model.cpp 28.9 KB
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#include <algorithm>
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#include <imgui/imgui.h>
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#include "manager.h"
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#include "model.h"
#include "widgets.h"

#include "../geometry/util.h"
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#include "../scene/renderer.h"
#include "../scene/undo.h"
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namespace Gui {

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Model::Model()
    : spheres(Util::sphere_mesh(0.05f, 1)), cylinders(Util::cyl_mesh(0.05f, 1.0f)),
      arrows(Util::arrow_mesh(0.05f, 0.1f, 1.0f)) {}
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void Model::begin_transform() {

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    my_mesh->copy_to(old_mesh);

    auto elem = *selected_element();
    trans_begin = {};
    std::visit(overloaded{[&](Halfedge_Mesh::VertexRef vert) {
                              trans_begin.verts = {vert->pos};
                              trans_begin.center = vert->pos;
                          },
                          [&](Halfedge_Mesh::EdgeRef edge) {
                              trans_begin.center = edge->center();
                              trans_begin.verts = {edge->halfedge()->vertex()->pos,
                                                   edge->halfedge()->twin()->vertex()->pos};
                          },
                          [&](Halfedge_Mesh::FaceRef face) {
                              auto h = face->halfedge();
                              trans_begin.center = face->center();
                              do {
                                  trans_begin.verts.push_back(h->vertex()->pos);
                                  h = h->next();
                              } while (h != face->halfedge());
                          },
                          [&](auto) {}},
               elem);
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}

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void Model::update_vertex(Halfedge_Mesh::VertexRef vert) {

    // Update current vertex
    float d;
    {
        GL::Instances::Info &info = spheres.get(id_to_info[vert->id()].instance);
        vertex_viz(vert, d, info.transform);
        vert_sizes[vert->id()] = d;
    }

    Halfedge_Mesh::HalfedgeRef h = vert->halfedge();

    // Update surrounding vertices & faces
    do {
        Halfedge_Mesh::VertexRef v = h->twin()->vertex();
        GL::Instances::Info &vi = spheres.get(id_to_info[v->id()].instance);
        vertex_viz(v, d, vi.transform);
        vert_sizes[v->id()] = d;

        size_t idx = id_to_info[h->face()->id()].instance;
        face_viz(h->face(), face_mesh.edit_verts(), face_mesh.edit_indices(), idx);

        h = h->twin()->next();
    } while (h != vert->halfedge());

    // Update surrounding halfedges & edges
    do {
        GL::Instances::Info &hi = arrows.get(id_to_info[h->id()].instance);
        halfedge_viz(h, hi.transform);
        GL::Instances::Info &thi = arrows.get(id_to_info[h->twin()->id()].instance);
        halfedge_viz(h->twin(), thi.transform);
        GL::Instances::Info &e = cylinders.get(id_to_info[h->edge()->id()].instance);
        edge_viz(h->edge(), e.transform);

        h = h->twin()->next();
    } while (h != vert->halfedge());
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}

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void Model::apply_transform(Widgets &widgets) {

    if (widgets.is_dragging() && widgets.active == Widget_Type::bevel) {
        int x = 0;
        info("%d", x);
    }

    auto elem = *selected_element();

    Widget_Type action = widgets.active;
    Pose delta = widgets.apply_action({});
    Vec3 abs_pos = trans_begin.center + delta.pos;

    std::visit(
        overloaded{[&](Halfedge_Mesh::VertexRef vert) {
                       if (action == Widget_Type::move) {
                           vert->pos = abs_pos;
                       }
                       update_vertex(vert);
                   },

