Broad pass over the command set: integrate missing commands, wire
previously-unreachable ribbon/menu buttons, and correct name/behaviour
mismatches. Every UI command token now resolves (real handler where the
infrastructure exists, an honest "not yet implemented" status otherwise).
New commands:
- Draw: 3DPOLY, 2D solid (SO/SOLID2D), HELIX, TRACE, SKETCH, DIMCENTER
(DCE/CENTERMARK)
- Modify/inquiry: REVERSE, MEASUREGEOM (MEA), DBLIST
- Data/manage: BASE, OVERKILL (exact-duplicate removal), AUDIT (read-only
integrity report), SETVAR (system-variable get/set), SCRIPT (.scr runner),
FINDNONPURGEABLE
Behaviour fixes:
- LINE and SPLINE gain Close/Undo; AREA computes area/perimeter in f64
(correct at large coordinates)
- ATTEDIT/ATE unified so the alias and the ribbon button open the
interactive editor; -ATTEDIT is the command-line form
- Linear/aligned/radius/diameter dimensions gain a text override (Text) and
text angle (Angle) option
- INSERT gains Scale/Rotate options; COPY gains an Array option
- LINETYPE SET sets the current entity linetype; SETBYLAYER resets overrides
- UNDO accepts a step count
Integrations: standard dimension/block aliases (DLI/DRA/DAN, BMAKE,
EXPORTPDF, DDIM), drafting-aid and screen toggles (GRID/SNAP/POLAR/OSNAP/
DSETTINGS/CLEANSCREEN/QUICKPROPERTIES), viewport tiling
(CASCADE/HORIZONTAL/VERTICAL/VPJOIN), and customization entry points
(CUI/ALIASEDIT).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>
Turn the ribbon Clipboard "Paste" button into a dropdown:
- Paste — existing pick-a-point paste.
- Paste to Original Coordinates — drops the clipboard at its source
coordinates with no prompt.
- Paste as Block — wraps the clipboard contents in a new block definition
and starts an interactive insert (prompts for the drop point, with the
geometry rubber-banding under the cursor).
Also fixes two bugs the new commands exposed:
- entities_centroid summed the NaN separator points wire models carry,
so the paste base point came out NaN; non-finite points are now
skipped. A NaN base previously froze block tessellation outright.
- PASTEORIG added clipboard entities with their original handles
(duplicates on same-document paste); it now goes through
add_entity_clone and merges referenced records like the other pastes.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>
When inserting a block that contains AttributeDefinition entities,
the INSERT command now enters an attribute-filling phase: each attdef
is prompted tag-by-tag (showing its prompt text and default value).
Pressing Enter accepts the default. The completed AttributeEntity list
is embedded in the Insert before committing.
Blocks without attdefs continue to insert immediately as before.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>