forked from 1b-agent/opencadstudio-upstream
refactor(precision): widen command transform scalars and defaults to f64 (#311)
Completes the f64 migration on the CPU data path: the only f32 left now
is the GPU/render/screen layer, which is architecturally required (wgpu
vertex buffers and iced are f32; f64 vertices would double memory).
- EntityTransform::Rotate.angle_rad and Scale.factor are now f64 (the
transform was already applied in f64 around the DVec3 center, so this
only preserves the typed angle/factor). apply_standard_transform and
apply_standard_scale take f64.
- CmdResult::ExtrudeEntity.height and AlignSelected.{angle_rad,scale}
are f64; the EXTRUDE height parses as f64.
- defaults.rs (last-used construction values: circle radius/diameter,
rotate angle, scale factor, offset/fillet/chamfer distance, array
spacing/counts/angle) moved from Cell<f32> to Cell<f64>. Array counts
round-trip through u32 (exact below 2^53).
- Consumers in circle/array/fillet/offset/rotate/scale/align/solid3d and
dimension.rs rotate_point/scale_point follow. `as f32` is kept only
where a value feeds a WireModel rubber-band/ghost (the preview path is
screen-space f32).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -28,9 +28,9 @@ pub enum EntityTransform {
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/// Move every point by the given world-space delta (world XY plane).
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Translate(DVec3),
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/// Rotate around `center` by `angle_rad` in the world XY plane.
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Rotate { center: DVec3, angle_rad: f32 },
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Rotate { center: DVec3, angle_rad: f64 },
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/// Uniform scale from `center` by `factor`.
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Scale { center: DVec3, factor: f32 },
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Scale { center: DVec3, factor: f64 },
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/// Mirror across the line through `p1`→`p2` in the world XY plane.
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Mirror { p1: DVec3, p2: DVec3 },
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}
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@@ -236,8 +236,8 @@ pub enum CmdResult {
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handles: Vec<Handle>,
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src1: DVec3,
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dst1: DVec3,
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angle_rad: f32,
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scale: f32,
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angle_rad: f64,
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scale: f64,
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},
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/// Set the plot window on the active layout's PlotSettings.
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SetPlotWindow { p1: DVec3, p2: DVec3 },
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@@ -291,7 +291,7 @@ pub enum CmdResult {
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/// Extrude the profile entity `handle` by `height` along Z.
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ExtrudeEntity {
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handle: Handle,
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height: f32,
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height: f64,
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color: [f32; 4],
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},
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/// Revolve the profile entity `handle` around the given axis by `angle_deg`.
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