fix(ucs): grid axis lines and grid snap follow the active UCS

Two leftovers from the UCS grid work:
- The coloured X/Y/Z axis lines (draw_axes) were drawn at the world
  origin along world axes; they now run through the UCS origin along the
  UCS axes, matching the grid lines.
- Grid snap rounded the cursor on the world XYZ lattice; it now rounds in
  the UCS grid frame (to-UCS, round, back-to-world) so it lands on the
  grid the user sees. The UCS origin (wire space) + rotation reach the
  snapper via DocumentTab::ucs_grid_basis; identity outside model space.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-22 11:27:34 +03:00
1 parent 2509396ba0
commit 481adba66b
4 files changed
+72 -36

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+23 -5
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@@ -428,7 +428,16 @@ impl Snapper {
dwell_acquired: false,
from_point: None,
};
tmp.snap(cursor_world, cursor_screen, wires, view_proj, bounds)
// Tangent-only: Grid is disabled here, so the grid basis is irrelevant.
tmp.snap(
cursor_world,
cursor_screen,
wires,
view_proj,
bounds,
Vec3::ZERO,
Mat4::IDENTITY,
)
}
/// Find the best snap candidate near the cursor.
@@ -439,6 +448,10 @@ impl Snapper {
wires: &[WireModel],
view_proj: Mat4,
bounds: Rectangle,
// Grid origin (render/wire space) and UCS→world rotation, so grid snap
// lands on the UCS grid the user sees. `(ZERO, IDENTITY)` = world grid.
grid_origin: Vec3,
grid_rot: Mat4,
) -> Option<SnapResult> {
if !self.snap_enabled {
return None;
@@ -727,10 +740,15 @@ impl Snapper {
// ── Grid ───────────────────────────────────────────────────────────
if self.is_on(SnapType::Grid) {
let s = self.grid_spacing;
let gx = (cursor_world.x / s).round() * s;
let gy = (cursor_world.y / s).round() * s;
let gz = (cursor_world.z / s).round() * s;
try_pt(Vec3::new(gx, gy, gz), SnapType::Grid);
// Round in the UCS grid frame, then map back to world.
let ax = grid_rot.transform_vector3(Vec3::X);
let ay = grid_rot.transform_vector3(Vec3::Y);
let az = grid_rot.transform_vector3(Vec3::Z);
let rel = cursor_world - grid_origin;
let ux = (rel.dot(ax) / s).round() * s;
let uy = (rel.dot(ay) / s).round() * s;
let uz = (rel.dot(az) / s).round() * s;
try_pt(grid_origin + ax * ux + ay * uy + az * uz, SnapType::Grid);
}
// ── Tangent ────────────────────────────────────────────────────────