Type-as-you-go suggestion popup above the input that filters known
command names by substring (so `LEADER` surfaces both LEADER and
MLEADER). Up / Down navigates the list, Enter dispatches the
highlighted entry, clicking a row dispatches directly. Esc on a
non-empty input clears the buffer instead of escalating to
command-cancel.
The name corpus comes from `inventory::submit!` blocks placed next
to each `CadCommand` impl rather than a hand-maintained static list.
Adding a new interactive command means dropping one `inventory::submit!`
line in its own module file — the autocomplete picks it up at the
next compile. 98 submissions seeded across 60 module files;
`command::all_registered_command_names()` flattens them at runtime.
One-shot dispatch arms in `app/commands.rs` (NEW, OPEN, SAVE, UNDO,
…) don't have a `CadCommand` impl and are therefore absent from
autocomplete by design.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two behaviour changes that bring the command line in line with
established CAD workflow:
1. **Always-on keyboard capture.** The input was blurred whenever no
command was running, so typed letters went nowhere until the user
clicked into the field. Replace the blur with a re-focus on every
command lifecycle transition (cmd_result.rs) and on viewport / tab
/ ribbon clicks (update.rs), focus the input at startup, and add
a global key subscription that catches any unhandled character key
or backspace and routes it into the buffer via two new messages
(CommandAppendChar / CommandBackspace) — so the command line keeps
accumulating keystrokes even if focus parks somewhere not
focusable. Removes the unused blur_cmd_input helper.
2. **Space submits.** Typing a space at the end of the input now
submits the buffer the same way Enter does. Only exception: an
active command that's currently collecting free-form prose
(TEXT / MTEXT / DDEDIT body, ATTDEF prompt / default value,
INSERT attribute value, ATTEDIT cell). Those advertise the new
`CadCommand::wants_text_with_spaces()` flag so the Space character
reaches the buffer as a literal.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Joining the OpenAEC Foundation (open-aec.com). Crate/struct become
OpenCADStudio, user-facing strings use the spaced "Open CAD Studio"
form, repo URLs point to HakanSeven12/open-cad-studio. Logo (window
icon + assets/logo.svg) redrawn with OCS initials. Drop examples/
binaries — unused.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:
1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
arc tessellation ran the whole arc-center computation in f32. With
vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
into the sampled arc points and showed up as visibly wavy / jagged
hatch boundaries on edges that crossed the long axis of the drawing.
Re-run the full bulge → arc math in f64; only cast at the to_xy
call that feeds the (also f64) boundary buffer.
2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
precision when `xz` was at offset-rel WCS magnitude and perp_step
was sub-cm. Move the precision-critical bits out of f32 by keeping
each hatch's anchor in f64 on the model side: `HatchModel` now
carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
vertices are stored as small offsets from it. The GPU vertex shader
adds `origin` back inside the view_proj multiply for clip position
(sub-pixel-lossy at large hatches but invisible); the `xz` varying
that the fragment shader uses for in_polygon + pattern math stays
in hatch-local space at full f32 precision.
For pattern alignment across adjacent hatches with the same family,
the GPU pipeline snaps the anchor to the family's perp/along grid
in f64 before sending it down. Snap uses the same QCAD-PAT
convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
shader's check_family uses — an earlier attempt used the world-frame
`(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
no alignment.
Trade-off: pattern phase is "global modulo per-family-grid" rather
than tied to WCS (0,0). Same hatches still align with each other;
the absolute phase relative to the WCS origin may differ from the
pre-fix behaviour on small drawings.
Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.
The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.
Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.
- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
Viewport-projected wires now clip at pixel level to their viewport boundary.
- WireModel.vp_scissor: Option<[f32; 4]> — paper-space bbox set on projection
- WireGpu.vp_scissor carries it through to the draw loop
- Pipeline.compute_wire_scissors() converts paper→NDC→pixel each frame
- render() calls set_scissor_rect() per wire, reset after viewport group
- INTEGRATION_GAPS.md: Viewport ⚠️ → ✅, all 51 gaps resolved
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
LwPolyline PLINEGEN=0 (DXF default): emit SegmentedLines with NaN
separators between vertex-to-vertex segments; wire_gpu resets
arc-length to 0 after each NaN so linetype pattern restarts per vertex.
PLINEGEN=1: existing Contour path unchanged (continuous pattern).
WireModel gains plinegen field propagated through tessellate pipeline.
Solid3D/Region/Body: call SabReader::read() when parse_sat() returns
None due to binary SAB format (DWG files / newer AutoCAD exports).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add `aabb: [f32; 4]` field to WireModel (world-space 2-D bounding box).
In tessellate_entity() set each wire's AABB from e.as_entity().bounding_box()
via new entity_aabb() helper; Insert sub-entities each get their own AABB.
Preview/interim wires and any entity returning a zero-extent default box get
UNBOUNDED_AABB so they are never pre-rejected.
Replace the chord-sphere heuristic in Snapper::wire_in_range() with a proper
AABB vs snap-circle overlap test. The new check is four scalar comparisons and
correctly handles closed curves (circles, arcs) which the chord-sphere approach
had to special-case.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add HATCHEDIT (HE alias) command. Works on pre-selected hatch or via
entity pick. Accepts text options: P <pattern>, S <scale>, A <angle>.
Enter applies changes; rebuilds hatch entity and GPU model via add_hatch.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- MLSTYLE command: LIST, NEW, SET, DEL subcommands
- Multiline Style Manager dialog: style list, element details (offset,
color, linetype), Set Current / New / Delete buttons
- MLINE/ML command now reads document header.multiline_style to apply
the current style to newly created MLine entities
- MlineCommand.with_style() constructor for style-aware multiline drawing
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Pick vertices, Enter to finish (≥2 pts). Text input while picking:
C / CLOSE → close and commit (≥3 pts)
S <value> → set scale factor (default 1.0)
S alone → prompt for scale then continue
Uses acadrust MLine::from_points / closed_from_points + scale_factor field.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Pick polygon corners, Enter to close. Each edge is subdivided into arc
bumps (bulge = 0.5 ≈ 53° arcs). Result is a closed LwPolyline.
Arc bump length defaults to 1.0 drawing units.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>