`model_wires_for_viewport` previously passed `view_aabb: None` and
`wpp: None` to `tessellate_entity` — the assumption that paper-space
viewports were too small for culling to matter falls over the moment
the document carries 100k+ entities. Each frame re-tessellated the
full model through every floating viewport.
`wires_for_block_culled` grows two optional parameters
(`frozen_layers`, `anno_scale_override`) and now flips its
`world_offset` / `bg` / `anno` selection on `is_model_block` rather
than `current_layout`, so a paper-layout caller asking for the model
block still gets WCS-subtracted coordinates and the right annotation
scale.
`model_wires_for_viewport`:
- derives the viewport's frustum AABB from its (paper-zoom-invariant)
camera + entity aspect — 25 % margin to match `view_world_aabb`,
- derives `wpp` from the on-paper pixel height the viewport currently
occupies, so LOD stubs and zoom-adaptive curve sampling track the
paper-zoom state,
- delegates everything else to `wires_for_block_culled` so block /
layer / frozen-layer / curve-tolerance handling stays in one place.
`model_wires_for_viewport_arc` keys on `(geometry_epoch,
round(screen_height_px))` — sub-pixel jitter still hits the cache,
real paper-zoom steps invalidate. Hit-test / CPU-projection callers
pass `screen_height_px = 0.0` to get the no-LOD (full-fidelity) wire
list in their own cache slot.
Tiled Model panes were all reading from the shared `entity_wires_arc`,
whose tessellation runs `view_world_aabb` / `world_per_pixel` against
the live `Scene::camera`. Zooming the active tile re-built that arc
with the active camera's LOD / frustum cull, then every other tile
rendered from the same arc — content in the inactive panes flickered
between full and LOD-stub tessellations as you zoomed.
- `wires_for_block` now delegates to `wires_for_block_culled`, which
takes `view_aabb` + `wpp` explicitly. The original caller passes
the live-camera values; tile rendering passes its own.
- New `model_tile_wires_arc` builds a per-tile view AABB + wpp from
the tile's camera + pixel rect and caches the result. Cache is
keyed by tile index; the value holds `(geometry_epoch,
camera_state_hash)`, so a stale hit (camera moved, doc changed)
still misses and rebuilds.
- `ViewportInstance` gains `tile_idx` so `viewport_data_for` can route
Model tiles into the per-tile cache without disturbing the paper-
layout content-viewport path (it still uses `model_wires_for_viewport_arc`).
Tiled Model layouts now show the inner edges between panes as 2-px
dividers that act as resize grips: cursor on a divider → resize cue,
press + drag moves the edge (with every tile sharing that edge
updating together), release runs a collapse pass that absorbs any
tile that fell below the viewcube-comfort minimum into the neighbour
with the longest shared contact edge — drag a divider all the way
across to remove a pane.
- Scene grows `model_tile_edges`, `hit_model_tile_edge`,
`move_model_tile_edge`, `collapse_small_model_tiles`. Edges are
derived from the existing `model_tiles` rects (no extra storage).
- App carries a `tile_drag` Option; `ViewportLeftPress` starts it
ahead of tile activation / picking, `ViewportMove` drives the
edge, `ViewportLeftRelease` collapses + clears.
- `SelectionCanvas` draws the dividers and switches the cursor to
`Resizing{Horizontally, Vertically}` over them.
`model_wires_for_viewport` was tessellating with `self.bg_color` (the
model bg), so model content rendered inside a paper-layout viewport
adapted to a dark bg even though the transparent shader now reveals
the PaperCanvas sheet behind it — white wires stayed white on a light
sheet. Pass the paper bg in a paper layout.
Wire cache also needed an explicit invalidation when the bg or the
active layout changes; otherwise the cached, already-adapted wires
were returned against the new bg unchanged.
- BACKGROUND command bumps `geometry_epoch` after both branches
- new `Scene::set_current_layout` setter bumps on actual change; layout
switch + history restore use it
Refactor the per-viewport blit so a content viewport whose screen rect
extends off the canvas composites the correct slice of its MSAA target
to the visible portion of the surface, instead of being slammed against
the canvas corner by an `(f32 as u32)` saturation on the negative
offset.
- blit.wgsl + Pipeline gain a small uniform buffer (`uv_offset` /
`uv_scale`). `Primitive::prepare` computes the per-viewport crop from
`screen_rect`'s on-canvas fraction and writes it via the new
`upload_blit_uv` helper while it still has the `Queue`.
