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// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
//! Placement and transformation: axis placement parsing, coordinate transforms, RTC offset.
use super::GeometryRouter;
use crate::profiles::ProfileProcessor;
use crate::{Error, Mesh, Point2, Point3, Result, Vector2, Vector3};
use ifc_lite_core::{DecodedEntity, EntityDecoder, IfcSchema, IfcType};
use nalgebra::Matrix4;
impl GeometryRouter {
/// Apply local placement transformation to mesh
pub(super) fn apply_placement(
&self,
element: &DecodedEntity,
decoder: &mut EntityDecoder,
mesh: &mut Mesh,
) -> Result<()> {
let placement_attr = match element.get(5) {
Some(attr) if !attr.is_null() => attr,
_ => return Ok(()),
};
let placement = match decoder.resolve_ref(placement_attr)? {
Some(p) => p,
None => return Ok(()),
};
let mut transform = self.get_placement_transform(&placement, decoder)?;
self.scale_transform(&mut transform);
self.transform_mesh_world(mesh, &transform);
Ok(())
}
/// Get placement transform from element without applying it
pub(super) fn get_placement_transform_from_element(
&self,
element: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Result<Matrix4<f64>> {
// Get ObjectPlacement (attribute 5)
let placement_attr = match element.get(5) {
Some(attr) if !attr.is_null() => attr,
_ => return Ok(Matrix4::identity()), // No placement
};
let placement = match decoder.resolve_ref(placement_attr)? {
Some(p) => p,
None => return Ok(Matrix4::identity()),
};
// Recursively get combined transform from placement hierarchy
self.get_placement_transform(&placement, decoder)
}
/// Recursively resolve placement hierarchy
///
/// Uses a depth limit (100) to prevent stack overflow on malformed files
/// with circular placement references or extremely deep hierarchies.
pub(super) fn get_placement_transform(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Result<Matrix4<f64>> {
self.get_placement_transform_with_depth(placement, decoder, 0)
}
/// Internal helper with depth tracking to prevent stack overflow.
/// Keep low for WASM — each frame uses ~2KB+ of stack with Matrix4<f64> locals.
const MAX_PLACEMENT_DEPTH: usize = 32;
fn get_placement_transform_with_depth(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
depth: usize,
) -> Result<Matrix4<f64>> {
// Depth limit to prevent stack overflow on circular references or deep hierarchies
if depth > Self::MAX_PLACEMENT_DEPTH {
return Ok(Matrix4::identity());
}
// IfcLinearPlacement is the IFC4x3 placement used by infrastructure
// models to put products at a station along an alignment / gradient
// curve. Without dedicated handling, every linearly-placed element
// (signals, referents, signs on a railway alignment) falls back to
// identity here and piles up at world origin — the exact symptom
// reported in issue #859 on the `linear-placement-of-signal` fixture.
//
// Attribute layout (IFC4x3):
// 0 PlacementRelTo (IfcObjectPlacement, optional) — same as IfcLocalPlacement
// 1 RelativePlacement (IfcAxis2PlacementLinear) — required, samples the curve
// 2 CartesianPosition (IfcAxis2Placement3D, optional) — pre-baked world fallback
if placement.ifc_type == IfcType::IfcLinearPlacement {
return self.resolve_linear_placement_with_depth(placement, decoder, depth);
}
// IfcGridPlacement positions a product on a grid-axis intersection
// instead of a local coordinate system. Without dedicated handling
// every grid-placed element (columns laid out on a structural grid)
// falls back to identity here and stacks at the world origin — the
// exact symptom reported in issue #883 on the `ifcgrid` fixture.
if placement.ifc_type == IfcType::IfcGridPlacement {
return self.resolve_grid_placement_with_depth(placement, decoder, depth);
}
if placement.ifc_type != IfcType::IfcLocalPlacement {
return Ok(Matrix4::identity());
}
// Get parent transform first (attribute 0: PlacementRelTo)
let parent_transform = if let Some(parent_attr) = placement.get(0) {
if !parent_attr.is_null() {
if let Some(parent) = decoder.resolve_ref(parent_attr)? {
self.get_placement_transform_with_depth(&parent, decoder, depth + 1)?
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
};
// Get local transform (attribute 1: RelativePlacement)
let local_transform = if let Some(rel_attr) = placement.get(1) {
if !rel_attr.is_null() {
if let Some(rel) = decoder.resolve_ref(rel_attr)? {
if rel.ifc_type == IfcType::IfcAxis2Placement3D {
self.parse_axis2_placement_3d(&rel, decoder)?
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
};
// Compose: parent * local
Ok(parent_transform * local_transform)
}
/// Resolve `IfcLinearPlacement` into a 4×4 transform by sampling the
/// referenced basis curve at the authored `DistanceAlong`. Falls back
/// gracefully when the curve cannot be sampled or the attribute layout
/// is malformed; never panics.