                   [&](Halfedge_Mesh::EdgeRef edge) {
                       auto h = edge->halfedge();
                       Vec3 v0 = trans_begin.verts[0];
                       Vec3 v1 = trans_begin.verts[1];
                       Vec3 center = trans_begin.center;

                       if (action == Widget_Type::move) {
                           Vec3 off = abs_pos - edge->center();
                           h->vertex()->pos += off;
                           h->twin()->vertex()->pos += off;
                       } else if (action == Widget_Type::rotate) {
                           Quat q = Quat::euler(delta.euler);
                           h->vertex()->pos = q.rotate(v0 - center) + center;
                           h->twin()->vertex()->pos = q.rotate(v1 - center) + center;
                       } else if (action == Widget_Type::scale) {
                           Mat4 s = Mat4::scale(delta.scale);
                           h->vertex()->pos = s * (v0 - center) + center;
                           h->twin()->vertex()->pos = s * (v1 - center) + center;
                       }
                       update_vertex(edge->halfedge()->vertex());
                       update_vertex(edge->halfedge()->twin()->vertex());
                   },

                   [&](Halfedge_Mesh::FaceRef face) {
                       auto h = face->halfedge();
                       Vec3 center = trans_begin.center;

                       if (action == Widget_Type::move) {
                           Vec3 off = abs_pos - face->center();
                           do {
                               h->vertex()->pos += off;
                               h = h->next();
                           } while (h != face->halfedge());
                       } else if (action == Widget_Type::rotate) {
                           Quat q = Quat::euler(delta.euler);
                           int i = 0;
                           do {
                               h->vertex()->pos = q.rotate(trans_begin.verts[i] - center) + center;
                               h = h->next();
                               i++;
                           } while (h != face->halfedge());
                       } else if (action == Widget_Type::scale) {
                           Mat4 s = Mat4::scale(delta.scale);
                           int i = 0;
                           do {
                               h->vertex()->pos = s * (trans_begin.verts[i] - center) + center;
                               h = h->next();
                               i++;
                           } while (h != face->halfedge());
                       } else if (action == Widget_Type::bevel) {

                           if (beveling == Bevel::vert) {
                               my_mesh->bevel_vertex_positions(trans_begin.verts, face,
                                                               delta.pos.x);
                           } else if (beveling == Bevel::edge) {
                               my_mesh->bevel_edge_positions(trans_begin.verts, face, delta.pos.x);
                           } else {
                               my_mesh->bevel_face_positions(trans_begin.verts, face, delta.pos.x,
                                                             delta.pos.y);
                           }
                       }

                       h = face->halfedge();
                       do {
                           update_vertex(h->vertex());
                           update_vertex(h->twin()->next()->twin()->vertex());
                           h = h->next();
                       } while (h != face->halfedge());
                   },

                   [&](auto) {}},
        elem);
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}

void Model::set_selected(Halfedge_Mesh::ElementRef elem) {
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    std::visit(overloaded{[&](Halfedge_Mesh::VertexRef vert) { selected_elem_id = vert->id(); },
                          [&](Halfedge_Mesh::EdgeRef edge) { selected_elem_id = edge->id(); },
                          [&](Halfedge_Mesh::FaceRef face) {
                              if (!face->is_boundary())
                                  selected_elem_id = face->id();
                          },
                          [&](Halfedge_Mesh::HalfedgeRef halfedge) {
                              if (!halfedge->is_boundary())
                                  selected_elem_id = halfedge->id();
                          }},
               elem);
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}

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std::tuple<GL::Mesh &, GL::Instances &, GL::Instances &, GL::Instances &> Model::shapes() {
    return {face_mesh, spheres, cylinders, arrows};
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}

std::optional<Halfedge_Mesh::ElementRef> Model::selected_element() {

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    if (!my_mesh)
        return std::nullopt;
    if (my_mesh->render_dirty_flag)
        rebuild();
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    auto entry = id_to_info.find(selected_elem_id);
    if (entry == id_to_info.end())
        return std::nullopt;
    return entry->second.ref;
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}

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void Model::unset_mesh() { my_mesh = nullptr; }

void Model::set_mesh(Halfedge_Mesh &mesh) {

    Halfedge_Mesh *old = my_mesh;
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    my_mesh = &mesh;
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    if (old != my_mesh) {
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        selected_elem_id = 0;
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        hovered_elem_id = 0;
        rebuild();
    } else if (old->render_dirty_flag) {
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        rebuild();
    }
}