- `Pipeline::render` now takes `vp_size` (full vp — MSAA / camera size)
and `surface_dest` (visible intersection — blit destination) and
reads the crop from the uniform; passes that don't have a non-empty
surface intersection are skipped.
- `Primitive::render` clips the full vp rect against the surface clip
in `i32` and skips empty intersections. The earlier "skip GPU for
inactive off-canvas viewports" workaround in `active_viewports` is
no longer needed.
- ViewCube draws only when its hosting vp is fully on-canvas (its own
pipeline writes directly to the surface and would distort under a
clamped `set_viewport`).
With the GPU path correct for every vp position, drop
`viewport_content_wires` from `paper_canvas_wires` — the inactive
viewport CPU projection was only there to mask the blit bug and was
duplicating the unified shader's output. The hit-test / snap path
(`entity_wires_arc`, `wires_for_block`) still calls
`viewport_content_wires` directly, so picking through inactive
viewports keeps working.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Zooming the paper view in PSPACE grows each floating viewport's screen
rectangle until its edges run past the canvas. The per-viewport blit
computes its surface offset via `(screen_rect.x * cw) as u32`, which
saturates negative values to 0 — so a viewport hanging off the left
edge was being painted at the canvas top-left instead of its actual
position, producing a drifting ghost copy on top of the CPU projection
that PaperCanvas was already drawing correctly clipped.
`active_viewports` for paper now skips the GPU pass for any inactive
content viewport whose screen rect would extend beyond the canvas. The
CPU projection already handles those, so only one (correct) copy is
visible. The active viewport keeps the GPU path so its per-viewport
render mode (Hidden Line, Gouraud, …) still applies.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
A multi-pane Model view (split / VPORTS 2H|2V|4) used to collapse back
to a single tile after save→reopen — only the *Active VPort entry was
written, the rest of model_tiles was discarded.
Each ModelTile now round-trips through a dedicated `*OCS_Tile_<i>` entry
in the VPort table:
- save_model_tiles_to_vports stashes the live camera into the active
tile, removes any previous tile entries, and writes one VPort per
tile (rect via lower_left/upper_right, camera via
view_target/direction/height); the active tile is mirrored to
`*Active` so apps that only read that entry still get a sensible
view.
- restore_model_tiles_from_vports rebuilds the tile list on file open
and selects the active tile by matching the entry whose view_target
equals `*Active`'s, falling back to index 0.
Single-tile configurations and files from other apps skip the tile
entries entirely — restore returns false and the existing *Active /
View-table path runs, so behaviour for non-tiled files is unchanged.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Route every per-frame interaction through the active model tile's screen
rectangle so a tiled VPORTS layout behaves like independent panes while
still sharing one shader widget:
- pick / draw / snap / box+lasso: cursor mapped to tile-local space; the
hover-activates-tile rule on ViewportMove keeps the active tile under
the cursor, so the picked camera matches what the user sees.
- pan: switched to Camera::pan_screen(dx, dy, viewport_height) so the
world-per-pixel rate matches the active tile's height instead of the
full canvas.
- grid: clipped via Frame::with_clip to the active tile rect; world→screen
adds the tile origin so the lines align with the panel.
- UCS icon: origin offset by the tile rect so the gizmo sits in the
active tile's bottom-left corner.
- render-mode picker (+ split buttons) and ViewCube hit-area: positioned
via active_model_tile_bounds with leading Spaces, mirroring the
floating-viewport pattern.
- ViewCube hover: driven by the CursorMoved/ViewportMove handlers into a
new Scene::viewcube_hover cell, so the highlight survives the cube
hit-area overlay masking events from shader::Program::update.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Model space'de VPORTS artık iki aşamalı: bare VPORTS bir yapılandırma
istiyor (SIngle/2H/2V/4), sonraki komut-satırı girdisi düzeni kuruyor
(boş giriş = SINGLE). set_model_tile_layout normalized rect listesiyle
tiled düzeni değiştiriyor:
- SINGLE: tek tam-ekran
- 2H: üst/alt
- 2V: sol/sağ
- 4: 2x2
awaiting_vports app flag'i prompt sonrası girdiyi yakalıyor. Paper-space
VPORTS davranışı değişmedi.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Model layout artık tiled viewport destekliyor. Scene.model_tiles
normalized ekran rect'i + kamera tutan tile listesi; active_viewports
model layout'ta her tile için bir ViewportInstance üretiyor (aktif tile
canlı scene.camera'yı, inaktif tile'lar saklı snapshot'ı kullanıyor).