///
/// Output transform: origin = curve sample + lateral·right + vertical·up
/// + longitudinal·tangent. Basis is (tangent, right, up) with
/// `up = (0, 0, 1)` and `right = up × tangent`. When the tangent is
/// (nearly) vertical the frame degenerates and falls back to identity
/// rotation about the sampled origin.
fn resolve_linear_placement_with_depth(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
depth: usize,
) -> Result<Matrix4<f64>> {
// PlacementRelTo (attr 0) composes the same way IfcLocalPlacement does.
let parent_transform = if let Some(parent_attr) = placement.get(0) {
if !parent_attr.is_null() {
if let Some(parent) = decoder.resolve_ref(parent_attr)? {
self.get_placement_transform_with_depth(&parent, decoder, depth + 1)?
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
}
} else {
Matrix4::identity()
};
// RelativePlacement (attr 1) → IfcAxis2PlacementLinear with the curve
// sampling info. If we can't reach a valid sample, prefer the
// pre-baked CartesianPosition (attr 2) over identity so the element
// at least lands somewhere sensible.
let local = match self.try_resolve_axis2_placement_linear(placement, decoder) {
Some(m) => m,
None => self.try_resolve_cartesian_fallback(placement, decoder),
};
Ok(parent_transform * local)
}
/// Decode `IfcLinearPlacement.RelativePlacement` → sample the basis
/// curve → build the local transform. Returns `None` if any required
/// piece is missing so the caller can fall back to `CartesianPosition`.
fn try_resolve_axis2_placement_linear(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Option<Matrix4<f64>> {
let rel_attr = placement.get(1)?;
if rel_attr.is_null() {
return None;
}
let rel = decoder.resolve_ref(rel_attr).ok().flatten()?;
if rel.ifc_type != IfcType::IfcAxis2PlacementLinear {
return None;
}
// IfcAxis2PlacementLinear: 0 Location (IfcPointByDistanceExpression),
// 1 Axis (IfcDirection, optional, default up),
// 2 RefDirection (IfcDirection, optional).
let location_attr = rel.get(0)?;
if location_attr.is_null() {
return None;
}
let location = decoder.resolve_ref(location_attr).ok().flatten()?;
if location.ifc_type != IfcType::IfcPointByDistanceExpression {
return None;
}
// IfcPointByDistanceExpression: 0 DistanceAlong (IfcLengthMeasure),
// 1 OffsetLateral (optional),
// 2 OffsetVertical (optional),
// 3 OffsetLongitudinal (optional),
// 4 BasisCurve (IfcCurve).
let distance_along = location.get_float(0)?;
let offset_lateral = location.get_float(1).unwrap_or(0.0);
let offset_vertical = location.get_float(2).unwrap_or(0.0);
let offset_longitudinal = location.get_float(3).unwrap_or(0.0);
let basis_attr = location.get(4)?;
if basis_attr.is_null() {
return None;
}
let basis_curve = decoder.resolve_ref(basis_attr).ok().flatten()?;
// Sample the basis curve into a polyline. `ProfileProcessor::get_curve_points`
// already handles IfcCompositeCurve, IfcPolyline, IfcGradientCurve via its
// composite-curve walk, IfcTrimmedCurve, IfcIndexedPolyCurve, etc. — every
// curve type the alignment authors in #859's fixture eventually reduce to.
let processor = ProfileProcessor::new(IfcSchema::new());
let samples = processor
.get_curve_points(&basis_curve, decoder)
.ok()
.filter(|pts| pts.len() >= 2)?;
let (origin, tangent) = sample_polyline_at_distance(&samples, distance_along)?;
// Build the curve-aligned frame with world-up. Railway alignments
// are near-horizontal so this is well-conditioned; in the
// pathological vertical-tangent case we keep an identity rotation
// at the sampled origin rather than emit NaN axes.
let world_up = Vector3::new(0.0, 0.0, 1.0);
let tangent_horiz_norm =
(tangent - world_up * tangent.dot(&world_up)).norm();
let (x_axis, y_axis, z_axis) = if tangent_horiz_norm > 1e-9 {
let x = tangent.normalize();
let y = world_up.cross(&x).normalize();
let z = x.cross(&y).normalize();
(x, y, z)
} else {
(
Vector3::new(1.0, 0.0, 0.0),
Vector3::new(0.0, 1.0, 0.0),
Vector3::new(0.0, 0.0, 1.0),
)
};
let position = origin.coords
+ x_axis * offset_longitudinal
+ y_axis * offset_lateral
+ z_axis * offset_vertical;
let mut m = Matrix4::<f64>::identity();
m.fixed_view_mut::<3, 1>(0, 0).copy_from(&x_axis);
m.fixed_view_mut::<3, 1>(0, 1).copy_from(&y_axis);
m.fixed_view_mut::<3, 1>(0, 2).copy_from(&z_axis);
m[(0, 3)] = position.x;
m[(1, 3)] = position.y;
m[(2, 3)] = position.z;
Some(m)
}
/// `IfcLinearPlacement.CartesianPosition` (attr 2) is an optional
/// pre-baked `IfcAxis2Placement3D` that authors are encouraged to
/// supply for tools that cannot resolve the linear sampling. Use it
/// when our sampler can't reach a result; identity otherwise.
fn try_resolve_cartesian_fallback(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Matrix4<f64> {
let Some(cart_attr) = placement.get(2) else {
return Matrix4::identity();
};
if cart_attr.is_null() {
return Matrix4::identity();
}
let Ok(Some(cart)) = decoder.resolve_ref(cart_attr) else {
return Matrix4::identity();
};
if cart.ifc_type != IfcType::IfcAxis2Placement3D {
return Matrix4::identity();
}
self.parse_axis2_placement_3d(&cart, decoder)
.unwrap_or_else(|_| Matrix4::identity())
}
/// Resolve `IfcGridPlacement` into a 4×4 transform by locating the
/// referenced grid-axis intersection. Never panics; degrades to the
/// parent transform (or identity) when the intersection can't be read.
