viewAll() that frames
    the union of all loaded models' world AABBs after the first load.
    Mouse navigation lands later.

  - Draw loop: one drawIndexed per (mesh, instance) pair per model. This
    is correct but CPU-heavy on dense scenes; stage 6 introduces the cull
    + compacted visible list that lets multiple instances of one mesh
    collapse to a single call, and the eventual GPU-driven cull (post
    sunset of the GL backend) goes further.

Verified on /tmp/quad_v13.ifcview (1 mesh, 1 instance) and on a real v13
sidecar baked from basic.ifc via the GL minimal viewer (3 meshes,
3 instances, 864 B verts). No wgpu validation errors fire across pipeline
creation, depth attachment, bind groups, or the draw loop on either.
Visual confirmation deferred until --screenshot lands (task #10) which
is being pulled forward next so we don't keep flying blind.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:19:09 +10:00
Dion Moult 9daa5fe195 wgpu backend: load .ifcview sidecars onto GPU buffers
Stage 2 of the wgpu port. WgpuViewportWindow gains a queueLoadSidecar
API (called from the minimal driver before init) and an applyCachedModel
that runs after init: reads via SidecarCache::readSidecar, allocates
four wgpu buffers per model (vertex storage, index, mesh-quant storage,
instance storage), uploads via wgpuQueueWriteBuffer, retains a CPU
mirror of the MeshInfo/InstanceCpu arrays for the cull and picking
paths that arrive in later stages.

MeshGpu (the per-mesh quantization basis) is derived from MeshInfo on
the fly; InstanceGpu (transform + ids) is derived from InstanceCpu and
uses the cached float transform — composing from placement_transformation
against federation-stage matrices lands when stage 5 wires those.

SidecarCache.cpp is compiled into IfcViewerWgpu directly: it's pure
C++ with no Qt/OCCT/IFC-parse deps, so dragging in the IfcViewer
static lib for one source file would be wasteful. This duplication
goes away once src/ifcviewer-core/ is extracted (task #12).

Verified on a synthesised v13 sidecar (4 verts, 6 indices, 1 mesh,
1 instance) and a multi-sidecar load that assigns successive model_ids.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 12:48:03 +10:00
Dion Moult 19a39a0413 Scaffold experimental wgpu viewer backend
Adds src/ifcviewer-wgpu/ and src/ifcviewer-wgpu-minimal/ behind a new
BUILD_BONSAIVIEWER_WGPU option (default OFF), gated independently of
BUILD_BONSAIVIEWER. Stage 1 brings up a Qt window with a wgpu-native
v29 surface (X11) and clears to the background colour — no rendering
beyond that yet. Mirrors the lifecycle of the GL ViewportWindow so
subsequent stages (vertex-pulling renderer, pick, cull, HiZ, overlay)
slot in without restructuring the host.

wgpu-native is fetched as a pre-built binary release via FetchContent;
its .so SONAME is patched in at configure time so dependents get a
clean DT_NEEDED. The X11 native handle is obtained via the public
QNativeInterface::QX11Application API; Wayland and macOS/Windows
surface creation are stubbed with explicit "not wired yet" warnings.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 12:23:23 +10:00
Gorgious56 db9d903650 Polish tool.Model + tool.Pset + add tool.Slab service
tool.Model gains:

* get_pipe_segment_props / get_duct_segment_props — typed prop accessors
  for the MEP-segment edit lifecycle.
* resolve_active_props_for_edit — picks the right BIM*Properties to
  drive a parametric edit triad based on the active object's IFC class.
* mirror_parent_void_fillings_to_children — when an array parent has
  hosted fillings (door/window in a wall), replicate the same fill
  rels onto each array child. Uses tool.Array.get_parametric_propagation_
  targets so the propagation stays within the array family (the old
  get_all_element_occurrences over-propagated to standalone occurrences
  of the same type, which silently mutated unrelated arrays).
* unshare_opening_representation — fork a shared IfcShapeRepresentation
  so editing one opening doesn't mutate its array sibling.
* duplicate_ifc_objects gains a post-condition select-restore on the
  array parent so callers don't get a deselected parent for N>=2 arrays.

sync_object_ifc_position is kept as a thin delegate to
tool.Geometry.commit_placement_if_moved (the new home, added in C8) so
the 6 v0.8.0 callers in mep / product / system don't AttributeError;
PR4 migrates each caller and removes the delegate.

tool.Pset gains:

* upsert_pset — get-or-add-or-edit in one call.
* write_bbim_data — JSON-encode + write BBIM_* metadata in one call.

tool.Slab is new — slab-specific reads (active extrusion, axis
direction) used by the slab gizmos, pure-IFC, no PropertyGroup mutation.