Render-mode picker'ın yanına iki buton eklendi: ▤ aktif tile'ı yatay
(üst/alt), ▥ dikey (sol/sağ) ikiye böler. split_active_model_tile
bölmeyi yapıyor; her iki yarı aktif kameranın kopyasını alıyor.
set_active_model_tile_at (cursor → aktif tile, kamera swap) ve
reset_model_tiles eklendi ama henüz bağlanmadı — aktif tile cursor
seçimi + pick yönlendirme sonraki adımda.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Birleşik viewport mimarisinin ilk parçası: tek render geçişinde
çizilecek viewport'ları tanımlayan ViewportInstance (handle, ekran
rect, kamera, render mode, aktif) ve bunları üreten active_viewports.
Model layout tek tam-ekran instance, paper layout her content viewport
entity'si için bir instance döndürüyor. Henüz render'a bağlı değil
(additive); mevcut davranış değişmedi.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Paper-space'de bir viewport'a çift tıklanıp aktif hale gelince, model
space'deki gibi sol üst köşede render-mode dropdown'ı ve sağ üst köşede
ViewCube gösteriliyor.
- render_mode_picker helper'a çıkarıldı; model space ve aktif paper
viewport ortak kullanıyor (kod tekrarı yok)
- SetRenderMode artık viewport-aware: aktif viewport varsa o viewport
entity'sinin render_mode'unu, yoksa model-layout tab stilini günceller
(Scene::active_viewport_render_mode getter/setter)
- build_viewport_primitive'e show_viewcube parametresi; aktif viewport
primitive'i ViewCube gizmo'sunu çiziyor
- PaperViewportPane shader::Program artık Message'a özelleşti ve sol
tık ViewCube hit-test'ini bounds-relative yapıp ViewCubeSnap üretiyor
Bilinen sorun: picker/viewcube doğru konumda görünüyor ancak tıklamalar
üstteki viewport_mouse mouse_area katmanına gidiyor; katman sırası bir
sonraki adımda düzeltilecek.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Koordinat girişi artık göreli/mutlak ayrımını destekliyor:
- `@x,y[,z]` → son girilen noktaya göreli (UCS eksenlerinde döndürülür)
- `#x,y[,z]` → her zaman mutlak (DYN durumundan bağımsız)
- ön ek yok → DYN açıksa göreli, kapalıysa mutlak
İlk noktada referans olmadığından göreli giriş mutlağa düşer. Çözülen
WCS noktası last_point olarak saklanıyor, böylece ardışık göreli
girişler zincirleniyor.
parse_coord artık (Vec3, CoordKind) döndürüyor; relative offset için
ucs_rotate_vec eklendi (origin translation olmadan UCS rotasyonu).
UCS ORIGIN komutu prefix'i yok sayıp mutlak kalıyor.
Ayrıca ViewCube snap refactor'undan kalan kullanılmayan kod temizlendi:
angle_close, active_viewport_yaw_pitch, CubeRegion::snap_angles.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
ViewCube tıklaması artık sabit (yaw, pitch) tablosu yerine bir yön
vektörüne (eye direction) snap ediyor. Up vektörü şöyle seçiliyor:
1. Mevcut up alın.
2. ±X / ±Y / ±Z arasından (yeni gaze ile (anti-)paralel olmayanlar)
mevcut up'a en yüksek dot-product veren cardinal axis'i seç.
3. Bu axis'i yeni gaze yönüne dik plane'e projekte et ve up olarak
kullan.
Sonuç:
- Küçük tilt'ler ilgili canonical axis'e snap olarak temizleniyor.
- TOP yukarıda iken TOP-LEFT edge tıklayınca TOP yukarıda kalıyor;
cube edge'e dönüyor ama kullanıcının "yukarı" hissi korunuyor.
- Upside-down orbit edilmişse -Z up olarak seçilir, snap baş aşağı
yapılandırmayı bozmuyor.
CubeRegion::snap_angles ve Camera::snap_to_angles yerini
snap_direction / snap_to_direction aldı.
snap_active_viewport_to_direction viewport'un view_direction'ını
günceller, twist_angle'a dokunmaz.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Yakındayken tessellate edilen 3D entity'ler (Face3D, Solid3D, Mesh,
PolyfaceMesh, PolygonMesh, Body, Region) <5 px eşiğine düştüğünde,
eski tek-çizgili stub'ın z=0 düzlemine indirilmesi yüzünden farklı
bir konumda görünüyordu. Yeni lod_stub_wire_3d entity'nin 3D AABB
kübünü (8 köşe, 12 kenar) çiziyor:
- XY'de entity_aabb local frame'i (world_offset shift edilmiş)
- Z aralığı bbox.min/max.z, world_offset[2] subtract edilmiş
2D entity stub'ı (lod_stub_wire) text fallback'leri ve diğer 2D
geometriler için z=0'da kalıyor.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The same three-arm `match entity { Solid3D | Region | Body }` block
appeared at five callsites — twice in tessellate.rs (point_of_reference,
fallback wires) and three times in scene/mod.rs (mesh tess dispatch,
apply_grip pre/post position).