///
/// Attribute layout (IFC4x3 — `PlacementRelTo` is inherited from the
/// `IfcObjectPlacement` supertype, hence index 0):
/// 0 PlacementRelTo (IfcObjectPlacement, optional) — the grid's
/// own placement; composes like IfcLocalPlacement.
/// 1 PlacementLocation (IfcVirtualGridIntersection) — the axis pair
/// and offsets the product sits on.
/// 2 PlacementRefDirection (IfcGridPlacementDirectionSelect, optional) —
/// an IfcDirection sets local +X; the
/// IfcVirtualGridIntersection variant is not yet
/// handled (falls back to the grid orientation).
fn resolve_grid_placement_with_depth(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
depth: usize,
) -> Result<Matrix4<f64>> {
// PlacementRelTo (attr 0) composes the same way IfcLocalPlacement does
// — it carries the grid's own world position/orientation.
let parent_transform = match placement.get(0) {
Some(attr) if !attr.is_null() => match decoder.resolve_ref(attr)? {
Some(parent) => {
self.get_placement_transform_with_depth(&parent, decoder, depth + 1)?
}
None => Matrix4::identity(),
},
_ => Matrix4::identity(),
};
// PlacementLocation (attr 1) → grid-local transform at the intersection.
let local = self
.try_resolve_grid_intersection(placement, decoder)
.unwrap_or_else(Matrix4::identity);
Ok(parent_transform * local)
}
/// Decode `IfcGridPlacement.PlacementLocation` (an
/// `IfcVirtualGridIntersection`) into a grid-local transform: locate the
/// grid-axis intersection point and orient it by the optional
/// `PlacementRefDirection`. Returns `None` (→ caller keeps the grid's own
/// transform) when the structure is malformed or the axes are parallel.
fn try_resolve_grid_intersection(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Option<Matrix4<f64>> {
// PlacementLocation (attr 1) → the grid intersection the product sits on.
let loc_attr = placement.get(1)?;
if loc_attr.is_null() {
return None;
}
let location = decoder.resolve_ref(loc_attr).ok().flatten()?;
if location.ifc_type != IfcType::IfcVirtualGridIntersection {
return None;
}
let p = self.grid_intersection_point(&location, decoder)?;
// Orientation from PlacementRefDirection (attr 2) — full
// IfcGridPlacementDirectionSelect coverage:
// • IfcDirection → its XY is local +X directly.
// • IfcVirtualGridIntersection → local +X points from this location
// to that second intersection.
// • null / unresolved → axis-aligned (inherit grid orientation).
let mut m = match self.grid_ref_direction_vector(placement, &p, decoder) {
Some(x_dir) => orient_x_in_plane(x_dir),
None => Matrix4::identity(),
};
m[(0, 3)] = p.x;
m[(1, 3)] = p.y;
m[(2, 3)] = p.z; // grid axes are planar (z = 0); elevation via offset
Some(m)
}
/// Resolve an `IfcVirtualGridIntersection` to a grid-local point: intersect
/// its two `IfcGridAxis` curves in the grid plane, shift by the optional
/// per-axis lateral `OffsetDistances`, and lift by the optional elevation
/// (third offset → z). `None` when the axes are missing or parallel.
fn grid_intersection_point(
&self,
intersection: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Option<Point3<f64>> {
// IntersectingAxes (attr 0) — a set of exactly two IfcGridAxis.
let axes_attr = intersection.get(0)?;
let axes = decoder.resolve_ref_list(axes_attr).ok()?;
if axes.len() < 2 {
return None;
}
let (a0, a_dir) = self.grid_axis_line(&axes[0], decoder)?;
let (b0, b_dir) = self.grid_axis_line(&axes[1], decoder)?;
// OffsetDistances (attr 1, optional) — [from axis 1, from axis 2,
// elevation]. The first two are perpendicular distances from each
// axis (the point lies on a line parallel to the axis at that
// distance); the third is a vertical offset.
let offsets = intersection.get_list(1);
let off_u = offsets.and_then(|o| o.first()).and_then(|v| v.as_float()).unwrap_or(0.0);
let off_v = offsets.and_then(|o| o.get(1)).and_then(|v| v.as_float()).unwrap_or(0.0);
let off_z = offsets.and_then(|o| o.get(2)).and_then(|v| v.as_float()).unwrap_or(0.0);
// Shift each axis line parallel to itself toward its left normal by the
// corresponding offset, then intersect the offset lines.
