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https://github.com/IfcOpenShell/IfcOpenShell.git
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75c9da5098
Rename the two overloaded model identifiers and make object_id assignment single-authority, fixing a pick -> properties mismatch. Identifiers: - Per-model UUID fed_id -> model_id; the uint32 runtime handle model_id -> session_model_id (SessionState accessors + mirror hashes renamed to match). "fed_id" was a misnomer -- the federation is the whole collection, not one model. object_id assignment (fixes wrong class on click): - Producers (GeometryStreamer, .ifcview sidecar) now stamp model-LOCAL object_ids; ViewportCore::applyCachedModel is the sole authority that assigns the session-global id (base + local). Removed SceneLoader::next_object_id_, GeometryStreamer::lastObjectId(), and the streamer's start_object_id parameter. - The element table is stamped by the same base on both load paths (applySidecarData and onStreamerFinished), so registry ids match the ids pick returns. Previously the sidecar path double-rebased instances vs the registry (click IfcSite -> showed IfcDoor); the live-stream path had the same latent mismatch. Both closed. Naming / cleanup: - SceneLoader::addFiles -> queueModels; startStreamLoadFor -> loadFromGeometryStreamer; readSidecarMetadataOnly -> readSidecarMetadata. - Federation::addModel takes an explicit display_name (no QFileInfo fallback); callers pass QFileInfo(path).fileName(). - Disambiguate cryptic short locals (d->sidecar, m->model, c->chunk, ...) in SceneLoader, Federation, ViewportWindow, AreaMeasurement, SectionGizmoRenderer, and the SidecarData/SidecarReadPlan spots in ViewportCore. Tests: 125/125 pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
97 lines
4.5 KiB
C++
97 lines
4.5 KiB
C++
/********************************************************************************
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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 WGPUAREAMEASUREMENT_H
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#define WGPUAREAMEASUREMENT_H
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#include <cstddef>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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class ViewportWindow;
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// Click-to-accumulate area measurement for the wgpu viewport. Mirrors
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// src/bonsaiviewer/Measurement.h's AreaMeasurement: each pick resolves
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// to (instance, triangle) via ViewportWindow::pickMeshLocalAt, then
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// either adds or removes the connected coplanar patch (BFS over shared
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// edges, dot(normal, seed_normal) > 0.9999) depending on whether the
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// seed triangle was already in the running set. Alt-click skips the BFS.
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// Picks on different instances (even of the same mesh) are kept as
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// separate patches.
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//
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// On every mutation the world-space triangles of the running set are
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// pushed to ViewportWindow::setHighlightTriangles for the
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// translucent cyan patch shading, and per-component "X.XXXX m²" labels
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// are pushed to setOverlayLabels at each connected component's
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// area-weighted centroid.
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class AreaMeasurement {
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public:
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AreaMeasurement();
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// Pixel coords are physical (post-DPR), to match
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// ViewportWindow::pickMeshLocalAt's convention.
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void onPick(ViewportWindow& vp, int x_phys, int y_phys, bool alt);
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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 derived data: triangle normals + areas + edge
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// adjacency. Computed once per (model, mesh) on first pick; the
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// raw positions + indices live in
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// ViewportWindow::readbackMeshTriangles' CPU shadow.
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struct MeshAdj {
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std::vector<float> tri_normals; // 3 floats per tri (unit, mesh-local)
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std::vector<float> tri_areas; // mesh-local area per tri
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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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// Keyed by (session_model_id << 32) | mesh_id.
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MeshAdj* meshAdj(ViewportWindow& vp,
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uint32_t session_model_id, uint32_t mesh_id);
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// Per-selected-triangle record. The composed transform is captured
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// at pick time so highlight rebuilds don'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 session_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 keeps two distinct instances of
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// the same mesh contributing independently — matches the GL impl.
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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 rebuildHighlightAndLabels(ViewportWindow& vp);
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std::unordered_map<uint64_t, MeshAdj> 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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#endif // WGPUAREAMEASUREMENT_H
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