Add three accessors in entities/solid3d.rs:
point_of_reference(e) → Option<&Vector3>
fallback_wires(e) → Option<&[Wire]>
tessellate_volume(e, color, facet_res) → Option<MeshLodSet>
Callsites shrink from 5–8 lines to one call. The apply_grip path
collapses two parallel pre/post matches plus the entity-list `matches!`
guard.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The same DXF/DWG bulge → (center, radius, sweep) formula was inlined
in six places (hatch outline, polyline tess + truck path, lwpolyline
×4, scene hatch fill, explode bulge_to_arc) — each with subtly
different sweep-direction handling for the bulge sign.
Add `entities::common::BulgeArc { center, radius, start_angle,
end_angle, sweep }` with one `from_bulge(p0, p1, bulge)` constructor
and a `sample(t)` helper. Callsites collapse to a few lines.
Net: -121 lines, one canonical sweep-direction convention shared by
all consumers.
array.rs (the path-along-curve f32 helper) keeps its inline math —
its sign convention is inverted relative to the others and changing
it without exercising the array-path command risks regressing the
output.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Five chunks moved out of the 5965-line scene/mod.rs to live with the
entities they belong to:
- wide_lwpolyline_fills → entities/lwpolyline.rs::wide_fills
- wide_polyline2d_fills → entities/polyline.rs::wide_fills
- polyline_segment_fill → entities/common.rs (shared by both above)
- text_obb_corners_native + text_baseline_points + text_greek_obb_tris
→ entities/text_support.rs (handles Text/MText/Attribute alike)
- append_insert_attribute_wires → entities/insert.rs
Net: scene/mod.rs 5965 → 5404 lines (~560 lines extracted). Three
helpers in scene/render.rs / scene/block_cache.rs widened from
pub(super) to pub(crate) so the relocated functions can still reach
them. scene::entity_aabb also widened for the same reason.
scene::tessellate_entity_dim_text stays put — it's a thin wrapper
around the private tessellate_entity dispatcher and moving it would
require exposing tessellate_entity's full signature across the crate.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The trait isn't deprecating anything — it carries the path entities
take when they're not covered by the truck topology pipeline
(Viewport, Insert, Hatch outline, Ole2Frame). "Fallback" names the
purpose; "Legacy" implied retirement that isn't actually on the
roadmap.
Same rename for LegacyGeometry → FallbackGeometry,
legacy_geometry() → fallback_geometry().
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Each entity's tessellation now lives alongside its definition in
entities/*.rs, attached to the entity type via a local trait:
LegacyTess — Viewport / Insert / Hatch / Ole2Frame
(fallback path for entities not on the truck pipeline)
LeaderTess — Leader
MultiLeaderTess — MultiLeader
DimensionTess — Dimension (carries its dim-only helpers too:
~1700 lines of dim_geometry, dim_text_*, format_*,
tolerance, suppression, etc.)
scene/tessellate.rs keeps only the cross-entity dispatcher plus the
shared dim machinery reused by leader/multileader/dimension
(ArrowKind, DimGeom, append_arrow, arrow_from_block, add_segment,
add_polyline, normalized_or, push_tri, color_or_inherit, entity_z,
offset_snap_pts). Cross-entity arc helpers + aci_to_rgba moved to
scene/tess_util.rs.
scene/tessellate.rs shrinks from ~3300 to 809 lines. Compile clean,
all 9 tests pass.
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]>
Wide LWPolyline/Polyline2D fill bands now sit on the centerline:
- polyline_segment_fill arc center matched explode.rs / acadrust convention
(signed d_perp = r·(1-b²)/(1+b²), handles major arcs correctly)
- per-vertex hw0/hw1 taper applied along arc; tess density 24/circle
- synced_hatch_models subtracts hatch_offset from band boundary so it lives
in the same offset-rel space as the wire tessellation
LWDISPLAY:
- new command `LWDISPLAY [ON|OFF]` toggles header.lineweight_display
- LWT status-bar pill (between ORTHO and POLAR) drives the same flag
- bump_geometry() on change so the viewport re-tess immediately
Co-Authored-By: Claude Opus 4.7 <[email protected]>
acadrust's DWG reader read the wipeout/raster-image clip boundary
points only to advance the bit cursor and then discarded them, so every
wipeout fell back to `Wipeout::new()`'s default placeholder rectangle
(`-0.5..0.5`). For files that store the real polygon mask in clip
vertices (anteen.dwg's `DIMBLOCK` style: u_vector ≈ 643k, size = (1, 1),
clip polygon ~0.0016×0.0033 in pixel space), the wipeout rendered at the
full image bbox — hundreds of thousands of units wide — instead of the
intended ~1000×2000 mask.