let n_a = left_normal(a_dir);
let n_b = left_normal(b_dir);
let pa = Point2::new(a0.x + n_a.x * off_u, a0.y + n_a.y * off_u);
let pb = Point2::new(b0.x + n_b.x * off_v, b0.y + n_b.y * off_v);
let p = line_intersection_2d(pa, a_dir, pb, b_dir)?;
Some(Point3::new(p.x, p.y, off_z))
}
/// Read an `IfcGridAxis` into a point-and-direction line in the grid
/// plane: resolve its `AxisCurve` (attr 1) to points and take the first
/// and last as the line's endpoints. Grid axes are straight in practice;
/// a multi-segment curve degrades to its chord. `None` when the curve
/// can't be sampled to ≥ 2 distinct points.
fn grid_axis_line(
&self,
axis: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Option<(Point2<f64>, Vector2<f64>)> {
let curve_attr = axis.get(1)?;
if curve_attr.is_null() {
return None;
}
let curve = decoder.resolve_ref(curve_attr).ok().flatten()?;
let processor = ProfileProcessor::new(IfcSchema::new());
let pts = processor.get_curve_points(&curve, decoder).ok()?;
if pts.len() < 2 {
return None;
}
let start = pts.first()?;
let end = pts.last()?;
let dir = Vector2::new(end.x - start.x, end.y - start.y);
if dir.norm() < 1e-9 {
return None;
}
Some((Point2::new(start.x, start.y), dir))
}
/// Resolve the optional `PlacementRefDirection` (attr 2) into a 2D local
/// +X direction in the grid plane, covering both members of
/// `IfcGridPlacementDirectionSelect`:
/// • `IfcDirection` → its XY components.
/// • `IfcVirtualGridIntersection` → the vector from `origin` (the
/// placement location) to that second intersection point.
/// `None` for a null, missing, unresolved, or degenerate (zero-length)
/// ref direction, so the caller stays axis-aligned.
fn grid_ref_direction_vector(
&self,
placement: &DecodedEntity,
origin: &Point3<f64>,
decoder: &mut EntityDecoder,
) -> Option<Vector2<f64>> {
let dir_attr = placement.get(2)?;
if dir_attr.is_null() {
return None;
}
let entity = decoder.resolve_ref(dir_attr).ok().flatten()?;
let x = match entity.ifc_type {
IfcType::IfcDirection => {
let d = self.parse_direction(&entity).ok()?;
Vector2::new(d.x, d.y)
}
IfcType::IfcVirtualGridIntersection => {
let q = self.grid_intersection_point(&entity, decoder)?;
Vector2::new(q.x - origin.x, q.y - origin.y)
}
_ => return None,
};
if x.norm() < 1e-9 {
return None;
}
Some(x)
}
/// Parse IfcAxis2Placement3D into transformation matrix
pub(super) fn parse_axis2_placement_3d(
&self,
placement: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Result<Matrix4<f64>> {
// IfcAxis2Placement3D: Location, Axis, RefDirection
let location = self.parse_cartesian_point(placement, decoder, 0)?;
// Default axes if not specified
let z_axis = if let Some(axis_attr) = placement.get(1) {
if !axis_attr.is_null() {
if let Some(axis_entity) = decoder.resolve_ref(axis_attr)? {
self.parse_direction(&axis_entity)?
} else {
Vector3::new(0.0, 0.0, 1.0)
}
} else {
Vector3::new(0.0, 0.0, 1.0)
}
} else {
Vector3::new(0.0, 0.0, 1.0)
};
let x_axis = if let Some(ref_dir_attr) = placement.get(2) {
if !ref_dir_attr.is_null() {
if let Some(ref_dir_entity) = decoder.resolve_ref(ref_dir_attr)? {
self.parse_direction(&ref_dir_entity)?
} else {
Vector3::new(1.0, 0.0, 0.0)
}
} else {
Vector3::new(1.0, 0.0, 0.0)
}
} else {
Vector3::new(1.0, 0.0, 0.0)
};
// Y axis is cross product of Z and X
let y_axis = z_axis.cross(&x_axis).normalize();
let x_axis = y_axis.cross(&z_axis).normalize();
let z_axis = z_axis.normalize();
// Build transformation matrix
let mut transform = Matrix4::identity();
transform[(0, 0)] = x_axis.x;
transform[(1, 0)] = x_axis.y;
transform[(2, 0)] = x_axis.z;
transform[(0, 1)] = y_axis.x;
transform[(1, 1)] = y_axis.y;
transform[(2, 1)] = y_axis.z;
transform[(0, 2)] = z_axis.x;
transform[(1, 2)] = z_axis.y;
transform[(2, 2)] = z_axis.z;
transform[(0, 3)] = location.x;
transform[(1, 3)] = location.y;
transform[(2, 3)] = location.z;
Ok(transform)
}
/// Parse IfcCartesianPoint
#[inline]
pub(super) fn parse_cartesian_point(
&self,
parent: &DecodedEntity,
decoder: &mut EntityDecoder,
attr_index: usize,
) -> Result<Point3<f64>> {
let point_attr = parent
.get(attr_index)
.ok_or_else(|| Error::geometry("Missing cartesian point".to_string()))?;
let point_entity = decoder
.resolve_ref(point_attr)?
