fix(precision): keep typed coordinates exact in f64 (#311)

Typed values were quantized to the f32 grid before reaching the
entity (e.g. a length of 2000.8 committed as 2000.8020), worsening
with magnitude. The interaction point layer was all glam::Vec3 (f32).

Two-layer fix:

1. Coordinate backbone -> f64. last_point, last_cursor_world,
   dyn_anchor, dyn_ref become DVec3; UcsXform transforms, parse_coord,
   the ucs helper fns, dyn_resolve_point, the OTRACK typed-distance
   paths, command-line coordinate entry and the coordinate readout all
   compute in f64. Screen/GPU/alignment stays f32 (snap engine, render
   geometry, projection, UCS-icon/viewcube drawing) with casts only at
   those boundaries.

2. Per-command committed storage -> DVec3. on_point already received a
   DVec3, but many command impls narrowed it back to f32 (let pt =
   pt.as_vec3(); Vec<Vec3> fields) and re-widened at build, quantizing
   the committed coordinate. Migrated PLINE, SPLINE, MLINE, LENGTHEN,
   INSERT, 3D primitives, every dimension/leader/mleader, ray, revcloud,
   wipeout, attdef, table, tolerance, array center, mview, plot_window,
   plus the QDIM_PLACE handler and qdim_collect_points. Preview,
   hit-test and rubber-band paths keep f32 at the boundary.

Hatch manual boundaries are left for a follow-up: HatchModel.boundary
is structurally Arc<Vec<[f32;2]>> and needs a model-level widen.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-11 21:26:40 +03:00
1 parent 8ed10ceb2a
commit 57710eec2b
47 files changed
+699 -606