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void Model::vertex_viz(Halfedge_Mesh::VertexRef v, float &size, Mat4 &transform) {

    // Sphere size ~ 0.05 * min incident edge length
    float d = FLT_MAX;
    auto he = v->halfedge();
    do {
        Vec3 n = he->twin()->vertex()->pos;
        float e = (n - v->pos).norm_squared();
        d = d < e ? d : e;
        he = he->twin()->next();
    } while (he != v->halfedge());

    d = std::sqrt(d);
    size = d < 2.0f ? d : 2.0f;
    transform = Mat4{Vec4{size, 0.0f, 0.0f, 0.0f}, Vec4{0.0f, size, 0.0f, 0.0f},
                     Vec4{0.0f, 0.0f, size, 0.0f}, Vec4{v->pos, 1.0f}};
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}

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void Model::edge_viz(Halfedge_Mesh::EdgeRef e, Mat4 &transform) {

    auto v_0 = e->halfedge()->vertex();
    auto v_1 = e->halfedge()->twin()->vertex();
    Vec3 v0 = v_0->pos;
    Vec3 v1 = v_1->pos;

    Vec3 dir = v1 - v0;
    float l = dir.norm();
    dir /= l;

    // Cylinder width; 0.6 * min vertex scale
    float v0s = vert_sizes[v_0->id()], v1s = vert_sizes[v_1->id()];
    float s = 0.5f * std::min(v0s, v1s);

    if (dir.y == 1.0f || dir.y == -1.0f) {
        l *= sign(dir.y);
        transform = Mat4{Vec4{s, 0.0f, 0.0f, 0.0f}, Vec4{0.0f, l, 0.0f, 0.0f},
                         Vec4{0.0f, 0.0f, s, 0.0f}, Vec4{v0, 1.0f}};
    } else {
        Vec3 x = cross(dir, Vec3{0.0f, 1.0f, 0.0f}).unit();
        Vec3 z = cross(x, dir).unit();
        transform = Mat4{Vec4{x * s, 0.0f}, Vec4{dir * l, 0.0f}, Vec4{z * s, 0.0f}, Vec4{v0, 1.0f}};
    }
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}

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void Model::halfedge_viz(Halfedge_Mesh::HalfedgeRef h, Mat4 &transform) {

    auto v_0 = h->vertex();
    auto v_1 = h->twin()->vertex();
    Vec3 v0 = v_0->pos;
    Vec3 v1 = v_1->pos;

    Vec3 dir = v1 - v0;
    float l = dir.norm();
    dir /= l;
    l *= 0.6f;
    // Same width as edge

    float v0s = vert_sizes[v_0->id()], v1s = vert_sizes[v_1->id()];
    float s = 0.3f * (v0s < v1s ? v0s : v1s);

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    // Move to center of edge and away from edge
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    Vec3 offset = (v1 - v0) * 0.2f;
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    Vec3 face_n = h->face()->normal();
    offset += cross(face_n, dir).unit() * s * 0.2f + face_n * s * 0.05f;
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    // Align edge
    if (dir.y == 1.0f || dir.y == -1.0f) {
        l *= sign(dir.y);
        transform = Mat4{Vec4{s, 0.0f, 0.0f, 0.0f}, Vec4{0.0f, l, 0.0f, 0.0f},
                         Vec4{0.0f, 0.0f, s, 0.0f}, Vec4{v0 + offset, 1.0f}};
    } else {
        Vec3 x = cross(dir, Vec3{0.0f, 1.0f, 0.0f});
        Vec3 z = cross(x, dir);
        transform = Mat4{Vec4{x * s, 0.0f}, Vec4{dir * l, 0.0f}, Vec4{z * s, 0.0f},
                         Vec4{v0 + offset, 1.0f}};
    }
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}

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void Model::face_viz(Halfedge_Mesh::FaceRef face, std::vector<GL::Mesh::Vert> &verts,
                     std::vector<GL::Mesh::Index> &idxs, size_t insert_at) {

    std::vector<GL::Mesh::Vert> face_verts;
    unsigned int id = face->id();