.ok_or_else(|| Error::geometry("Failed to resolve cartesian point".to_string()))?;
if point_entity.ifc_type != IfcType::IfcCartesianPoint {
return Err(Error::geometry(format!(
"Expected IfcCartesianPoint, got {}",
point_entity.ifc_type
)));
}
// Get coordinates list (attribute 0)
let coords_attr = point_entity
.get(0)
.ok_or_else(|| Error::geometry("IfcCartesianPoint missing coordinates".to_string()))?;
let coords = coords_attr
.as_list()
.ok_or_else(|| Error::geometry("Expected coordinate list".to_string()))?;
let x = coords.first().and_then(|v| v.as_float()).unwrap_or(0.0);
let y = coords.get(1).and_then(|v| v.as_float()).unwrap_or(0.0);
let z = coords.get(2).and_then(|v| v.as_float()).unwrap_or(0.0);
Ok(Point3::new(x, y, z))
}
/// Parse IfcDirection
#[inline]
pub(super) fn parse_direction(&self, direction_entity: &DecodedEntity) -> Result<Vector3<f64>> {
if direction_entity.ifc_type != IfcType::IfcDirection {
return Err(Error::geometry(format!(
"Expected IfcDirection, got {}",
direction_entity.ifc_type
)));
}
// Get direction ratios (attribute 0)
let ratios_attr = direction_entity
.get(0)
.ok_or_else(|| Error::geometry("IfcDirection missing ratios".to_string()))?;
let ratios = ratios_attr
.as_list()
.ok_or_else(|| Error::geometry("Expected ratio list".to_string()))?;
let x = ratios.first().and_then(|v| v.as_float()).unwrap_or(0.0);
let y = ratios.get(1).and_then(|v| v.as_float()).unwrap_or(0.0);
let z = ratios.get(2).and_then(|v| v.as_float()).unwrap_or(0.0);
Ok(Vector3::new(x, y, z))
}
/// Parse IfcCartesianTransformationOperator (2D or 3D)
/// Used for MappedItem MappingTarget transformation
#[inline]
pub(super) fn parse_cartesian_transformation_operator(
&self,
entity: &DecodedEntity,
decoder: &mut EntityDecoder,
) -> Result<Matrix4<f64>> {
// IfcCartesianTransformationOperator3D has:
// 0: Axis1 (IfcDirection) - X axis direction (optional)
// 1: Axis2 (IfcDirection) - Y axis direction (optional)
// 2: LocalOrigin (IfcCartesianPoint) - translation
// 3: Scale (IfcReal) - X axis scale (optional, defaults to 1.0)
// 4: Axis3 (IfcDirection) - Z axis direction (optional, for 3D only)
// IfcCartesianTransformationOperator3DNonUniform adds:
// 5: Scale2 (IfcReal) - Y axis scale (defaults to Scale)
// 6: Scale3 (IfcReal) - Z axis scale (defaults to Scale)
// Without honoring attrs 5+6, every non-uniform mapped item collapses
// to its X scale on all three axes — the drywall-panel pieces in the
// wall-elemented-case fixture (issue #845 follow-up) ended up as
// tiny cubes instead of tall narrow strips covering the wall area.
// Get LocalOrigin (attribute 2)
let origin = if let Some(origin_attr) = entity.get(2) {
if !origin_attr.is_null() {
if let Some(origin_entity) = decoder.resolve_ref(origin_attr)? {
if origin_entity.ifc_type == IfcType::IfcCartesianPoint {
let coords_attr = origin_entity.get(0);
if let Some(coords) = coords_attr.and_then(|a| a.as_list()) {
Point3::new(
coords.first().and_then(|v| v.as_float()).unwrap_or(0.0),
coords.get(1).and_then(|v| v.as_float()).unwrap_or(0.0),
coords.get(2).and_then(|v| v.as_float()).unwrap_or(0.0),
)
} else {
Point3::origin()
}
} else {
Point3::origin()
}
} else {
Point3::origin()
}
} else {
Point3::origin()
}
} else {
Point3::origin()
};
// Get Scale (attribute 3). For IfcCartesianTransformationOperator3DNonUniform
// this is Scale1 (X axis only); attrs 5+6 supply per-axis Y and Z scales,
// defaulting to Scale1 when omitted.