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+50 -50
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@@ -20,7 +20,7 @@ pub(super) enum CoordKind {
/// "x,y,z" → Vec3(x, y, z)
/// A leading `@` marks the value relative to the last point; a leading
/// `#` forces absolute. Separators: comma or semicolon.
pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
pub(super) fn parse_coord(text: &str) -> Option<(glam::DVec3, CoordKind)> {
let trimmed = text.trim();
let (kind, rest) = if let Some(r) = trimmed.strip_prefix('@') {
(CoordKind::Relative, r)
@@ -29,14 +29,14 @@ pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
} else {
(CoordKind::Default, trimmed)
};
let parts: Vec<f32> = rest
let parts: Vec<f64> = rest
.split(|c| c == ',' || c == ';')
.map(|s| s.trim())
.filter_map(|s| s.parse().ok())
.collect();
match parts.as_slice() {
[x, y] => Some((glam::Vec3::new(*x, *y, 0.0), kind)),
[x, y, z] => Some((glam::Vec3::new(*x, *y, *z), kind)),
[x, y] => Some((glam::DVec3::new(*x, *y, 0.0), kind)),
[x, y, z] => Some((glam::DVec3::new(*x, *y, *z), kind)),
_ => None,
}
}
@@ -54,29 +54,28 @@ pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
/// is just the transpose (the dot products in `to_ucs`); no matrix inversion.
#[derive(Clone, Copy)]
pub(super) struct UcsXform {
origin: glam::Vec3,
x: glam::Vec3,
y: glam::Vec3,
z: glam::Vec3,
origin: glam::DVec3,
x: glam::DVec3,
y: glam::DVec3,
z: glam::DVec3,
}
impl UcsXform {
/// Plain WCS — no active UCS.
pub(super) fn identity() -> Self {
Self {
origin: glam::Vec3::ZERO,
x: glam::Vec3::X,
y: glam::Vec3::Y,
z: glam::Vec3::Z,
origin: glam::DVec3::ZERO,
x: glam::DVec3::X,
y: glam::DVec3::Y,
z: glam::DVec3::Z,
}
}
pub(super) fn from_ucs(ucs: &Ucs) -> Self {
let v =
|a: acadrust::types::Vector3| glam::Vec3::new(a.x as f32, a.y as f32, a.z as f32);
let x = v(ucs.x_axis).normalize_or(glam::Vec3::X);
let y = v(ucs.y_axis).normalize_or(glam::Vec3::Y);
let z = x.cross(y).normalize_or(glam::Vec3::Z);
let v = |a: acadrust::types::Vector3| glam::DVec3::new(a.x, a.y, a.z);
let x = v(ucs.x_axis).normalize_or(glam::DVec3::X);
let y = v(ucs.y_axis).normalize_or(glam::DVec3::Y);
let z = x.cross(y).normalize_or(glam::DVec3::Z);
Self { origin: v(ucs.origin), x, y, z }
}
@@ -86,45 +85,46 @@ impl UcsXform {
/// True when this is plain WCS — lets callers skip the conversion.
pub(super) fn is_identity(&self) -> bool {
self.origin == glam::Vec3::ZERO
&& self.x == glam::Vec3::X
&& self.y == glam::Vec3::Y
&& self.z == glam::Vec3::Z
self.origin == glam::DVec3::ZERO
&& self.x == glam::DVec3::X
&& self.y == glam::DVec3::Y
&& self.z == glam::DVec3::Z
}
/// UCS point → WCS.
pub(super) fn to_wcs(&self, p: glam::Vec3) -> glam::Vec3 {
pub(super) fn to_wcs(&self, p: glam::DVec3) -> glam::DVec3 {
self.origin + self.x * p.x + self.y * p.y + self.z * p.z
}
/// WCS point → UCS.
pub(super) fn to_ucs(&self, p: glam::Vec3) -> glam::Vec3 {
pub(super) fn to_ucs(&self, p: glam::DVec3) -> glam::DVec3 {
let d = p - self.origin;
glam::Vec3::new(d.dot(self.x), d.dot(self.y), d.dot(self.z))
glam::DVec3::new(d.dot(self.x), d.dot(self.y), d.dot(self.z))
}
/// UCS direction → WCS (rotation only, no origin shift).
pub(super) fn vec_to_wcs(&self, v: glam::Vec3) -> glam::Vec3 {
pub(super) fn vec_to_wcs(&self, v: glam::DVec3) -> glam::DVec3 {
self.x * v.x + self.y * v.y + self.z * v.z
}
/// WCS direction → UCS (rotation only, no origin shift).
pub(super) fn vec_to_ucs(&self, v: glam::Vec3) -> glam::Vec3 {
glam::Vec3::new(v.dot(self.x), v.dot(self.y), v.dot(self.z))
pub(super) fn vec_to_ucs(&self, v: glam::DVec3) -> glam::DVec3 {
glam::DVec3::new(v.dot(self.x), v.dot(self.y), v.dot(self.z))
}
/// `(origin, x, y, z)` axes in WCS — for drawing the UCS icon.
pub(super) fn axes(&self) -> (glam::Vec3, glam::Vec3, glam::Vec3, glam::Vec3) {
pub(super) fn axes(&self) -> (glam::DVec3, glam::DVec3, glam::DVec3, glam::DVec3) {
(self.origin, self.x, self.y, self.z)
}
/// UCS→world rotation matrix (columns = UCS axes). For consumers that take
/// a `Mat4` rotation directly (ViewCube, OTRACK ray directions).
/// a `Mat4` rotation directly (ViewCube, OTRACK ray directions). The GPU /
/// screen layer is f32, so the axes downcast here at the boundary.