    Halfedge_Mesh::HalfedgeRef h = face->halfedge();
    do {
        Halfedge_Mesh::VertexRef v = h->vertex();
        face_verts.push_back({v->pos, {}, 0});
        h = h->next();
    } while (h != face->halfedge());

    id_to_info[face->id()] = {face, insert_at};

    if (face_verts.size() < 3)
        return;

    size_t max = insert_at + (face_verts.size() - 2) * 3;
    if (verts.size() < max)
        verts.resize(max);
    if (idxs.size() < max)
        idxs.resize(max);

    Vec3 v0 = face_verts[0].pos;
    for (size_t i = 1; i <= face_verts.size() - 2; i++) {
        Vec3 v1 = face_verts[i].pos;
        Vec3 v2 = face_verts[i + 1].pos;
        Vec3 n = cross(v1 - v0, v2 - v0).unit();
        if (my_mesh->flipped())
            n = -n;

        idxs[insert_at] = (GL::Mesh::Index)insert_at;
        verts[insert_at++] = {v0, n, id};

        idxs[insert_at] = (GL::Mesh::Index)insert_at;
        verts[insert_at++] = {v1, n, id};

        idxs[insert_at] = (GL::Mesh::Index)insert_at;
        verts[insert_at++] = {v2, n, id};
    }
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}

void Model::rebuild() {

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    if (!my_mesh)
        return;
    Halfedge_Mesh &mesh = *my_mesh;

    mesh.render_dirty_flag = false;

    id_to_info.clear();
    vert_sizes.clear();

    std::vector<GL::Mesh::Vert> verts;
    std::vector<GL::Mesh::Index> idxs;

    for (auto f = mesh.faces_begin(); f != mesh.faces_end(); f++) {
        if (f->is_boundary())
            continue;
        face_viz(f, verts, idxs, verts.size());
    }
    face_mesh.recreate(std::move(verts), std::move(idxs));

    // Create sphere for each vertex
    spheres.clear();
    for (auto v = mesh.vertices_begin(); v != mesh.vertices_end(); v++) {

        float d;
        Mat4 transform;
        vertex_viz(v, d, transform);
        vert_sizes[v->id()] = d;
        id_to_info[v->id()] = {v, spheres.add(transform, v->id())};
    }

    // Create cylinder for each edge
    cylinders.clear();
    for (auto e = mesh.edges_begin(); e != mesh.edges_end(); e++) {

        Mat4 transform;
        edge_viz(e, transform);
        id_to_info[e->id()] = {e, cylinders.add(transform, e->id())};
    }

    // Create arrow for each halfedge
    arrows.clear();
    for (auto h = mesh.halfedges_begin(); h != mesh.halfedges_end(); h++) {

        if (h->is_boundary())
            continue;

        Mat4 transform;
        halfedge_viz(h, transform);
        id_to_info[h->id()] = {h, arrows.add(transform, h->id())};
    }
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}

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bool Model::begin_bevel(std::string &err) {

    my_mesh->copy_to(old_mesh);

    Halfedge_Mesh::FaceRef new_face;

    bool succeeded = false;
    std::visit(overloaded{[&](Halfedge_Mesh::VertexRef vert) {
                              auto res = my_mesh->bevel_vertex(vert);
                              if (res.has_value()) {
                                  new_face = *res;
                                  succeeded = true;
                                  beveling = Bevel::vert;
                              }
                          },
                          [&](Halfedge_Mesh::EdgeRef edge) {
                              auto res = my_mesh->bevel_edge(edge);
                              if (res.has_value()) {
                                  new_face = *res;
                                  succeeded = true;
                                  beveling = Bevel::edge;
                              }
                          },
                          [&](Halfedge_Mesh::FaceRef face) {
                              auto res = my_mesh->bevel_face(face);
                              if (res.has_value()) {
                                  new_face = *res;
                                  succeeded = true;
                                  beveling = Bevel::face;
                              }
                          },
                          [&](auto) {}},
               *selected_element());

    err = my_mesh->validate();
    if (!err.empty() || !succeeded) {

        *my_mesh = std::move(old_mesh);
        return false;