let scale = entity.get_float(3).unwrap_or(1.0);
let is_non_uniform = matches!(
entity.ifc_type,
IfcType::IfcCartesianTransformationOperator2DnonUniform
| IfcType::IfcCartesianTransformationOperator3DnonUniform
);
let scale_y = if is_non_uniform {
entity.get_float(5).unwrap_or(scale)
} else {
scale
};
let scale_z = if is_non_uniform {
entity.get_float(6).unwrap_or(scale)
} else {
scale
};
// Get Axis1 (X axis, attribute 0)
let x_axis = if let Some(axis1_attr) = entity.get(0) {
if !axis1_attr.is_null() {
if let Some(axis1_entity) = decoder.resolve_ref(axis1_attr)? {
self.parse_direction(&axis1_entity)?.normalize()
} else {
Vector3::new(1.0, 0.0, 0.0)
}
} else {
Vector3::new(1.0, 0.0, 0.0)
}
} else {
Vector3::new(1.0, 0.0, 0.0)
};
// Get Axis3 (Z axis, attribute 4 for 3D)
let z_axis = if let Some(axis3_attr) = entity.get(4) {
if !axis3_attr.is_null() {
if let Some(axis3_entity) = decoder.resolve_ref(axis3_attr)? {
self.parse_direction(&axis3_entity)?.normalize()
} else {
Vector3::new(0.0, 0.0, 1.0)
}
} else {
Vector3::new(0.0, 0.0, 1.0)
}
} else {
Vector3::new(0.0, 0.0, 1.0)
};
// Derive Y axis from Z and X (right-hand coordinate system)
let y_axis = z_axis.cross(&x_axis).normalize();
let x_axis = y_axis.cross(&z_axis).normalize();
// Build transformation matrix. Each axis is scaled by its
// per-axis factor (Scale / Scale2 / Scale3) so non-uniform
// operators produce the authored anisotropic transform.
let mut transform = Matrix4::identity();
transform[(0, 0)] = x_axis.x * scale;
transform[(1, 0)] = x_axis.y * scale;
transform[(2, 0)] = x_axis.z * scale;
transform[(0, 1)] = y_axis.x * scale_y;
transform[(1, 1)] = y_axis.y * scale_y;
transform[(2, 1)] = y_axis.z * scale_y;
transform[(0, 2)] = z_axis.x * scale_z;
transform[(1, 2)] = z_axis.y * scale_z;
transform[(2, 2)] = z_axis.z * scale_z;
transform[(0, 3)] = origin.x;
transform[(1, 3)] = origin.y;
transform[(2, 3)] = origin.z;
Ok(transform)
}
/// Transform mesh by a local matrix without applying model RTC.
///
/// Use this for nested representation transforms (for example IfcMappedItem
/// mapping targets). RTC belongs to the final model/world coordinate step, not
/// intermediate local transforms.
#[inline]
pub(super) fn transform_mesh_local(&self, mesh: &mut Mesh, transform: &Matrix4<f64>) {
mesh.positions.chunks_exact_mut(3).for_each(|chunk| {
let point = Point3::new(chunk[0] as f64, chunk[1] as f64, chunk[2] as f64);
let t = transform.transform_point(&point);
chunk[0] = t.x as f32;
chunk[1] = t.y as f32;
chunk[2] = t.z as f32;
});
self.transform_normals(mesh, transform);
}
/// Transform mesh by the final world/object placement matrix.
///
/// If a model RTC offset is active, subtract it uniformly for every mesh in
/// this final coordinate step. Meshes that already had RTC subtracted in f64
/// during raw world-coordinate triangulation are guarded by `rtc_applied`.
#[inline]
pub(super) fn transform_mesh_world(&self, mesh: &mut Mesh, transform: &Matrix4<f64>) {
let rtc = self.rtc_offset;
let needs_rtc = self.has_rtc_offset() && !mesh.rtc_applied;
if needs_rtc {
mesh.positions.chunks_exact_mut(3).for_each(|chunk| {
let point = Point3::new(chunk[0] as f64, chunk[1] as f64, chunk[2] as f64);
let t = transform.transform_point(&point);
chunk[0] = (t.x - rtc.0) as f32;
chunk[1] = (t.y - rtc.1) as f32;
chunk[2] = (t.z - rtc.2) as f32;
});
mesh.rtc_applied = true;
} else {
mesh.positions.chunks_exact_mut(3).for_each(|chunk| {
let point = Point3::new(chunk[0] as f64, chunk[1] as f64, chunk[2] as f64);
let t = transform.transform_point(&point);
chunk[0] = t.x as f32;
chunk[1] = t.y as f32;
chunk[2] = t.z as f32;
});
}
self.transform_normals(mesh, transform);
}
#[inline]
fn transform_normals(&self, mesh: &mut Mesh, transform: &Matrix4<f64>) {
let rotation = transform.fixed_view::<3, 3>(0, 0);
mesh.normals.chunks_exact_mut(3).for_each(|chunk| {
let normal = Vector3::new(chunk[0] as f64, chunk[1] as f64, chunk[2] as f64);
let t = (rotation * normal).normalize();
chunk[0] = t.x as f32;
chunk[1] = t.y as f32;
chunk[2] = t.z as f32;
});
}
}
/// Build a rotation matrix whose local +X follows the given in-plane
/// direction and +Z is world up (+Y = Z × X). Translation is left at the
/// origin for the caller to fill in. The input must be non-degenerate
/// (callers guarantee a non-zero vector).
fn orient_x_in_plane(x_dir: Vector2<f64>) -> Matrix4<f64> {
let z = Vector3::new(0.0, 0.0, 1.0);
let x = Vector3::new(x_dir.x, x_dir.y, 0.0).normalize();
let y = z.cross(&x).normalize();
let mut m = Matrix4::<f64>::identity();
m.fixed_view_mut::<3, 1>(0, 0).copy_from(&x);
m.fixed_view_mut::<3, 1>(0, 1).copy_from(&y);
m.fixed_view_mut::<3, 1>(0, 2).copy_from(&z);
m
}
/// Left-hand (+90°) unit normal of a 2D direction, or zero when the input is
/// degenerate. Used to shift a grid axis parallel to itself by an offset.