Generated with the assistance of an AI coding tool.
2026-05-27 00:14:51 +02:00
Gorgious56 3483683cb4 Add tool.Geometry helpers for body representation + placement
Adds:

* get_body_representation(element) — DRY of the repeated
  ifcopenshell.util.representation.get_representation(element, "Model",
  "Body", "MODEL_VIEW") call across slab / wall / opening / stair /
  roof / door / window / mep. One central place to read the body rep;
  every caller stops re-spelling the four magic strings.
* has_axis_representation(element) — predicate for elements with a
  GRAPH_VIEW Axis representation. Used by the wall/MEP path decorators
  to skip elements without an unambiguous 1D path.
* has_material_styles(element) — predicate for whether the element
  carries IfcStyledItem material assignments.
* restore_placement_from_ifc(obj, element) — snap obj.matrix_world back
  to element's committed IFC placement + rebaseline the drift checksum.
* restore_or_rebaseline_placement(obj, element) — Cancel-flow helper:
  restores if ObjectPlacement exists, just rebaselines the checksum if
  not.
* detach_representation(product) — remove the active representation
  from a product without deleting the entity (used by parametric
  rebuilds that wipe + re-add).

commit_placement_if_moved docstring expanded with a "drop-in scope"
note so callers don't redundantly wrap it in an is_moved check that
the helper already does.

Switches the duplicate-aware helper calls (formerly tool.Root.*) to
tool.Duplicate.* now that the service exists (C6).

Generated with the assistance of an AI coding tool.
2026-05-27 00:04:03 +02:00
Gorgious56 a0c6f6f9a6 Extend tool.Blender for parametric framework + decorators
Adds:

* ViewportDecorator base class — install/uninstall/draw lifecycle for
  3D viewport gpu overlays, with handler-rollback-on-failure so a
  partial install can't leave dangling draw handlers.
* sync_all classmethod — drive each listed ViewportDecorator subclass
  to its desired install state in one call.
* is_view_top_down + top_down_factor — viewport-camera orientation
  predicates used by gizmo billboarding and decorator layout.
* get_screen_up_world — screen-up vector in world space for gizmo
  text orientation.
* are_viewport_gizmos_enabled — central gate for the global
  draw_gizmos_in_3d_viewport pref, replacing duplicated prefs reads.
* DecoratorColors NamedTuple + get_decorator_colors — single source
  for the colour palette every viewport decorator binds.

Preserves Ryan Schultz's add_layout_hotkey_operator polish (719309571,
2026-05-25): the row-position move + separator(factor=1) between the
modifier and key icons stay intact in this extraction.

Generated with the assistance of an AI coding tool.
2026-05-27 00:00:53 +02:00
Gorgious56 49ddda6281 Add tool.Duplicate service
Extract the duplicate-aware relationship-walk + restoration logic
(get_decomposition_relationships, get_connection_relationships,
get_port_connection_relationships, recreate_decompositions,
recreate_connections, recreate_port_connections, consume_warnings)
out of tool.Root into its own service.

tool.Root's responsibility is identity and addressing of IFC roots;
the duplicate-aware bookkeeping of "before duplication, what relations
did this graph have, and how do I restore them on the new copies?"
deserves its own home. The split was already declared on core/tool.py
(C2); this commit lands the concrete tool.Duplicate implementation.

tool.Root keeps its own copies of the methods on v0.8.0's tool/root.py
during this PR so callers in bim/module/spatial/operator.py keep
working at runtime; the Root cleanup lands in PR4 alongside the
caller updates.

Generated with the assistance of an AI coding tool.
2026-05-26 23:48:11 +02:00
Gorgious56 96b6985960 Extend tool.System with port + path helpers
Adds:

* direction_from_port_pair(port_a, port_b) — derive the connect_port
  direction kwarg from each port's FlowDirection (NOTDEFINED for
  non-canonical pairs). Centralises a pattern that callers were
  inlining inconsistently.
* tool.System.walk_connected_mep_elements — BFS over connected MEP
  flow elements via IfcRelConnectsPorts.
* tool.System.get_port_world_position — port placement → world-space
  Vector, used by the MEP path decorator.
* tool.System._build_decoration_data — cached decoration metadata
  for the MEP system-path overlay.

Plus a get_port_relating_element return-type tightening (Union with
None) and a partial-init cycle workaround on bim.module.system.data
imports (now function-local — top-level import triggered the cycle
through tool.Ifc.Operator).

Generated with the assistance of an AI coding tool.
2026-05-26 23:45:14 +02:00
Gorgious56 b19b2ac7cd Add tool.Array service
Top-level array-domain service extracted out of tool.Blender.Modifier.Array.
Owns the BBIM_Array pset graph navigation (constrain_children_to_parent,
remove_constraints, get_modifiers_data, get_children_objects,
get_all_children_objects, get_child_layer_index, bake_children_transform),
plus the Blender-side CHILD_OF constraint lifecycle that ties each child
replica to its parent's transform.

Array's own module gives the parent/child semantics a clean home — array
behaviour was previously scattered between tool.Blender.Modifier and ad-hoc
helpers in bim/module/model/array.py. The relocation eliminates the inline
duplication and gives Bonsai callers a single import surface.