Pinned to the new `fix/wipeout-clip-vertices` acadrust branch (carries
the upstream parser fix). On the H7CAD side, the polygon mapping now
follows the DXF convention:
x_off = (clip.x + size.x/2) × u_vec
y_off = (size.y/2 − clip.y) × v_vec (image-Y points down)
…in `wipeout_boundary_2d` (fill), `Wipeout::to_truck` (border line),
and `Wipeout::grips` (vertex handles) so all three stay in sync. The
fill path also explicitly closes the polygon loop — without it the GPU
`in_polygon` ray-cast skipped the v(n-1)→v(0) edge and the solid mask
bled far past the boundary.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Moves the Dimension and Table baked-block paths up into
`tessellate_entity` so sub-Text/MText recurse through the same LOD
ladder (baseline / greek / full) the top-level entities already use,
and routes the synth-dim text path through `tessellate_entity` as well
so files that omit `block_name` (e.g. typical DXFs) also get LOD.
Extends the text-height LOD branch from Text/MText to
AttributeDefinition, AttributeEntity, and Tolerance — the OBB helpers
gained the same coverage so the baseline/greek rect lines up.
When a sub-entity inside a baked dim/table block has ByBlock colour,
the recursive call's resolved colour is replaced with the parent's so
dimension text no longer renders in the raw ByBlock fallback hue.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
AutoCAD bakes a per-instance block with the final, displayed geometry
into Dimension and Table entities (typically *D### / *T###, but custom
names also occur — sample-file-H uses DIMBLOCK*-4NP). The block's text
already encodes DIMTXT * DIMSCALE (or the table's scale factor), so
synthesising the entity from the dim/table style on top of that
double-applies the scale.
When the referenced block exists with content, render it directly:
- Dimension: dim.base.block_name -> block_record
- Table: block_record_handle -> block_record
The synthesis fallback stays in place for files where the block is
missing or empty.
Fixes sample-file-H.dwg dimensions rendering at 60000 instead of 200
(DIMTXT=199.196 * DIMSCALE=304.8).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The greek-LOD text path emits no `points` and only `fill_tris`; the
face3d fill pipeline colours each triangle with `wire.color`. We were
storing the entity's own colour there, so selecting a text and then
zooming past the LOD boundary kept the wire.selected flag but the
on-screen colour dropped back to the entity hue.
Swap `wire.color` to `WireModel::SELECTED` when `selected` is set, the
same way `lod_stub_wire` already does it.
Follow-up to #19.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The stub wires emitted at low LOD carried wire.selected = true but
stored the entity's own colour, so the actual on-screen pixel kept
the entity hue. Selecting an object and then zooming past the LOD
boundary made the highlight vanish even though the entity was still
in the selection set.
Swap to WireModel::SELECTED at construction time, matching what
tessellate.rs does for full-LOD wires.
Follow-up to #19.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
At deep zoom-out, entities that projected to under ~5 px were dropped
from the scene entirely (and text below 2 px-baseline followed the
same path). The objects disappeared visually AND fell out of
window / crossing selection, and any prior selection highlight stopped
rendering once the zoom transition crossed the LOD threshold. #19.
Two changes:
1. `tessellate_entity`: replace the sub-5-px `return vec![]` cull, the
sub-2-px text-baseline `return vec![]`, and the empty-greek fall-out
with a new `lod_stub_wire` helper. The stub is a 2-point AABB
diagonal carrying the same `selected` flag, ACI, and AABB as the
entity — so the entity stays visible as a 1-pixel speck, tracks its
highlight colour across LOD changes, and remains hit-test'able.
2. `box_hit` / `poly_hit`: when a wire has no `points` but a finite
`aabb` (greek text emits only fill_tris), fall back to the AABB
rectangle as the hit-test shape. Defense in depth so future fill-
only wires don't silently drop out of selection.