    } else {

        my_mesh->render_dirty_flag = true;
        set_selected(new_face);

        trans_begin = {};
        auto h = new_face->halfedge();
        trans_begin.center = new_face->center();
        do {
            trans_begin.verts.push_back(h->vertex()->pos);
            h = h->next();
        } while (h != new_face->halfedge());

        return true;
    }
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}

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bool Model::keydown(Widgets &widgets, SDL_Keysym key, Camera &cam) {

    auto sel = selected_element();
    if (!sel.has_value())
        return false;

    if (std::holds_alternative<Halfedge_Mesh::HalfedgeRef>(*sel)) {
        auto h = std::get<Halfedge_Mesh::HalfedgeRef>(*sel);
        if (key.sym == SDLK_n) {
            set_selected(h->next());
            return true;
        } else if (key.sym == SDLK_t) {
            set_selected(h->twin());
            return true;
        } else if (key.sym == SDLK_v) {
            set_selected(h->vertex());
            return true;
        } else if (key.sym == SDLK_e) {
            set_selected(h->edge());
            return true;
        } else if (key.sym == SDLK_f) {
            set_selected(h->face());
            return true;
        }
    }

    switch (key.sym) {
    case SDLK_b:
        widgets.active = Widget_Type::bevel;
        return true;
    case SDLK_c:
        zoom_to(*sel, cam);
        return true;
    case SDLK_h: {
        std::visit(
            overloaded{[&](Halfedge_Mesh::VertexRef vert) { set_selected(vert->halfedge()); },
                       [&](Halfedge_Mesh::EdgeRef edge) { set_selected(edge->halfedge()); },
                       [&](Halfedge_Mesh::FaceRef face) { set_selected(face->halfedge()); },
                       [&](auto) {}},
            *sel);
    }
        return true;
    case SDLK_f: {
        cam.look_at(Vec3{}, -cam.front() * cam.dist());
    }
        return true;
    }

    return false;
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}

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template <typename T>
std::string Model::update_mesh(Undo &undo, Scene_Object &obj, Halfedge_Mesh &&before,
                               Halfedge_Mesh::ElementRef ref, T &&op) {

    unsigned int id = Halfedge_Mesh::id_of(ref);
    std::optional<Halfedge_Mesh::ElementRef> new_ref = op(*my_mesh, ref);
    if (!new_ref.has_value())
        return {};

    std::string err = my_mesh->validate();
    if (!err.empty()) {
        obj.take_mesh(std::move(before));
        return err;
    } else {
        my_mesh->render_dirty_flag = true;
        obj.set_mesh_dirty();
        set_selected(*new_ref);
        undo.update_mesh(obj.id(), std::move(before), id, std::move(op));
    }
    return {};
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template <typename T>
std::string Model::update_mesh_global(Undo &undo, Scene_Object &obj, Halfedge_Mesh &&before,
                                      T &&op) {

    bool suc = op(*my_mesh);
    if (!suc)
        return {};

    std::string err = my_mesh->validate();
    if (!err.empty()) {
        obj.take_mesh(std::move(before));
        return err;
    } else {
        my_mesh->render_dirty_flag = true;
        obj.set_mesh_dirty();
        selected_elem_id = 0;
        undo.update_mesh_full(obj.id(), std::move(before));
    }
    return {};
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}

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void Model::zoom_to(Halfedge_Mesh::ElementRef ref, Camera &cam) {
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    float d = cam.dist();
    Vec3 center = Halfedge_Mesh::center_of(ref);
    Vec3 pos = center - my_mesh->normal_of(ref) * d;
    cam.look_at(center, pos);
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}

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std::string Model::UIsidebar(Undo &undo, Widgets &widgets, Scene_Maybe obj_opt, Camera &camera) {

    if (!obj_opt.has_value())
        return {};

    Scene_Item &item = obj_opt.value();
    if (!item.is<Scene_Object>())
        return {};