Generated with the assistance of an AI coding tool.
2026-05-26 23:41:56 +02:00
Gorgious56 fdf4b82371 Add tool.Wall service
Bpy-permitted wall reads — get_axis_local_extent, get_length_and_height,
get_x_angle, get_path_connection_location, walk_connected_walls — used
by gizmo lambdas that need wall dimensions and join topology without
the side effect of loading the wall's draft BIMWallProperties (the
loader mutates PropertyGroup state and would clobber the wall's own
gizmo state when both the wall and a hosted filling are selected).

All reads go through ifcopenshell.util.representation / .util.element
so the IFC graph stays the source of truth. tool.Wall consumes
core.model's PARALLEL_DOT_THRESHOLD + collinearity helpers (no inline
magic numbers).

Generated with the assistance of an AI coding tool.
2026-05-26 23:40:19 +02:00
Gorgious56 2f40441f1c Add tool.* interface stubs to core.tool
Declares the bpy-free contract for tool services landing in subsequent
commits — tool.Wall, tool.Array, tool.System, tool.Duplicate (extracted
from tool.Root), tool.Parametric, plus minor additions on existing
interfaces (tool.Spatial.get_host_element / get_host_wall,
tool.Geometry.has_axis_representation / has_material_styles,
tool.Surveyor.get_z_rotation / set_z_rotation).

The @interface declarations are empty-bodied; concrete implementations
land in the per-service tool/* commits below. Keeping the contract in
core lets core/* helpers and tests reference the surface without
importing the concrete tool modules.

Moves get_decomposition_relationships + recreate_decompositions off
tool.Root onto the new tool.Duplicate (extraction of duplicate-aware
behaviour into its own service).

Generated with the assistance of an AI coding tool.
2026-05-26 23:31:28 +02:00
Gorgious56 230cbe1fd8 Add core/model.py constants + core/product.py helpers
core/model.py gains:

* Three calibrated dot-product / distance thresholds — PARALLEL_DOT_THRESHOLD
  (~2° from parallel, cos(2°) ≈ 0.9994), COLLINEAR_LINE_TOLERANCE (50mm
  perpendicular distance for two parallel wall axes to share a line),
  BASELINE_OFFSET_TOLERANCE — replacing inline magic numbers that the
  wall-join classifier, fillet-state machine, and gizmo preview decorator
  all read from.
* Pure wall-join geometry helpers (project_axis_intersection,
  are_axes_collinear, classify_wall_join_state, wall_join_preview_lines,
  resolve_extend_walls_target, extrusion_depth_from_vertical_height,
  length_and_height_from_extrusion). They take primitive tuples + floats,
  no bpy, no ifcopenshell — testable in the core lane.

core/product.py is new — pure-Python aggregate-walk helpers (resolve_host_
of_product, collect_decomposed_products) that downstream tool/spatial and
tool/aggregate consumers can call without importing ifcopenshell at module
load.

Generated with the assistance of an AI coding tool.
2026-05-26 23:28:19 +02:00
Gorgious56 4d4c5b4d51 Split railing representation into pure-compute + IFC wrapper
add_railing_representation now factors into two parts:

* compute_wall_mounted_handrail_geometry returns a pure-geometry
  WallMountedHandrailGeometry dataclass (handrail polyline + support
  list + terminal caps), no IFC mutation.
* add_railing_representation wraps that dataclass into an
  IfcShapeRepresentation as before.

Downstream consumers that want the same math without round-tripping
through an IFC file (Blender gizmo previews, viewport drafts) now
drive compute_X directly. Future add_X_representation work in the
geometry API is encouraged to follow the same shape — a sibling
compute_X function + thin IFC wrapper.

The railing_type parameter is dropped from the signature — only
WALL_MOUNTED_HANDRAIL was ever supported, so the kwarg was dead.
The Bonsai railing-modifier caller is updated in the same commit
to stop passing it; without that update Bonsai's
finish_editing_railing_path raises TypeError on the first edit.

RailingSupport and WallMountedHandrailGeometry use @dataclass(slots=True)
— they're constructed N-per-cap during arc sampling, so the per-instance
overhead matters.

Public symbols (RailingSupport, TERMINAL_TYPE,
WallMountedHandrailGeometry, compute_wall_mounted_handrail_geometry,
add_railing_representation) re-exported from ifcopenshell.api.geometry.
New test/api/geometry/test_add_railing_representation.py covers the
compute/wrap contract.

Generated with the assistance of an AI coding tool.
2026-05-26 23:22:19 +02:00
Gorgious56 3d81660dad Use util.unit.mm_to_m in add_window_representation
Drops the module-local ``mm()`` helper in favour of the centralised
``ifcopenshell.util.unit.mm_to_m`` (added earlier in this PR). The
``as mm`` import alias preserves the existing call sites' readability.

Generated with the assistance of an AI coding tool.
2026-05-26 23:22:19 +02:00