forked from 1b-agent/opencadstudio-upstream
fix(snap): f64-precise computed snaps + UTM-tolerant cull + f64 previews
Computed snaps (midpoint/nearest/perpendicular/intersection/extension/ apparent/grid) reconstructed the snap point from f32 `wire.points` (absolute high half), so at UTM-scale they landed ~0.5 m off the geometry while endpoint/center (sourced from f64 key_vertices/snap_pts) stayed correct. Now they rebuild each vertex from points + points_low (the double-single low residual) and run the geometry in f64: - snap() cursor + geometry helpers (nearest_on_segment, perp_foot, seg_intersect_xy, extension_snap) are DVec3; wp_f64() reconstructs each vertex; midpoint uses f64 key_vertices directly (was downcast to f32). - snap callers pass the precise DVec3 cursor. Snap capture at deep zoom: the wire-AABB cull compared a sub-millimetre snap radius against f32 bounds quantized by ~1 ulp (~0.7 m at 5.7e6), wrongly excluding wires under the cursor. Pad the cull by the bound's own f32 quantization so it never rejects an in-range wire. Rubber-band previews (line/circle/arc/ellipse/rect/polygon) built f32 absolute points with an empty points_low, so the wire pass (relative-to- eye) drew them ~0.5 m off the cursor at UTM. Add WireModel::solid_f64, which splits f64 points into the double-single high/low pair; previews now track the cursor exactly. Known: snapping at extreme zoom on large drawings spikes CPU (per-move snap cost) — deferred. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -433,7 +433,7 @@ impl Snapper {
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};
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// Tangent-only: Grid is disabled here, so the grid basis is irrelevant.
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tmp.snap(
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cursor_world,
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cursor_world.as_dvec3(),
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cursor_screen,
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wires,
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view_rot,
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@@ -447,7 +447,7 @@ impl Snapper {
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/// Find the best snap candidate near the cursor.
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pub fn snap(
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&self,
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cursor_world: Vec3,
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cursor_world: glam::DVec3,
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cursor_screen: Point,
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wires: &[WireModel],
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view_rot: Mat4,
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@@ -492,11 +492,23 @@ impl Snapper {
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// UNBOUNDED_AABB (±infinity) passes through automatically without a
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// special-case branch because the arithmetic is exact for infinities.
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let wire_in_range = |wire: &WireModel| -> bool {
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let r = world_snap_r;
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cursor_world.x + r >= wire.aabb[0]
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&& cursor_world.x - r <= wire.aabb[2]
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&& cursor_world.y + r >= wire.aabb[1]
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&& cursor_world.y - r <= wire.aabb[3]
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// The AABB is stored in f32, so at UTM-scale coordinates each bound
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// is quantized by up to ~1 ulp (≈ coord × 2⁻²³ ≈ 0.7 m at 5.7e6).
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// When zoomed in hard the snap radius shrinks below that, so the
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// raw f32 bound can wrongly exclude a wire the cursor is on. Pad the
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// test by the bound's own quantization so the cull never rejects a
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// genuinely in-range wire (it only ever over-includes, which the
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// per-vertex screen test below then rejects precisely).