    Scene_Object &obj = item.get<Scene_Object>();
    if (obj.opt.shape_type != PT::Shape_Type::none)
        return {};

    if (!my_mesh || !obj.is_editable())
        return {};
    assert(my_mesh == &obj.get_mesh());

    Halfedge_Mesh &mesh = *my_mesh;
    Halfedge_Mesh before;

    auto sel = selected_element();

    ImGui::Text("Global Operations");
    if (ImGui::Button("Triangulate")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before), [](Halfedge_Mesh &m) {
            m.triangulate();
            return true;
        });
    }
    if (ImGui::Button("Subdivide: Linear")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before),
                                  [](Halfedge_Mesh &m) { return m.subdivide(SubD::linear); });
    }
    if (ImGui::Button("Subdivide: Catmull-Clark ")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before),
                                  [](Halfedge_Mesh &m) { return m.subdivide(SubD::catmullclark); });
    }
    if (ImGui::Button("Subdivide: Loop")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before),
                                  [](Halfedge_Mesh &m) { return m.subdivide(SubD::loop); });
    }
    if (ImGui::Button("Remesh")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before),
                                  [](Halfedge_Mesh &m) { return m.isotropic_remesh(); });
    }
    if (ImGui::Button("Simplify")) {
        mesh.copy_to(before);
        return update_mesh_global(undo, obj, std::move(before),
                                  [](Halfedge_Mesh &m) { return m.simplify(); });
    }
    ImGui::Separator();

    if (sel.has_value()) {

        ImGui::Text("Local Operations");
        widgets.action_button(Widget_Type::move, "Move [m]", false);
        widgets.action_button(Widget_Type::rotate, "Rotate [r]");
        widgets.action_button(Widget_Type::scale, "Scale [s]");
        widgets.action_button(Widget_Type::bevel, "Bevel [b]");

        std::string err = std::visit(
            overloaded{
                [&](Halfedge_Mesh::VertexRef vert) -> std::string {
                    if (ImGui::Button("Erase")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), vert,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef vert) {
                                               return m.erase_vertex(
                                                   std::get<Halfedge_Mesh::VertexRef>(vert));
                                           });
                    }
                    return {};
                },
                [&](Halfedge_Mesh::EdgeRef edge) -> std::string {
                    if (ImGui::Button("Erase")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), edge,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef edge) {
                                               return m.erase_edge(
                                                   std::get<Halfedge_Mesh::EdgeRef>(edge));
                                           });
                    }
                    if (Manager::wrap_button("Collapse")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), edge,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef edge) {
                                               return m.collapse_edge(
                                                   std::get<Halfedge_Mesh::EdgeRef>(edge));
                                           });
                    }
                    if (Manager::wrap_button("Flip")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), edge,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef edge) {
                                               return m.flip_edge(
                                                   std::get<Halfedge_Mesh::EdgeRef>(edge));
                                           });
                    }
                    if (Manager::wrap_button("Split")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), edge,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef edge) {
                                               return m.split_edge(
                                                   std::get<Halfedge_Mesh::EdgeRef>(edge));
                                           });
                    }
                    return {};
                },
                [&](Halfedge_Mesh::FaceRef face) -> std::string {
                    if (ImGui::Button("Collapse")) {
                        mesh.copy_to(before);
                        return update_mesh(undo, obj, std::move(before), face,
                                           [](Halfedge_Mesh &m, Halfedge_Mesh::ElementRef face) {
                                               return m.collapse_face(
                                                   std::get<Halfedge_Mesh::FaceRef>(face));
                                           });
                    }
                    return {};
                },
                [&](auto) -> std::string { return {}; }},
            *sel);

