perf: Render merged mesh in measure mode to fix large-assembly orbit lag (v0.3.2)

Measurement modes used to render per-face content (one GeometryModel3D per
B-rep face). On a large assembly (64k faces measured) that is 64k draw calls,
and WPF re-walks the whole visual tree every frame, so orbiting in a
measurement tool was severely laggy while plain browse mode (which renders the
merged mesh, one model per file) stayed smooth.

Render the merged mesh whenever not sectioning (browse AND measure), and
resolve the picked B-rep face from the hit triangle's vertex index via
_mergedFaceRanges + ResolveMergedFace (binary search over per-face vertex-start
boundaries recorded at import — BuildMergedMesh appends faces in order with no
vertex welding, so the ranges are exact and stay valid across translation).
Per-face FacesContent is now rendered only in section mode (needs cut
geometry). WPF 3D hit testing is geometric and does not cull back faces, so
single-sided merged meshes still pick hole inner walls.

Also subscribe camera-interaction suspension to HelixViewport3D.CameraChanged
(control-level routed event) in addition to Camera.Changed, so it can't be
orphaned if Helix replaces the camera instance.

Verified: orbit in measure mode is now as smooth as browse; circle/face/edge/
angle/face-distance and section measurements unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 16:48:42 +08:00
co-authored by Claude Opus 4.8
parent 34afaa6941
commit e27fd17eb8
6 changed files with 483 additions and 74 deletions
+13 -7
View File
@@ -27,11 +27,16 @@ dotnet publish src/STPViewer -c Release -o publish/STPViewer
## 開發慣例
- MVVM:邏輯寫 ViewModel/Servicecode-behind 只做純 View 事件(滑鼠拾取轉發)
- 一個 B-rep Face = 一個 `GeometryModel3D`,用 `Dictionary<Model3D, FaceInfo>` 反查(量測拾取靠這個,**不可移除逐面結構**)
- 渲染雙模式(降 draw call):每個 leaf 同時持有 `FacesContent`(逐面,量測用)與 `MergedContent`(整零件合併成 1 個 `GeometryModel3D`,瀏覽用)。
`ApplyRenderMode()` 依狀態切 `BodyVisual.Content`**瀏覽(None)且未剖面 → 合併網格**量測模式或剖面 → 逐面。
合併網格只代表「未剖切、目前位置」幾何;平移後呼叫 `RebuildMerged(leaf)` 同步。`_faceMap`/量測/剖面/干涉一律走 `FacesContent`,與目前顯示哪種內容無關
- 合併網格的 `BackMaterial`:封閉實體(`SolidCount≥1``HasBrep`)**不設**(WPF 兩面渲染成本砍半);開放殼/STL 才設。逐面 `FacesContent` 一律保留 BackMaterial(剖切要看內部)
- 一個 B-rep Face = 一個 `GeometryModel3D`,用 `Dictionary<Model3D, FaceInfo>` (`_faceMap`) 反查(剖面模式逐面拾取靠這個,**不可移除逐面結構**)
- 渲染雙模式(降 draw call):每個 leaf 同時持有 `FacesContent`(逐面,剖面用)與 `MergedContent`(整零件合併成 1 個 `GeometryModel3D`)。
`ApplyRenderMode()` 依狀態切 `BodyVisual.Content`**非剖面(瀏覽+量測皆是)→ 合併網格****剖面 → 逐面**(要顯示各面裁切後幾何)
合併網格只代表「未剖切、目前位置」幾何;平移後呼叫 `RebuildMerged(leaf)` 同步。剖面/干涉/`RebuildMerged` 一律走 `FacesContent`,與目前顯示哪種內容無關
- **量測拾取打合併網格、用三角形頂點 index 反查面**`_mergedFaceRanges`:合併 Model → (每面頂點起始邊界, FaceInfo[]))。
`BuildMergedMesh` 依面序串接(`baseIdx += positions.Count`,無焊接共用頂點),故命中 `RayHit.VertexIndex1` 可二分搜尋(`ResolveMergedFace`)回是哪個面。
**這是 v0.3.2 修大檔量測卡頓的關鍵**:量測模式不再掛數萬個逐面 `GeometryModel3D`64k 面實測 = 64k draw call,轉動/停下重繪爆量)→ 改成每檔 1 個 model,量測模式 orbit 與瀏覽同樣順。
邊界由面頂點數決定、平移不改 → 永久有效,`RebuildMerged` 不需重算。**不要因為「量測要逐面」而把渲染改回逐面**
- 合併網格的 `BackMaterial`:封閉實體(`SolidCount≥1``HasBrep`)**不設**(WPF 兩面渲染成本砍半);開放殼/STL 才設。
**拾取不受材質影響**WPF 3D hit-test 純幾何、不剔背面),故打合併網格仍命中孔內壁等背向面。逐面 `FacesContent` 一律保留 BackMaterial(剖切要看內部)
- 量測值以 B-rep 為準(圓半徑、邊長、角度),面積/面距用網格近似
- 量測文字一律 `Func<UnitSystem,string>` 延後產生(mm⇄inch 即時切換);內部數值永遠存 mm
- 裝配樹節點(`ModelNodeViewModel`)的可見性/邊線/顏色向下 cascade
@@ -72,8 +77,9 @@ dotnet publish src/STPViewer -c Release -o publish/STPViewer
- 邊線採「**一檔一條合併 `LinesVisual3D`**」(掛在 root `EdgeVisual`,由 `RefreshRootEdges` 收集各 leaf `OriginalEdgePoints` 重建)。
**不要改回逐 leaf 一條** — 裝配樹零件多時,N 條線每幀重建會嚴重卡頓(實測主因)。leaf 只保留邊線「資料」,渲染統一在 root;
可見性/ShowEdges/剖面/平移變更時呼叫 `RefreshRootEdges(root)` 重組合併線
- 互動中暫停邊線:`Attach``Camera.Changed``OnCameraMoved` 隱藏邊線、`_interactionTimer`(180ms) 停下後 `ResumeEdges` 顯示;
`_edgesSuspended` 為真時 `RefreshRootEdges` 不把線掛回。轉動/縮放/平移時不付邊線重建成本
- 互動中暫停邊線:`Attach` **`HelixViewport3D.CameraChanged`(控制項層級 routed event)+ `Camera.Changed`(保底)**`OnCameraMoved` 隱藏邊線、`_interactionTimer`(180ms) 停下後 `ResumeEdges` 顯示;
`_edgesSuspended` 為真時 `RefreshRootEdges` 不把線掛回。轉動/縮放/平移時不付邊線重建成本
**只訂 `Camera.Changed` 不夠**`Attach` 在建構式呼叫,相機實例若被 Helix 換掉訂閱會孤兒化 → 暫停永不觸發;故加訂控制項層級事件保底(重複觸發 `OnCameraMoved` 無害,有 guard
- CADability `ImportStep` 對少數 AP242 檔案支援不完整;匯入失敗要 catch 顯示訊息,不可閃退
- IGES 無 readerSTL 無 B-repFaceInfo.BrepFace == null 的分支要保留)
- 不寫入原始檔(唯讀工具);WPF 限 Windows,不要嘗試移植 vbox/Linux