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let mag = wire
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.aabb
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.iter()
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.fold(0.0f32, |m, c| m.max(c.abs()));
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let pad = (mag * f32::EPSILON * 2.0) as f64;
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let r = world_snap_r as f64 + pad;
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cursor_world.x + r >= wire.aabb[0] as f64
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&& cursor_world.x - r <= wire.aabb[2] as f64
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&& cursor_world.y + r >= wire.aabb[1] as f64
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&& cursor_world.y - r <= wire.aabb[3] as f64
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};
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let mut try_pt = |world: glam::DVec3, snap_type: SnapType| {
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@@ -579,10 +591,10 @@ impl Snapper {
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}
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if !wire.key_vertices.is_empty() {
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for seg in wire.key_vertices.windows(2) {
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let a = Vec3::new(seg[0][0] as f32, seg[0][1] as f32, seg[0][2] as f32);
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let b = Vec3::new(seg[1][0] as f32, seg[1][1] as f32, seg[1][2] as f32);
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let a = glam::DVec3::new(seg[0][0], seg[0][1], seg[0][2]);
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let b = glam::DVec3::new(seg[1][0], seg[1][1], seg[1][2]);
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if a.distance_squared(b) > 1e-12 {
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try_pt(((a + b) * 0.5).as_dvec3(), SnapType::Midpoint);
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try_pt((a + b) * 0.5, SnapType::Midpoint);
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}
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}
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}
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@@ -595,10 +607,9 @@ impl Snapper {
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if !wire_in_range(wire) {
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continue;
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}
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for seg in wire.points.windows(2) {
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let p =
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nearest_on_segment(cursor_world, Vec3::from(seg[0]), Vec3::from(seg[1]));
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try_pt(p.as_dvec3(), SnapType::Nearest);
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for i in 0..wire.points.len().saturating_sub(1) {
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let p = nearest_on_segment(cursor_world, wp_f64(wire, i), wp_f64(wire, i + 1));
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try_pt(p, SnapType::Nearest);
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}
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}
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}
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@@ -611,14 +622,14 @@ impl Snapper {
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// on its screen distance to the cursor like every other snap, so it
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// offers when the cursor is near the perpendicular foot. (#118)
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if self.is_on(SnapType::Perpendicular) {
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let q = self.from_point.unwrap_or(cursor_world);
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let q = self.from_point.map(|v| v.as_dvec3()).unwrap_or(cursor_world);
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for wire in wires {
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if !wire_in_range(wire) {
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continue;
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}
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for seg in wire.points.windows(2) {
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if let Some(foot) = perp_foot(q, Vec3::from(seg[0]), Vec3::from(seg[1])) {
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try_pt(foot.as_dvec3(), SnapType::Perpendicular);
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for i in 0..wire.points.len().saturating_sub(1) {
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if let Some(foot) = perp_foot(q, wp_f64(wire, i), wp_f64(wire, i + 1)) {
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try_pt(foot, SnapType::Perpendicular);
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}
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}
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}
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@@ -634,17 +645,17 @@ impl Snapper {
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if !wire_in_range(&wires[j]) {
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continue;
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}
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for seg_a in wires[i].points.windows(2) {
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for ai in 0..wires[i].points.len().saturating_sub(1) {
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// S: pre-convert outside inner loop
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let a0 = Vec3::from(seg_a[0]);
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let a1 = Vec3::from(seg_a[1]);
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let a0 = wp_f64(&wires[i], ai);
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let a1 = wp_f64(&wires[i], ai + 1);
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let a_min_x = a0.x.min(a1.x);
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let a_max_x = a0.x.max(a1.x);
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let a_min_y = a0.y.min(a1.y);
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let a_max_y = a0.y.max(a1.y);
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for seg_b in wires[j].points.windows(2) {
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let b0 = Vec3::from(seg_b[0]);
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let b1 = Vec3::from(seg_b[1]);
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for bi in 0..wires[j].points.len().saturating_sub(1) {
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let b0 = wp_f64(&wires[j], bi);
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let b1 = wp_f64(&wires[j], bi + 1);
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// O: tight per-segment AABB overlap cull
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if a_max_x < b0.x.min(b1.x)
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|| a_min_x > b0.x.max(b1.x)
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@@ -654,7 +665,7 @@ impl Snapper {
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continue;
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}
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if let Some(pt) = seg_intersect_xy(a0, a1, b0, b1) {
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try_pt(pt.as_dvec3(), SnapType::Intersection);
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try_pt(pt, SnapType::Intersection);
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}
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}
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}
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@@ -671,8 +682,8 @@ impl Snapper {
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}
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// Extend beyond the first point.
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{
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let p0 = Vec3::from(wire.points[0]);
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let p1 = Vec3::from(wire.points[1]);
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let p0 = wp_f64(wire, 0);
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let p1 = wp_f64(wire, 1);
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if let Some(ext) = extension_snap(
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cursor_world,
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p0,
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@@ -682,13 +693,13 @@ impl Snapper {
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bounds,
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self.osnap_radius_px,
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) {
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try_pt(ext.as_dvec3(), SnapType::Extension);
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try_pt(ext, SnapType::Extension);
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}
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}
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// Extend beyond the last point.