fn left_normal(dir: Vector2<f64>) -> Vector2<f64> {
let n = Vector2::new(-dir.y, dir.x);
let len = n.norm();
if len < 1e-9 {
Vector2::new(0.0, 0.0)
} else {
n / len
}
}
/// Intersect two lines given as point + direction in 2D. Returns `None` when
/// the directions are parallel (no unique intersection).
fn line_intersection_2d(
p1: Point2<f64>,
d1: Vector2<f64>,
p2: Point2<f64>,
d2: Vector2<f64>,
) -> Option<Point2<f64>> {
let denom = d1.x * d2.y - d1.y * d2.x;
if denom.abs() < 1e-9 {
return None;
}
let dp = p2 - p1;
let t = (dp.x * d2.y - dp.y * d2.x) / denom;
Some(p1 + d1 * t)
}
/// Walk a polyline-sampled curve and interpolate to a target arc length.
///
/// Returns the 3D position at `distance` along the polyline plus the unit
/// tangent of the segment containing it. The caller is expected to pass a
/// densely-sampled polyline from
/// [`ProfileProcessor::get_curve_points`][crate::profiles::ProfileProcessor::get_curve_points]
/// — the precision of the result is bounded by the sampler's spacing.
///
/// Behaviour at the extremes:
/// - `distance <= 0`: returns the first sample with the first segment's tangent.
/// - `distance >= total length`: returns the last sample with the last segment's tangent.
/// - Empty / single-sample polyline: `None` (the caller should fall back).
fn sample_polyline_at_distance(
samples: &[Point3<f64>],
distance: f64,
) -> Option<(Point3<f64>, Vector3<f64>)> {
if samples.len() < 2 {
return None;
}
if distance <= 0.0 {
let tangent = (samples[1] - samples[0])
.try_normalize(1e-12)
.unwrap_or_else(|| Vector3::new(1.0, 0.0, 0.0));
return Some((samples[0], tangent));
}
let mut acc = 0.0;
for window in samples.windows(2) {
let a = window[0];
let b = window[1];
let seg = b - a;
let len = seg.norm();
if len < 1e-12 {
continue;
}
if acc + len >= distance {
let t = ((distance - acc) / len).clamp(0.0, 1.0);
let position = a + seg * t;
let tangent = (seg / len)
.try_normalize(1e-12)
.unwrap_or_else(|| Vector3::new(1.0, 0.0, 0.0));
return Some((position, tangent));
}
acc += len;
}
// distance past the end of the curve — clamp to last sample, last segment tangent.
let last = samples[samples.len() - 1];
let prev = samples[samples.len() - 2];
let tangent = (last - prev)
.try_normalize(1e-12)
.unwrap_or_else(|| Vector3::new(1.0, 0.0, 0.0));
Some((last, tangent))
}
#[cfg(test)]
mod sample_polyline_tests {
use super::*;
#[test]
fn samples_at_start_middle_end() {
// Straight line along +X from (0,0,0) to (10,0,0) in 1 m segments.
let samples: Vec<Point3<f64>> = (0..=10)
.map(|i| Point3::new(i as f64, 0.0, 0.0))
.collect();
let (p0, t0) = sample_polyline_at_distance(&samples, 0.0).unwrap();
assert!((p0 - Point3::new(0.0, 0.0, 0.0)).norm() < 1e-9);
assert!((t0 - Vector3::new(1.0, 0.0, 0.0)).norm() < 1e-9);
let (p5, t5) = sample_polyline_at_distance(&samples, 5.0).unwrap();
assert!((p5 - Point3::new(5.0, 0.0, 0.0)).norm() < 1e-9);
assert!((t5 - Vector3::new(1.0, 0.0, 0.0)).norm() < 1e-9);
let (p10, _) = sample_polyline_at_distance(&samples, 10.0).unwrap();
assert!((p10 - Point3::new(10.0, 0.0, 0.0)).norm() < 1e-9);
}
#[test]
fn clamps_past_end() {
let samples = vec![
Point3::new(0.0, 0.0, 0.0),
Point3::new(3.0, 4.0, 0.0), // length 5
];
let (p, t) = sample_polyline_at_distance(&samples, 99.0).unwrap();
assert!((p - Point3::new(3.0, 4.0, 0.0)).norm() < 1e-9);
assert!((t.norm() - 1.0).abs() < 1e-9, "tangent must be unit");
}
#[test]
fn empty_returns_none() {
let none = sample_polyline_at_distance(&[], 0.0);
assert!(none.is_none());
let single = sample_polyline_at_distance(&[Point3::new(0.0, 0.0, 0.0)], 0.0);
assert!(single.is_none());
}
}
#[cfg(test)]
mod grid_placement_tests {
use super::*;
use ifc_lite_core::build_entity_index;
// Grid axes: P = horizontal line y=0, Q = vertical line x=0 (intersect at
// origin). S = horizontal line y=5. Two ref-direction flavours plus an
// offset case exercise the full IfcGridPlacementDirectionSelect coverage.
