fix(mleader): improve behavior and persistence

Keep annotation contexts, grip placement, and style dictionary entries consistent across editing and file saves.

Refs #779
This commit is contained in:
Hakan Seven committed 2026-08-25 08:34:25 +03:00
commit 20c7a2df58
29 files changed
+858 -195

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+52 -32
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@@ -1,9 +1,4 @@
// MLEADER command
//
// Flow:
// 1. CollectPoints — click arrowhead, then bend points; Enter (≥2) to finish
// 2. AskText — wants_text_input; blank Enter = no text
// → commit single MultiLeader entity
// MLEADER: pick the arrow and elbow, then edit the text.
use acadrust::entities::MultiLeader;
use acadrust::types::Vector3;
@@ -74,17 +69,34 @@ impl CadCommand for MLeaderCommand {
if self.verts.is_empty() {
t!("MLEADER Specify arrowhead point:").into_owned()
} else {
t!(
"MLEADER Specify next point [%{count} pts — Enter to place text]:",
count = self.verts.len()
)
.into_owned()
t!("MLEADER Specify landing point:").into_owned()
}
}
fn on_point(&mut self, pt: DVec3) -> CmdResult {
self.verts.push(pt);
CmdResult::NeedPoint
if self.verts.len() < 2 {
return CmdResult::NeedPoint;
}
let local: Vec<DVec3> = self
.verts
.iter()
.map(|point| self.plane.to_local(*point))
.collect();
let ml = build_mleader(
"",
&local,
Mat4::IDENTITY,
self.style.as_ref(),
self.display_scale,
);
CmdResult::CommitAndEditText(
self.plane.place_entity(EntityType::MultiLeader(ml)),
)
}
fn on_enter(&mut self) -> CmdResult {
@@ -162,14 +174,14 @@ fn build_mleader(
style: Option<&acadrust::objects::MultiLeaderStyle>,
display_scale: f64,
) -> MultiLeader {
// Last vertex = content/text location; remaining = leader line points
let (leader_pts, content_pt) = verts.split_at(verts.len() - 1);
let content_pt = content_pt[0];
// First click is the arrow; second click is the elbow.
let arrow_pt = verts[0];
let elbow_pt = verts[1];
let leader_v3: Vec<Vector3> = leader_pts.iter().map(|p| v3(*p)).collect();
let content_v3 = v3(content_pt);
let arrow_v3 = v3(arrow_pt);
let elbow_v3 = v3(elbow_pt);
let mut ml = MultiLeader::with_text(text, content_v3, leader_v3);
let mut ml = MultiLeader::with_text(text, elbow_v3, vec![arrow_v3]);
if let Some(style) = style {
crate::scene::annotative::apply_mleader_style(&mut ml, style);
} else {
@@ -186,33 +198,41 @@ fn build_mleader(
ml.context.text_height = ml.text_height * display_scale;
ml.context.arrowhead_size = ml.arrowhead_size * display_scale;
ml.context.landing_gap = landing_gap;
// "Horizontal" landing + text run along the active UCS X axis (identity =
// world), so the annotation reads square to the user's coordinate system.
// Align the landing and text with the active UCS X axis.
let ux = ucs.transform_vector3(Vec3::X).normalize_or(Vec3::X);
// Which side of the leader the text sits on, measured along the UCS X axis.
let last_leader = leader_pts.last().copied().unwrap_or(content_pt);
let to_right = (content_pt - last_leader).dot(ux.as_dvec3()) >= 0.0;
let to_right = (elbow_pt - arrow_pt).dot(ux.as_dvec3()) >= 0.0;
let sign = if to_right { 1.0 } else { -1.0 };
let landing = ux * (sign as f32);
ml.context.text_attachment_point =
if to_right {
acadrust::entities::multileader::TextAttachmentPointType::Left
} else {
acadrust::entities::multileader::TextAttachmentPointType::Right
};
// Text + landing read along the UCS X axis. text_direction is what the
// renderer consults first, so set both.
ml.context.text_rotation = (ux.y as f64).atan2(ux.x as f64);
ml.context.text_direction = Vector3::new(ux.x as f64, ux.y as f64, 0.0);
if let Some(root) = ml.context.leader_roots.first_mut() {
// Leader ends at the clicked point; the landing runs from there toward
// the text along the UCS X axis.
root.direction = Vector3::new(landing.x as f64, landing.y as f64, 0.0);
root.connection_point = content_v3;
root.direction =
Vector3::new(landing.x as f64, landing.y as f64, 0.0);
root.connection_point = elbow_v3;
root.landing_distance = landing_distance;
}
// Seed the text one landing-length past the leader end, on the side the
// user dragged toward, offset along the UCS X axis.
// Place text beyond the landing and gap.
let off = landing * (landing_distance + landing_gap) as f32;
ml.context.text_location =
Vector3::new(content_v3.x + off.x as f64, content_v3.y + off.y as f64, content_v3.z);
let text_location = Vector3::new(
elbow_v3.x + off.x as f64,
elbow_v3.y + off.y as f64,
elbow_v3.z,
);
ml.context.text_location = text_location;
ml.context.content_base_point = text_location;
ml
}