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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>
151 lines
7.2 KiB
C++
151 lines
7.2 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 INSTANCEDGEOMETRY_H
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#define INSTANCEDGEOMETRY_H
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#include <cstdint>
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#include <string>
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#include <vector>
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// Per-vertex layout for instanced meshes, stored in local coordinates,
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// quantized against each mesh's local AABB. 12 bytes per vertex:
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// offset 0 pos 3 x uint16 normalized -> [0,1]; dequant to
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// mix(mesh.aabb_min, mesh.aabb_max, t)
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// offset 6 normal 2 x int8 normalized -> [-1,1]; octahedral-decoded
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// offset 8 color 4 x uint8 normalized -> [0,1]
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//
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// int8 normals give ~1.4° worst-case angular error — invisible for BIM
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// geometry which is overwhelmingly axis-aligned (walls, floors, slabs).
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//
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// Quantization basis is per mesh, stored in the MeshGpu SSBO bound at
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// binding=2. The vertex shader looks up its basis via the instance's mesh_id.
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static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 12;
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// Streamer-side intermediate format: 7 floats per vertex (pos3 + normal3 +
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// color-as-float). GeometryStreamer writes this into StreamedMesh.vertices;
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// ViewportWindow::uploadStreamedMesh quantizes it down to STRIDE_BYTES on the
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// way to the VBO. Not the GPU layout — purely a transfer convention.
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static constexpr int INSTANCED_VERTEX_STRIDE_FLOATS = 7;
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static constexpr int INSTANCED_VERTEX_POS_OFFSET = 0;
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static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 6;
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static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 8;
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// Per-mesh quantization basis, uploaded to a std430 SSBO. Two vec4s so
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// std430 layout is trivial (no alignment surprises). w components unused.
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struct alignas(16) MeshGpu {
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float aabb_min[4]; // xyz = local AABB min; w = 0
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float aabb_max[4]; // xyz = local AABB max; w = 0
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};
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static_assert(sizeof(MeshGpu) == 32, "MeshGpu must be 32 bytes");
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// Per-mesh metadata on the CPU side. Meshes own a slice of the model's
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// VBO (shared across LODs) and one or more slices of the EBO, one per LOD.
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//
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// LOD0 is the original, full-resolution tessellation — the fields
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// `ebo_byte_offset` / `index_count` describe it.
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//
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// LOD1 is an optional decimated copy of the same triangles referencing the
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// same vertex buffer. Built at sidecar time via meshoptimizer for meshes
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// whose triangle count crosses a threshold. `lod1_index_count == 0`
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// means no LOD1 was built; the renderer must use LOD0 at every distance.
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struct MeshInfo {
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uint32_t vbo_byte_offset = 0; // where this mesh's vertices start
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uint32_t vertex_count = 0;
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uint32_t ebo_byte_offset = 0; // LOD0 indices
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uint32_t index_count = 0; // LOD0 index count
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float local_aabb_min[3]{};
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float local_aabb_max[3]{};
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uint32_t first_instance = 0; // index into per-model instances array
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uint32_t instance_count = 0;
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uint32_t lod1_ebo_byte_offset = 0;
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uint32_t lod1_index_count = 0; // 0 = no LOD1 available
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};
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static_assert(sizeof(MeshInfo) == 56, "MeshInfo must be 56 bytes");
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// Per-instance record uploaded to an SSBO and read by the vertex shader.
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// Layout deliberately matches std430 expectations:
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// mat4 transform (64 B column-major)
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// uint object_id
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// uint color_override_rgba8 -- 0 = use baked vertex color, else override
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// uint mesh_id -- index into per-model MeshGpu[]
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// uint _pad1 -- align to 16 for std430
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struct alignas(16) InstanceGpu {
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float transform[16];
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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uint32_t mesh_id = 0; // index into per-model MeshGpu[]
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uint32_t _pad1 = 0;
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};
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static_assert(sizeof(InstanceGpu) == 80, "InstanceGpu must be 80 bytes");
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// CPU-side per-instance data. The GPU record above is derived from this;
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// we also retain the world AABB for BVH construction and the mesh_id.
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//
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// `placement_transformation` is the raw streamer output (the iterator's
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// transform with vertex-rebasing offset folded in; pre-CoordinateOperation
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// / FederatedFalseOrigin / ModelTransformation). Keep it in double precision:
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// large IFC placements must not be rounded before the federation false origin
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// has a chance to cancel them. `transform` is the composed
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// FederatedFalseOrigin · ModelTransformation · CoordinateOperation
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// · placement_transformation result — narrowed to float only after composition,
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// uploaded to the SSBO, and used to compute world_aabb_*. When ViewportWindow's
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// stage matrices are all identity (default), transform is the float rendering
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// copy of placement_transformation.
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struct InstanceInfo {
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uint32_t mesh_id = 0; // index into meshes array
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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uint32_t session_model_id = 0;
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double placement_transformation[16]{};
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float transform[16]{};
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float world_aabb_min[3]{};
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float world_aabb_max[3]{};
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};
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// Transfer records emitted by the streamer to the viewport (main thread).
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// Emitted the first time a representation id is seen. Carries the mesh
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// geometry in local coords. `local_mesh_id` is the streamer-assigned id
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// within this model.
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struct StreamedMesh {
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uint32_t session_model_id = 0;
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uint32_t local_mesh_id = 0;
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std::vector<float> vertices; // 7 floats * N_verts (pos3+norm3+color1_packed)
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std::vector<uint32_t> indices;
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float local_aabb_min[3]{};
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float local_aabb_max[3]{};
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};
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// Emitted for every placement (every triangulation element from the
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// iterator). For the first instance of a mesh, the StreamedMesh is emitted
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// just before this.
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struct StreamedInstance {
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uint32_t session_model_id = 0;
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uint32_t local_mesh_id = 0;
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uint32_t object_id = 0;
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uint32_t color_override_rgba8 = 0;
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double transform[16]{};
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float world_aabb_min[3]{};
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float world_aabb_max[3]{};
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};
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#endif // INSTANCEDGEOMETRY_H
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