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{
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let p_last = Vec3::from(wire.points[n - 1]);
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let p_prev = Vec3::from(wire.points[n - 2]);
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let p_last = wp_f64(wire, n - 1);
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let p_prev = wp_f64(wire, n - 2);
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if let Some(ext) = extension_snap(
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cursor_world,
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p_last,
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@@ -698,7 +709,7 @@ impl Snapper {
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bounds,
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self.osnap_radius_px,
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) {
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try_pt(ext.as_dvec3(), SnapType::Extension);
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try_pt(ext, SnapType::Extension);
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}
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}
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}
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@@ -714,9 +725,8 @@ impl Snapper {
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return None;
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}
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Some(
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w.points
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.iter()
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.map(|&p| world_to_screen(glam::DVec3::new(p[0] as f64, p[1] as f64, p[2] as f64), view_rot, eye, bounds))
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(0..w.points.len())
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.map(|i| world_to_screen(wp_f64(w, i), view_rot, eye, bounds))
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.collect::<Vec<_>>(),
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)
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})
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@@ -730,16 +740,16 @@ impl Snapper {
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let Some(ref sj) = screen_pts[j] else {
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continue;
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};
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for (ai, seg_a) in wires[i].points.windows(2).enumerate() {
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for ai in 0..wires[i].points.len().saturating_sub(1) {
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let sa0 = si[ai];
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let sa1 = si[ai + 1];
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for (bi, _) in wires[j].points.windows(2).enumerate() {
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for bi in 0..wires[j].points.len().saturating_sub(1) {
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let sb0 = sj[bi];
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let sb1 = sj[bi + 1];
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if let Some((ta, _)) = seg_intersect_2d(sa0, sa1, sb0, sb1) {
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let wa0 = Vec3::from(seg_a[0]);
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let wa1 = Vec3::from(seg_a[1]);
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try_pt((wa0 + ta * (wa1 - wa0)).as_dvec3(), SnapType::ApparentIntersection);
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let wa0 = wp_f64(&wires[i], ai);
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let wa1 = wp_f64(&wires[i], ai + 1);
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try_pt(wa0 + ta as f64 * (wa1 - wa0), SnapType::ApparentIntersection);
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}
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}
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}
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@@ -749,16 +759,17 @@ impl Snapper {
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// ── Grid ───────────────────────────────────────────────────────────
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if self.is_on(SnapType::Grid) {
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let s = self.grid_spacing;
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let s = self.grid_spacing as f64;
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// Round in the UCS grid frame, then map back to world.
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let ax = grid_rot.transform_vector3(Vec3::X);
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let ay = grid_rot.transform_vector3(Vec3::Y);
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let az = grid_rot.transform_vector3(Vec3::Z);
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let rel = cursor_world - grid_origin;
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let ax = grid_rot.transform_vector3(Vec3::X).as_dvec3();
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let ay = grid_rot.transform_vector3(Vec3::Y).as_dvec3();
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let az = grid_rot.transform_vector3(Vec3::Z).as_dvec3();
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let origin = grid_origin.as_dvec3();
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let rel = cursor_world - origin;
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let ux = (rel.dot(ax) / s).round() * s;
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let uy = (rel.dot(ay) / s).round() * s;
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let uz = (rel.dot(az) / s).round() * s;
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try_pt((grid_origin + ax * ux + ay * uy + az * uz).as_dvec3(), SnapType::Grid);
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try_pt(origin + ax * ux + ay * uy + az * uz, SnapType::Grid);
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}
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// ── Tangent ────────────────────────────────────────────────────────
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@@ -861,8 +872,23 @@ fn snap_priority(t: SnapType) -> u8 {
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// ── Geometric helpers ─────────────────────────────────────────────────────
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/// Reconstruct the absolute f64 position of wire vertex `i` from its
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/// double-single high/low pair. At UTM-scale coordinates the `points` (high)
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/// f32 alone is ~0.5 m off; adding the low residual restores f64 precision so
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/// computed snaps (nearest/perp/intersection/extension) land on the geometry.
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#[inline]
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fn wp_f64(wire: &WireModel, i: usize) -> glam::DVec3 {
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let h = wire.points[i];
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let l = wire.points_low.get(i).copied().unwrap_or([0.0; 3]);
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glam::DVec3::new(
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h[0] as f64 + l[0] as f64,
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h[1] as f64 + l[1] as f64,
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h[2] as f64 + l[2] as f64,
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)
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}
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/// Closest point on segment [p0, p1] to `query`.