Closes#19
Co-Authored-By: Claude Opus 4.7 <[email protected]>
ACIS-bearing entities tessellated with a hard-coded LOD ladder
(circ_segs / grid_u / grid_v) so a high-detail drawing produced the
same coarse mesh as a low-detail one. Multiply the per-LOD counts by
`header.facet_resolution` (FACETRES), clamped to AutoCAD's
documented [0.01, 10.0] range with a floor of 4 segments to keep
degenerate values harmless.
All four call sites (build_caches, commit_entity mesh seed, undo/redo
populate_meshes_from_document, and the helper signatures themselves)
take a FACETRES argument now.
ISOLINES / surface_u_density / surface_v_density and the
camera / sun / geo header fields stay metadata until matching render
work lands.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
When a fresh document hasn't tessellated yet (no wire AABB cache,
no per-entity key vertices found), compute_model_space_extents()
returned None, so ZOOM EXTENTS / auto_fit_viewport had to wait for
the next pass before they could fit. Use the header's saved
model_space_extents_min/max as a last-resort answer so the very first
ZOOM EXTENTS / fit-all after open lands on the drawing immediately.
LIMMIN/LIMMAX and INSBASE remain read-only metadata for now — they
need a bounded-grid mode (LIMMIN/LIMMAX) and a "save as block" anchor
(INSBASE) before they map onto a visible behaviour.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Header system variables that change how the file renders were being
ignored. Wire them through the render path:
- PDMODE + PDSIZE: Point entities draw the requested glyph shape
(dot / + / × / | with optional enclosing circle and square) sized by
PDSIZE. Default PDMODE 0 keeps the single-vertex fast path.
- ATTMODE: INSERT attribute rendering now respects 0=Off (no attribs),
1=Normal (per-attrib invisible flag), 2=On (force all visible).
- FILLMODE: when false, hatch / wipeout / face3d-fill uploads are
short-circuited so the renderer draws wireframe only.
- LWDISPLAY: when false every entity falls back to the 1-pixel base
width, matching AutoCAD's "Show Lineweight" toggle.
- MIRRTEXT: when false, MIRROR keeps text / mtext / shape rotation +
oblique angle (so text stays right-reading) while still mirroring
position.
DISPSILH / PLINEGEN were also reviewed: render path already honours
the per-polyline plinegen bit and we don't yet render Solid3D
silhouettes, so the header values are read for round-trip but produce
no extra effect here.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Inserting a block with attributes (ATTRIB entities attached to the
INSERT) drew only the block's primary geometry — the attribute values
the user filled in were silently dropped. block_cache::expand_insert
walks the block's BlockRecord which lists the ATTDEF templates, not the
per-INSERT ATTRIB instances, so they were never tessellated.
Add append_insert_attribute_wires: after expanding the block sub-wires,
iterate ins.attributes, skip the entries flagged invisible, and emit a
text wire for each at its stored WCS position. The wire's name reuses
the parent INSERT handle so selection / picking still treats the block
and its attribute text as one entity. Runs on both the block-cache
fast path and the legacy explode fallback.
Closes#20
Co-Authored-By: Claude Opus 4.7 <[email protected]>
`viewport_content_wires` cloned model-space tessellations and overwrote
`points` with paper-space projections (× scale) but left `pattern_length`
and `pattern` at their model-coord values (pre-multiplied by PSLTSCALE's
1/vp_scale). The GPU then compared a paper-coord distance against a
model-coord pattern, so dashed linetypes in viewport content collapsed to
solid (a typical 9 mm paper line fell inside the first 180 mm dash).
Multiply the projected wire's pattern by the same vp scale used for the
points. Works for both PSLTSCALE on (paper-uniform dashes) and off
(dashes shrink with viewport scale).
Adds two diagnostic examples used to track this down:
- inspect_lt: which layers/entities carry dashed linetypes
- inspect_block: enumerate entities + linetypes inside a named block
Phase 2.1's wire path was silently dropping any entity whose
`bounding_box()` returns the degenerate default (or non-finite
coords). The legacy `entity_aabb` mapped those to the
`UNBOUNDED_AABB` sentinel, which `tessellate_entity` treated as
"render unconditionally". The new path filtered them at index time
(no bbox → no quadtree entry) AND `is_unindexable_entity` only
matched type variants (Insert/Viewport/Block/BlockEnd), so those
entities fell through neither path.
Symptom: opening a non-UTM file showed the floor plan with most
walls / dimensions / hatching dropped while isolated entities (text,
circles) still rendered.