const CONTENT: &str = r#"ISO-10303-21;
HEADER;
FILE_DESCRIPTION((''),'2;1');
FILE_NAME('','',(''),(''),'','','');
FILE_SCHEMA(('IFC4X3_ADD2'));
ENDSEC;
DATA;
#1=IFCCARTESIANPOINT((0.,0.));
#2=IFCCARTESIANPOINT((10.,0.));
#3=IFCPOLYLINE((#1,#2));
#4=IFCGRIDAXIS('P',#3,.T.);
#5=IFCCARTESIANPOINT((0.,10.));
#6=IFCPOLYLINE((#1,#5));
#7=IFCGRIDAXIS('Q',#6,.T.);
#8=IFCVIRTUALGRIDINTERSECTION((#4,#7),(0.,0.,0.));
#9=IFCCARTESIANPOINT((0.,5.));
#10=IFCCARTESIANPOINT((10.,5.));
#11=IFCPOLYLINE((#9,#10));
#12=IFCGRIDAXIS('S',#11,.T.);
#13=IFCVIRTUALGRIDINTERSECTION((#7,#12),(0.,0.,0.));
#20=IFCGRIDPLACEMENT($,#8,#13);
#21=IFCDIRECTION((0.,1.,0.));
#22=IFCGRIDPLACEMENT($,#8,#21);
#23=IFCGRIDPLACEMENT($,#8,$);
#30=IFCVIRTUALGRIDINTERSECTION((#4,#7),(2.,3.,4.));
#31=IFCGRIDPLACEMENT($,#30,$);
#40=IFCDIRECTION((0.,0.,1.));
#41=IFCDIRECTION((1.,0.,0.));
#42=IFCCARTESIANPOINT((100.,200.,300.));
#43=IFCAXIS2PLACEMENT3D(#42,#40,#41);
#44=IFCLOCALPLACEMENT($,#43);
#45=IFCGRIDPLACEMENT(#44,#8,$);
ENDSEC;
END-ISO-10303-21;
"#;
fn transform_of(id: u32) -> Matrix4<f64> {
let content = CONTENT.to_string();
let ei = build_entity_index(&content);
let mut decoder = EntityDecoder::with_index(&content, ei);
let router = GeometryRouter::new();
let placement = decoder
.decode_by_id(id)
.unwrap_or_else(|e| panic!("decode #{id}: {e:?}"));
router
.get_placement_transform(&placement, &mut decoder)
.unwrap_or_else(|e| panic!("transform #{id}: {e:?}"))
}
fn x_axis(m: &Matrix4<f64>) -> Vector3<f64> {
Vector3::new(m[(0, 0)], m[(1, 0)], m[(2, 0)])
}
fn origin(m: &Matrix4<f64>) -> Point3<f64> {
Point3::new(m[(0, 3)], m[(1, 3)], m[(2, 3)])
}
#[test]
fn ref_direction_as_ifc_direction_sets_local_x() {
let m = transform_of(22);
assert!((x_axis(&m) - Vector3::new(0.0, 1.0, 0.0)).norm() < 1e-9);
assert!((origin(&m) - Point3::new(0.0, 0.0, 0.0)).norm() < 1e-9);
}
#[test]
fn ref_direction_as_virtual_intersection_points_x_toward_it() {
// Location is (0,0); ref intersection #13 is (0,5) → +X must be +Y.
let m = transform_of(20);
assert!((x_axis(&m) - Vector3::new(0.0, 1.0, 0.0)).norm() < 1e-9);
assert!((origin(&m) - Point3::new(0.0, 0.0, 0.0)).norm() < 1e-9);
}
#[test]
fn null_ref_direction_stays_axis_aligned() {
let m = transform_of(23);
assert!((x_axis(&m) - Vector3::new(1.0, 0.0, 0.0)).norm() < 1e-9);
assert!((origin(&m) - Point3::new(0.0, 0.0, 0.0)).norm() < 1e-9);
}
#[test]
fn offset_distances_shift_the_intersection() {
// off_u=2 (perp to P → +Y), off_v=3 (perp to Q → -X), elevation=4.
let m = transform_of(31);
assert!((origin(&m) - Point3::new(-3.0, 2.0, 4.0)).norm() < 1e-9, "origin={:?}", origin(&m));
}
#[test]
fn placement_rel_to_composes_with_the_grid_placement() {
// PlacementRelTo #44 sits at (100,200,300); the intersection is local
// (0,0). The composed transform must land at the grid's world offset —
// this is the parent ∘ local path that positions a real grid relative
// to its storey/site (and the reporter's grid at (-17000,16000,0)).
let m = transform_of(45);
assert!(
(origin(&m) - Point3::new(100.0, 200.0, 300.0)).norm() < 1e-9,
"origin={:?}",
origin(&m)
);
assert!((x_axis(&m) - Vector3::new(1.0, 0.0, 0.0)).norm() < 1e-9);
}
}