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fn nearest_on_segment(query: Vec3, p0: Vec3, p1: Vec3) -> Vec3 {
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fn nearest_on_segment(query: glam::DVec3, p0: glam::DVec3, p1: glam::DVec3) -> glam::DVec3 {
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let d = p1 - p0;
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let len2 = d.x * d.x + d.y * d.y;
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if len2 < 1e-12 {
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@@ -870,12 +896,12 @@ fn nearest_on_segment(query: Vec3, p0: Vec3, p1: Vec3) -> Vec3 {
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}
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let t = ((query.x - p0.x) * d.x + (query.y - p0.y) * d.y) / len2;
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let t = t.clamp(0.0, 1.0);
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Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z)
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glam::DVec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z)
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}
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/// Foot of perpendicular from `query` to the line through [p0, p1] (XY plane, unclamped).
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/// Returns `None` if the segment is degenerate.
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fn perp_foot(query: Vec3, p0: Vec3, p1: Vec3) -> Option<Vec3> {
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fn perp_foot(query: glam::DVec3, p0: glam::DVec3, p1: glam::DVec3) -> Option<glam::DVec3> {
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let d = p1 - p0;
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let len2 = d.x * d.x + d.y * d.y;
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if len2 < 1e-12 {
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@@ -886,11 +912,11 @@ fn perp_foot(query: Vec3, p0: Vec3, p1: Vec3) -> Option<Vec3> {
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if t < -1.0 || t > 2.0 {
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return None;
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}
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Some(Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z))
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Some(glam::DVec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z))
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}
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/// XY-plane segment-segment intersection. Returns `None` if parallel or outside.
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fn seg_intersect_xy(a0: Vec3, a1: Vec3, b0: Vec3, b1: Vec3) -> Option<Vec3> {
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fn seg_intersect_xy(a0: glam::DVec3, a1: glam::DVec3, b0: glam::DVec3, b1: glam::DVec3) -> Option<glam::DVec3> {
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let d1x = a1.x - a0.x;
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let d1y = a1.y - a0.y;
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let d2x = b1.x - b0.x;
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@@ -906,7 +932,7 @@ fn seg_intersect_xy(a0: Vec3, a1: Vec3, b0: Vec3, b1: Vec3) -> Option<Vec3> {
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if t < 0.0 || t > 1.0 || s < 0.0 || s > 1.0 {
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return None;
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}
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Some(Vec3::new(a0.x + t * d1x, a0.y + t * d1y, 0.0))
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Some(glam::DVec3::new(a0.x + t * d1x, a0.y + t * d1y, 0.0))
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}
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/// Intersection of two infinite lines in the XY plane, each given by an origin
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@@ -945,14 +971,14 @@ fn seg_intersect_2d(a0: Point, a1: Point, b0: Point, b1: Point) -> Option<(f32,
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/// Snap to the extension of a ray beyond `origin` in `dir` direction.
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/// Returns `None` if the cursor is not near the extension line.
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fn extension_snap(
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cursor_world: Vec3,
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origin: Vec3,
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dir: Vec3,
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cursor_world: glam::DVec3,
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origin: glam::DVec3,
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dir: glam::DVec3,
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view_rot: Mat4,
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eye: glam::DVec3,
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bounds: Rectangle,
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radius_px: f32,
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) -> Option<Vec3> {
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) -> Option<glam::DVec3> {
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let len2 = dir.x * dir.x + dir.y * dir.y;
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if len2 < 1e-12 {
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return None;
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@@ -961,9 +987,9 @@ fn extension_snap(
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if t < 0.05 {
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return None;
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} // only beyond the endpoint
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let world_pt = Vec3::new(origin.x + t * dir.x, origin.y + t * dir.y, origin.z);
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let screen_pt = world_to_screen(world_pt.as_dvec3(), view_rot, eye, bounds);
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let cursor_screen = world_to_screen(cursor_world.as_dvec3(), view_rot, eye, bounds);
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let world_pt = glam::DVec3::new(origin.x + t * dir.x, origin.y + t * dir.y, origin.z);
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let screen_pt = world_to_screen(world_pt, view_rot, eye, bounds);
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let cursor_screen = world_to_screen(cursor_world, view_rot, eye, bounds);
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if dist2(screen_pt, cursor_screen) > radius_px * radius_px {
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return None;
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}
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