        ImGui::Separator();
        ImGui::Text("Navigation");

        if (ImGui::Button("Center Camera [c]")) {
            zoom_to(*sel, camera);
        }
        std::visit(overloaded{[&](Halfedge_Mesh::VertexRef vert) {
                                  if (ImGui::Button("Halfedge [h]")) {
                                      set_selected(vert->halfedge());
                                  }
                              },
                              [&](Halfedge_Mesh::EdgeRef edge) {
                                  if (ImGui::Button("Halfedge [h]")) {
                                      set_selected(edge->halfedge());
                                  }
                              },
                              [&](Halfedge_Mesh::FaceRef face) {
                                  if (ImGui::Button("Halfedge [h]")) {
                                      set_selected(face->halfedge());
                                  }
                              },
                              [&](Halfedge_Mesh::HalfedgeRef halfedge) {
                                  if (ImGui::Button("Vertex [v]")) {
                                      set_selected(halfedge->vertex());
                                  }
                                  if (Manager::wrap_button("Edge [e]")) {
                                      set_selected(halfedge->edge());
                                  }
                                  if (Manager::wrap_button("Face [f]")) {
                                      set_selected(halfedge->face());
                                  }
                                  if (ImGui::Button("Twin [t]")) {
                                      set_selected(halfedge->twin());
                                  }
                                  if (Manager::wrap_button("Next [n]")) {
                                      set_selected(halfedge->next());
                                  }
                              }},
                   *sel);

        ImGui::Separator();
        return err;
    }
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    return {};
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void Model::clear_select() { selected_elem_id = 0; }

void Model::render(Scene_Maybe obj_opt, Widgets &widgets, Camera &cam) {

    if (!obj_opt.has_value())
        return;

    Scene_Item &item = obj_opt.value();
    if (!item.is<Scene_Object>())
        return;

    Scene_Object &obj = item.get<Scene_Object>();
    if (obj.opt.shape_type != PT::Shape_Type::none)
        return;

    Mat4 view = cam.get_view();

    set_mesh(obj.get_mesh());

    Renderer::HalfedgeOpt opts(*this);
    opts.modelview = view;
    opts.color = obj.material.layout_color();
    Renderer::get().halfedge_editor(opts);

    auto elem = selected_element();
    if (elem.has_value()) {
        auto e = *elem;
        Vec3 pos = Halfedge_Mesh::center_of(e);
        if (!std::holds_alternative<Halfedge_Mesh::HalfedgeRef>(e)) {
            float scl = std::min((cam.pos() - pos).norm() / 5.5f, 10.0f);
            widgets.render(view, pos, scl);
        }
    }
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std::string Model::end_transform(Widgets &widgets, Undo &undo, Scene_Object &obj) {

    if (widgets.is_dragging() && widgets.active == Widget_Type::bevel) {

        std::string err = obj.get_mesh().validate();
        if (!err.empty()) {
            obj.take_mesh(std::move(old_mesh));
            obj.set_mesh_dirty();
            my_mesh->render_dirty_flag = true;
            return err;
        }
    }

    undo.update_mesh_full(obj.id(), std::move(old_mesh));
    obj.set_mesh_dirty();
    my_mesh->render_dirty_flag = true;
    return {};
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}

Vec3 Model::selected_pos() {
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    auto elem = selected_element();
    assert(elem.has_value());
    return Halfedge_Mesh::center_of(*elem);
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}

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std::string Model::select(Widgets &widgets, Scene_ID click, Vec3 cam, Vec2 spos, Vec3 dir) {
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    if (click && widgets.active == Widget_Type::bevel && click == selected_elem_id) {
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        std::string err;
        if (!begin_bevel(err)) {
            widgets.set_dragging(false, false);
            return err;
        } else {
            widgets.set_dragging(true, true);
        }
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    } else if (!widgets.is_dragging() && click >= n_Widget_IDs) {
        selected_elem_id = (unsigned int)click;
    }
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    if (widgets.want_drag()) {
        auto e = selected_element();
        if (e.has_value() && !std::holds_alternative<Halfedge_Mesh::HalfedgeRef>(*e)) {
            widgets.start_drag(Halfedge_Mesh::center_of(*e), cam, spos, dir);
            if (widgets.active != Widget_Type::bevel) {
                begin_transform();
            }
        }
    }
    return {};
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unsigned int Model::select_id() const { return selected_elem_id; }

unsigned int Model::hover_id() const { return hovered_elem_id; }

void Model::set_hover(unsigned int id) { hovered_elem_id = id; }

} // namespace Gui