fix(grips): compute grip positions in f64 so they sit on the wire

Grip markers drew visibly offset from the entity on large-coordinate
(UTM-scale) drawings: every Grippable impl cast the f64 entity coordinates
to f32 BEFORE the world-offset subtraction, and at 1e7 magnitude an f32
holds ~0.9 drawing units of rounding error. The wires subtract the offset
in f64 first (precision-preserving), so the grips landed up to ~1 unit
away from the geometry they belong to.

GripDef.world is now DVec3: producers fill it straight from the f64
entity data, refresh_selected_grips subtracts the world offset in f64,
and only the small offset-local result is cast to f32 for screen-space
projection (grips_to_screen / find_hit_grip) and drag state.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-11 00:04:37 +03:00
1 parent ed29933d87
commit 25715d1b03
33 files changed
+898 -817

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+8 -8
View File
@@ -40,7 +40,7 @@ pub fn grips_to_screen(
grips
.iter()
.map(|g| {
let ndc = view_proj.project_point3(g.world);
let ndc = view_proj.project_point3(g.world.as_vec3());
let screen = Point::new(
bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
@@ -64,8 +64,8 @@ pub fn grips_to_screen_paper(
.iter()
.map(|g| {
let screen = Point::new(
(g.world.x - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y) / (2.0 * half_h) * bounds.height,
(g.world.x as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y as f32) / (2.0 * half_h) * bounds.height,
);
(g.id, screen, g.is_midpoint, g.shape, g.dir)
})
@@ -87,15 +87,15 @@ pub fn find_hit_grip_paper(
for g in grips {
let screen = Point::new(
(g.world.x - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y) / (2.0 * half_h) * bounds.height,
(g.world.x as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y as f32) / (2.0 * half_h) * bounds.height,
);
let dx = screen.x - cursor.x;
let dy = screen.y - cursor.y;
let d = (dx * dx + dy * dy).sqrt();
if d < best_dist {
best_dist = d;
best = Some((g.id, g.is_midpoint, g.world));
best = Some((g.id, g.is_midpoint, g.world.as_vec3()));
}
}
best
@@ -113,7 +113,7 @@ pub fn find_hit_grip(
let mut best: Option<(usize, bool, Vec3)> = None;
for g in grips {
let ndc = view_proj.project_point3(g.world);
let ndc = view_proj.project_point3(g.world.as_vec3());
let screen = Point::new(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,
@@ -123,7 +123,7 @@ pub fn find_hit_grip(
let d = (dx * dx + dy * dy).sqrt();
if d < best_dist {
best_dist = d;
best = Some((g.id, g.is_midpoint, g.world));
best = Some((g.id, g.is_midpoint, g.world.as_vec3()));
}
}
best
+6 -2
View File
@@ -75,8 +75,12 @@ pub enum GripShape {
pub struct GripDef {
/// Object-local identifier (stable index, unique per object instance).
pub id: usize,
/// World-space position of the grip.
pub world: Vec3,
/// World-space position of the grip, in f64. Entity coordinates can sit at
/// UTM magnitudes (1e7); casting to f32 before the world-offset subtraction
/// loses ~1 drawing unit and draws the grip visibly off the wire. Producers
/// fill this straight from the f64 entity data; the offset is subtracted in
/// f64 and only then cast for screen-space math.
pub world: glam::DVec3,
/// `true` → midpoint / centre grip (drags the whole shape).
/// `false` → endpoint / vertex grip (moves a single point).
pub is_midpoint: bool,