feat(f64): command layer compiles on DVec3

Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.

- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
  in full f64; others via point methods), modify, annotate, insert, view,
  inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
  wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
  non-critical, casting at the DVec3 boundary; key draw commands store f64.

Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-24 03:51:50 +03:00
1 parent 3da71698b1
commit 4f7a98a2ad
84 files changed
+358 -336

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+4 -4
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@@ -5,7 +5,7 @@
use crate::command::{CadCommand, CmdResult};
use crate::scene::model::wire_model::WireModel;
use glam::Vec3;
use glam::{DVec3, Vec3};
pub struct PlotWindowCommand {
p1: Option<Vec3>,
@@ -30,13 +30,13 @@ impl CadCommand for PlotWindowCommand {
}
}
fn on_point(&mut self, pt: Vec3) -> CmdResult {
fn on_point(&mut self, pt: DVec3) -> CmdResult { let pt = pt.as_vec3();
match self.p1 {
None => {
self.p1 = Some(pt);
CmdResult::NeedPoint
}
Some(p1) => CmdResult::SetPlotWindow { p1, p2: pt },
Some(p1) => CmdResult::SetPlotWindow { p1: p1.as_dvec3(), p2: pt.as_dvec3() },
}
}
@@ -44,7 +44,7 @@ impl CadCommand for PlotWindowCommand {
CmdResult::Cancel
}
fn on_mouse_move(&mut self, pt: Vec3) -> Option<WireModel> {
fn on_mouse_move(&mut self, pt: DVec3) -> Option<WireModel> { let pt = pt.as_vec3();
let p1 = self.p1?;
// Draw the selection rectangle.
Some(WireModel {