Sprint 9/10 — 지면+선형 시각화 + 피처 선택
Sprint 9 (bridge_scene): - 지면(Ground plane): 교량 하부 어두운 올리브 색 평면 - 선형(Alignment): 주황색 얇은 봉 (Z축 방향 경간 전체) - 색상 추가: COL_GROUND, COL_ALIGNMENT Sprint 10 (selection): - FeatureDraw: 피처별 GPU 버퍼 + AABB + 선택 상태 - build_selectable_scene(): 거더/슬래브/받침/교대 개별 메시 - ray_aabb(): 레이-AABB 교차 판정 (좌클릭 피킹) - egui 패널: 선택된 피처 이름 오렌지색 표시 - 선택 하이라이트는 Sprint 11에서 색상 override로 구현 cargo check 통과 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -23,7 +23,7 @@ use cimery_kernel::OcctKernel;
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use cimery_kernel::PureRustKernel;
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use camera::{Camera, StandardView};
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use glam;
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use bridge_scene::{SceneParams, build_bridge_scene, scene_extents};
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use bridge_scene::{SceneParams, build_bridge_scene, build_selectable_scene, scene_extents};
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// ─── Vertex ───────────────────────────────────────────────────────────────────
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@@ -54,6 +54,62 @@ impl Vertex {
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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// ─── Per-feature draw unit ───────────────────────────────────────────────────
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/// One selectable draw unit: a single Feature's GPU buffers + AABB.
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struct FeatureDraw {
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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aabb_min: [f32; 3],
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aabb_max: [f32; 3],
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label: String, // e.g. "거더 2", "교대 (시작)"
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selected: bool,
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base_color: [f32; 3], // original colour (for deselect)
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}
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impl FeatureDraw {
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fn from_mesh(device: &wgpu::Device, mesh: &cimery_kernel::Mesh, label: &str) -> Self {
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let verts: Vec<Vertex> = mesh.vertices.iter()
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.zip(mesh.normals.iter()).zip(mesh.colors.iter())
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.map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c })
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.collect();
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let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("feature vbuf"), contents: bytemuck::cast_slice(&verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let ibuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("feature ibuf"), contents: bytemuck::cast_slice(&mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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let (mn, mx) = mesh.aabb();
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let base = if mesh.colors.is_empty() { [0.8_f32, 0.76, 0.65] } else { mesh.colors[0] };
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Self {
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vertex_buffer: vbuf, index_buffer: ibuf,
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num_indices: mesh.indices.len() as u32,
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aabb_min: mn, aabb_max: mx, label: label.to_owned(),
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selected: false, base_color: base,
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}
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}
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}
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// ─── Ray casting ─────────────────────────────────────────────────────────────
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/// Ray-AABB intersection test (slab method). Returns distance or None.
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fn ray_aabb(
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ray_origin: glam::Vec3, ray_dir: glam::Vec3,
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mn: [f32;3], mx: [f32;3],
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) -> Option<f32> {
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let mn = glam::Vec3::from(mn);
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let mx = glam::Vec3::from(mx);
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let inv = 1.0 / ray_dir;
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let t1 = (mn - ray_origin) * inv;
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let t2 = (mx - ray_origin) * inv;
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let tmin = t1.min(t2).max_element();
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let tmax = t1.max(t2).min_element();
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if tmax >= tmin && tmax > 0.0 { Some(tmin.max(0.0)) } else { None }
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}
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// ─── RenderState ─────────────────────────────────────────────────────────────
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struct RenderState {
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@@ -63,7 +119,9 @@ struct RenderState {
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surface: wgpu::Surface<'static>,
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surface_config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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// Mesh
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// Per-feature draw units (Sprint 10)
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features: Vec<FeatureDraw>,
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// Legacy single-mesh (kept for overlay/ground features without selection)
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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@@ -74,9 +132,10 @@ struct RenderState {
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// Depth
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depth_view: wgpu::TextureView,
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// Mouse / keyboard state
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mid_pressed: bool,
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shift_pressed: bool,
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last_mouse: winit::dpi::PhysicalPosition<f64>,
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mid_pressed: bool,
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shift_pressed: bool,
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left_just_pressed: bool,
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last_mouse: winit::dpi::PhysicalPosition<f64>,
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// Scene extents for ZoomExtents
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scene_mn: [f32; 3],
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scene_mx: [f32; 3],
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@@ -325,13 +384,15 @@ impl RenderState {
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camera_buffer,
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camera_bind_group,
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depth_view,
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mid_pressed: false,
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shift_pressed: false,
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last_mouse: winit::dpi::PhysicalPosition { x: 0.0, y: 0.0 },
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features: vec![], // filled by first rebuild_mesh
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mid_pressed: false,
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shift_pressed: false,
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left_just_pressed:false,
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last_mouse: winit::dpi::PhysicalPosition { x: 0.0, y: 0.0 },
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scene_mn,
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scene_mx,
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params,
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dirty: false,
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dirty: true, // trigger initial feature build
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egui_ctx,
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egui_state,
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egui_renderer,
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@@ -362,36 +423,46 @@ impl RenderState {
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.create_view(&wgpu::TextureViewDescriptor::default())
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}
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/// Rebuild GPU buffers from current SceneParams. Called when `dirty` is set.
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/// Rebuild GPU buffers from current SceneParams.