Fix: `Scene::entity_index()` now returns an `EntityIndex` carrying
both the quadtree and a parallel `unbounded_handles: Vec<Handle>` of
entities whose bbox came back degenerate. The wire path always emits
that list in addition to the view-rect candidates, mirroring the
legacy "no bbox → never cull" behaviour.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The Phase 2.1 step-4 attempt at culling hatches inside
`synced_hatch_models` was wrong: GPU hatch/wipeout buffers are
uploaded on geometry_epoch only (see render.rs — they're "static
buffers"), so any CPU-side cull at build time would freeze the
visible set at the geometry epoch boundary and never re-evaluate on
pan. Reverted that approach; the build-time function now returns the
full visible set again and the cache key is back to geometry_epoch.
The actual per-frame frustum cull moves into the existing draw-time
skip-flag machinery:
- `compute_hatch_lod` now also folds in `aabb_offscreen` (ORed with
the existing Phase 3.3 sub-pixel skip), so out-of-view hatches are
skipped at the draw call.
- New `compute_wipeout_lod` + `wipeout_skip_flags` mirror the hatch
path. The wipeout draw loop honors the flag.
- `Primitive::prepare` calls the new compute step alongside the rest.
Per-frame projection + skip is a few hundred microseconds on dense
docs; far cheaper than re-uploading GPU buffers per pan tick.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The Phase 2.1 step-4 change made `synced_hatch_models` and
`wipeout_models` view-cull through `entity_index().query_rect`, but
left both caches keyed on `geometry_epoch` alone. Cache hit would
return a list culled to a previous camera's view, dropping hatches as
the user panned. Now keyed by `(geometry_epoch, camera_generation)`
— same pattern as `wire_cache`.
`image_cache` stays geometry-only: images self-cull per frame via
`vp_scissor` in the GPU pipeline; the cached list is camera-agnostic.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
`synced_hatch_models` and `wipeout_models` now pre-filter their
per-entity scans through `entity_index().query_rect(view)` when a
Model-layout view AABB is available. Affects:
- Top-level hatch HashMap iteration (the dominant cost — clone +
render_style + selection tint per hatch).
- Wide LWPolyline / Polyline2D solid-fill loop.
- Wipeout entity scan.
The Insert→exploded-hatch loop is left alone; Insert is not
quadtree-indexed (its WCS bbox depends on block defn × insert
transform, handled inside block_cache).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
`wires_for_block` now drives candidate selection from the quadtree
when a Model-layout view AABB is available — `query_rect` replaces
the O(N) `doc.entities().filter(...)` scan. Visibility predicate is
hoisted into a closure and reused for the quadtree-candidate path
and the unindexable-entity append (Insert/Viewport).
Paper space and the pre-fit first-frame settle path keep the
original full-scan behaviour (no view AABB → no cull). Per-entity
LOD + frustum checks inside `tessellate_entity` stay in place; the
quadtree is purely a candidate reducer so culling correctness still
funnels through one place.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Adds `entity_index_cache: RefCell<Option<(u64, QuadTree)>>` and an
accessor that lazily (re)builds on geometry_epoch change. Skips
`Insert`/`Viewport`/`Block`/`BlockEnd` and entities whose
`bounding_box()` is degenerate or non-finite — those callers must
iterate separately. Root bounds derived from the union of indexed
entity AABBs with a 1% margin, so the tree is always tight.
Still unused; consumers wired in upcoming steps. Cargo emits dead-code
warnings for the helpers; they evaporate when the wire/hatch paths
switch to `query_rect`.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Standalone data structure — no consumers yet. Flat-vector node
storage, leaf capacity 32 / max depth 16, O(1) remove/update via
handle locator map, out-of-root items kept in an overflow list that
surfaces on every query.
Foundation for replacing the O(N) entity scan in the wire tessellation
path (scene/mod.rs:1232) with a query_rect call.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Three changes to make paper-space viewports render correctly on
UTM-scale drawings whose viewports were saved with default
view_target=(0, 0, 0) and a view_center pointing at empty WCS:
1. **Auto-fit fallback.** When the saved view's WCS rect doesn't
overlap the IQR-bounded content cluster (`world_offset ±
local_extent_max`), override `view_center` with `world_offset` and
recompute `view_height` to fit the cluster into the paper viewport.
Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized
viewports; without it those viewports rendered blank.
2. **f64 projection inner loop.** The previous f32 path computed
`(wire_offset_rel - target_offset_rel).dot(view_right) -
view_center` by subtracting values at ~5e6 magnitude (f32 ULP
~0.5 m) to land on a small paper offset. The cancellation produced
centimetre-scale jitter on paper output even when the model was
clean. Reconstruct the wire WCS coord, subtract the display center,
and dot-project in f64; cast to f32 only at the final paper
position where magnitudes are bounded by the viewport rect.