pub(super) fn rotation_mat(&self) -> glam::Mat4 {
glam::Mat4::from_cols(
self.x.extend(0.0),
self.y.extend(0.0),
self.z.extend(0.0),
self.x.as_vec3().extend(0.0),
self.y.as_vec3().extend(0.0),
self.z.as_vec3().extend(0.0),
glam::Vec4::W,
)
}
@@ -135,26 +135,26 @@ impl UcsXform {
/// Rotate a UCS-local offset into WCS without applying the origin
/// translation — used for relative coordinate entry, where only the
/// axis orientation matters, not the UCS origin.
pub(super) fn ucs_rotate_vec(offset: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
pub(super) fn ucs_rotate_vec(offset: glam::DVec3, ucs: &Ucs) -> glam::DVec3 {
UcsXform::from_ucs(ucs).vec_to_wcs(offset)
}
/// Convert a point from UCS local coordinates to WCS.
pub(super) fn ucs_to_wcs(pt: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
pub(super) fn ucs_to_wcs(pt: glam::DVec3, ucs: &Ucs) -> glam::DVec3 {
UcsXform::from_ucs(ucs).to_wcs(pt)
}
/// Return the normalised Z axis of a UCS (cross product of X and Y axes).
pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::Vec3 {
pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::DVec3 {
UcsXform::from_ucs(ucs).axes().3
}
/// Build a UCS with `origin` and axes rotated by `angle_z_rad` around the Z axis.
pub(super) fn ucs_rotated_z(origin: glam::Vec3, angle_z: f32) -> Ucs {
pub(super) fn ucs_rotated_z(origin: glam::DVec3, angle_z: f32) -> Ucs {
let cos = angle_z.cos() as f64;
let sin = angle_z.sin() as f64;
let mut ucs = Ucs::new("*ACTIVE*");
ucs.origin = acadrust::types::Vector3::new(origin.x as f64, origin.y as f64, origin.z as f64);
ucs.origin = acadrust::types::Vector3::new(origin.x, origin.y, origin.z);
ucs.x_axis = acadrust::types::Vector3::new(cos, sin, 0.0);
ucs.y_axis = acadrust::types::Vector3::new(-sin, cos, 0.0);
ucs
@@ -181,15 +181,15 @@ pub(super) fn grid_plane_from_camera(pitch: f32, yaw: f32) -> GridPlane {
/// Constrain `pt` to the nearest 90° direction from `base`, in the active UCS
/// plane — ortho follows the user's coordinate system, not world axes. `xf` is
/// identity for plain WCS, so the world-XY behaviour is unchanged there.
pub(super) fn ortho_constrain(pt: glam::Vec3, base: glam::Vec3, xf: &UcsXform) -> glam::Vec3 {
pub(super) fn ortho_constrain(pt: glam::DVec3, base: glam::DVec3, xf: &UcsXform) -> glam::DVec3 {
let p = xf.to_ucs(pt);
let b = xf.to_ucs(base);
let dx = (p.x - b.x).abs();
let dy = (p.y - b.y).abs();
let c = if dx >= dy {
glam::Vec3::new(p.x, b.y, p.z)
glam::DVec3::new(p.x, b.y, p.z)
} else {
glam::Vec3::new(b.x, p.y, p.z)
glam::DVec3::new(b.x, p.y, p.z)
};
xf.to_wcs(c)
}
@@ -197,11 +197,11 @@ pub(super) fn ortho_constrain(pt: glam::Vec3, base: glam::Vec3, xf: &UcsXform) -
/// Constrain `pt` to the nearest polar angle multiple from `base`, measured in
/// the active UCS plane (identity `xf` = world XY, Z-up).
pub(super) fn polar_constrain(
pt: glam::Vec3,
base: glam::Vec3,
pt: glam::DVec3,
base: glam::DVec3,
step_deg: f32,
xf: &UcsXform,
) -> glam::Vec3 {
) -> glam::DVec3 {
let p = xf.to_ucs(pt);
let b = xf.to_ucs(base);
let dx = p.x - b.x;
@@ -210,10 +210,10 @@ pub(super) fn polar_constrain(
if dist < 1e-6 {
return pt;
}
let step = step_deg.to_radians();
let step = (step_deg as f64).to_radians();
let angle = dy.atan2(dx);
let snapped = (angle / step).round() * step;
xf.to_wcs(glam::Vec3::new(
xf.to_wcs(glam::DVec3::new(
b.x + dist * snapped.cos(),
b.y + dist * snapped.sin(),
p.z,
@@ -224,18 +224,18 @@ pub(super) fn polar_constrain(
/// screen pixels of the nearest polar ray; otherwise the cursor is left free
/// so POLAR behaves as if off when pointing away from every angle (issue #70).
pub(super) fn polar_constrain_near(
pt: glam::Vec3,
base: glam::Vec3,
pt: glam::DVec3,
base: glam::DVec3,
step_deg: f32,
view_rot: glam::Mat4,
eye: glam::DVec3,
bounds: iced::Rectangle,
tol_px: f32,
xf: &UcsXform,
) -> glam::Vec3 {
) -> glam::DVec3 {
let snapped = polar_constrain(pt, base, step_deg, xf);
let to_screen = |w: glam::Vec3| {
let ndc = view_rot.project_point3((w.as_dvec3() - eye).as_vec3());
let to_screen = |w: glam::DVec3| {
let ndc = view_rot.project_point3((w - eye).as_vec3());
(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,