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fn rebuild_mesh(&mut self) {
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// Build merged mesh (ground + alignment, for background draw)
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#[cfg(feature = "occt")]
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let mesh = build_bridge_scene(&OcctKernel, &self.params);
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let full_mesh = build_bridge_scene(&OcctKernel, &self.params);
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#[cfg(not(feature = "occt"))]
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let mesh = build_bridge_scene(&PureRustKernel, &self.params);
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let full_mesh = build_bridge_scene(&PureRustKernel, &self.params);
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if let Ok(mesh) = mesh {
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if let Ok(mesh) = full_mesh {
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let verts: Vec<Vertex> = mesh.vertices.iter()
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.zip(mesh.normals.iter()).zip(mesh.colors.iter())
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.map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c })
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.collect();
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self.vertex_buffer = self.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("mesh vertex buffer"),
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contents: bytemuck::cast_slice(&verts),
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usage: wgpu::BufferUsages::VERTEX,
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label: Some("merged vbuf"), contents: bytemuck::cast_slice(&verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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self.index_buffer = self.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("mesh index buffer"),
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contents: bytemuck::cast_slice(&mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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label: Some("merged ibuf"), contents: bytemuck::cast_slice(&mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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self.num_indices = mesh.indices.len() as u32;
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// Update camera extents
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let (mn, mx) = scene_extents(&self.params);
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self.scene_mn = mn;
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self.scene_mx = mx;
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}
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// Build per-feature meshes for selection (Sprint 10)
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#[cfg(feature = "occt")]
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let sel = build_selectable_scene(&OcctKernel, &self.params);
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#[cfg(not(feature = "occt"))]
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let sel = build_selectable_scene(&PureRustKernel, &self.params);
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if let Ok(feature_meshes) = sel {
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self.features = feature_meshes.into_iter()
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.map(|fm| FeatureDraw::from_mesh(&self.device, &fm.mesh, &fm.label))
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.collect();
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}
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let (mn, mx) = scene_extents(&self.params);
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self.scene_mn = mn;
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self.scene_mx = mx;
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self.dirty = false;
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}
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@@ -416,11 +487,38 @@ impl RenderState {
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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// ── egui UI (use local copies to avoid self-borrow in closure) ───────
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// Handle pick on left click (before egui, so egui can consume)
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if self.left_just_pressed {
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self.left_just_pressed = false;
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let mx = self.last_mouse.x as f32;
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let my = self.last_mouse.y as f32;
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let w = self.surface_config.width as f32;
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let h = self.surface_config.height as f32;
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// Compute ray from camera through pixel
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let ndc_x = (mx / w) * 2.0 - 1.0;
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let ndc_y = -(my / h) * 2.0 + 1.0;
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let vp_inv = self.camera.view_proj().inverse();
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let near = vp_inv.project_point3(glam::Vec3::new(ndc_x, ndc_y, 0.0));
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let far = vp_inv.project_point3(glam::Vec3::new(ndc_x, ndc_y, 1.0));
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let ray_dir = (far - near).normalize();
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// Hit test against each feature AABB
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let mut best: Option<(f32, usize)> = None;
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for (i, feat) in self.features.iter().enumerate() {
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if let Some(t) = ray_aabb(near, ray_dir, feat.aabb_min, feat.aabb_max) {
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if best.map_or(true, |(bt, _)| t < bt) { best = Some((t, i)); }
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}
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}
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// Update selection
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for feat in &mut self.features { feat.selected = false; }
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if let Some((_, idx)) = best { self.features[idx].selected = true; }
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}
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let raw_input = self.egui_state.take_egui_input(&self.window);
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let mut p = self.params.clone();
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let mut dirty = self.dirty;
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let was_dirty = dirty;
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let mut apply = false;
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let mut p = self.params.clone();
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let p_features = &self.features; // borrow for egui display only
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let mut dirty = self.dirty;
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let was_dirty = dirty;
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let mut apply = false;
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let full_output = self.egui_ctx.run(raw_input, |ctx| {
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egui::SidePanel::left("properties")
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@@ -452,6 +550,15 @@ impl RenderState {
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ui.label("✓ 최신 상태");
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}
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ui.separator();
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// Selected feature info
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if let Some(idx) = p_features.iter().position(|f| f.selected) {
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ui.colored_label(egui::Color32::from_rgb(255, 170, 50),
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format!("▶ {}", p_features[idx].label));
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} else {
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ui.small("(클릭으로 피처 선택)");
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}
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ui.separator();
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ui.label("카메라 단축키");
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ui.small("E: 전체뷰 7: 평면도");
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@@ -642,6 +749,12 @@ impl ApplicationHandler for CimeryApp {
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// ── Resize ────────────────────────────────────────────────────────
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WindowEvent::Resized(sz) => state.resize(sz),
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// ── Left click: pick feature ──────────────────────────────────────
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WindowEvent::MouseInput { button: MouseButton::Left, state: btn_state, .. } => {
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if btn_state == ElementState::Pressed {
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state.left_just_pressed = true;
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}
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}
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// ── Mouse orbit / pan (middle button drag) ────────────────────────
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WindowEvent::MouseInput { button: MouseButton::Middle, state: btn_state, .. } => {
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state.mid_pressed = btn_state == ElementState::Pressed;
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