3. **examples/inspect_viewports.rs** — diagnostic that dumps every
viewport's saved view fields (view_target, view_center, view_height
vs paper height, custom_scale, status flags) plus drawing-level
insertion_units and model-space extents. Used to verify that
acadrust's DWG reader reads view_height correctly; the
`view_height == vp.height` patterns observed on real files turn out
to be genuine "default 1:1" file content rather than a reader bug
(a round-trip test through DwgWriter / DwgReader survives all
per-viewport values).
Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/
expose-blockrecord-is-loaded` (a stale branch with the abandoned
is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main
now carries the layout paper-dimensions and mirrored-arc fixes that
this branch used to add — plus PR #20's DXF reading fixes that the
old branch was missing.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two related click bugs:
1. `point_in_polygon` treated NaN points (the path separators used by
multi-path hatches with islands / holes) as regular vertices,
producing spurious closing edges between sub-paths. The cursor
inside a real hatch failed the test → the click iterator moved on
to the NEXT hatch in HashMap order and silently returned the wrong
one. Rewrite the ray-cast to reset the previous-vertex / path-start
state at every NaN, so each sub-path closes against its own first
vertex and contributes its parity flip correctly.
2. Clicking on a hatch *inside* a block was either missing entirely
(after the visible_hatches_for_click filter) or returning the
block-defn source hatch handle (misleading — that handle isn't the
thing the user sees). AutoCAD selects the parent Insert when a
sub-entity of a block is clicked. Add `Scene::insert_hatches_for_click`
which walks the same explode path `synced_hatch_models` uses and
tags every exploded sub-hatch with its parent Insert handle, plus
`hit_test::click_hit_insert_hatch` which iterates that list. The
click resolver now tries wire → MSPACE hatch → insert-internal hatch
in order, so clicking on a block-internal hatch selects the Insert.
Box / lasso select paths are unchanged — wire hit-test already picks
up Inserts, and dragging a box over block-internal hatches is rare
enough not to need its own resolution path yet.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Block-internal hatches with spline boundaries (common from
AutoCAD-style fillet / curve cuts) rendered with hollow / partially-
filled interiors. Two bugs combined to wreck the in_polygon test:
1. `SplineEdge::control_points` is `Vec<Vector3>` where `.z` is the
RATIONAL WEIGHT, not a Z coordinate. The legacy code stuffed
`Point3::new(p.x, p.y, 0.0)` into a plain BSplineCurve, throwing
the weight away. For the typical NURBS boundary AutoCAD emits this
completely distorts the curve — the fill polygon ends up far from
the visible spline edge and many interior pixels fail the ray-cast.
2. Sampling was a fixed 16 segments regardless of curve length /
curvature. A long meandering boundary was approximated by a few
chords that cut through the interior; pixels inside the true curve
but outside the chord polygon failed in_polygon and stayed blank.
Replace both: build a NurbsCurve<Vector4> when `spline.rational`
(packing `(x*w, y*w, 0, w)`), otherwise a plain BSplineCurve, then
sample via truck's adaptive `parameter_division` at the same
`fill_chord_tol` the arc / bulge paths use. Fallback when the knot
vector is bad now prefers `fit_points` (which lie on the curve) over
`control_points` (whose polygon is a convex-hull silhouette of the
curve — visibly wrong).
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]>
The shared `arc_segments` helper now takes (radius, span, chord_tol) so
each call site can pick its own tolerance:
* Hatch fill polygon (built at load / on edit, never re-tessellated)
uses `fill_chord_tol(r) = max(0.001*r, 1µm)` — fixed high quality so
zoom-in stays sharp without rebuilding the boundary.
* Hatch wire outline (rebuilt every frame inside the render scope) uses
`wire_chord_tol(r) = min(scene_override, fill_chord_tol(r))` —
reads the per-frame `truck_tess::set_curve_tol_override` (the Scene
already sets it to `world_per_pixel × 0.5` for Phase 3.2 wires) so
far-out boundary arcs collapse to a handful of segments at low zoom
while staying at least as sharp as the underlying fill at high zoom.
Same arc_segments switch applied to the legacy 16-segments-per-circle
formula in `hatch_model_from_dxf`'s polyline-bulge tessellation, so
fill boundaries with bulged polylines also gain the proper chord-error
target.
Also expose `truck_tess::current_curve_tol` (pub(crate)) and add
`active_curve_tol()` returning Option so the new wire path can
distinguish "scene override active" from "load-time, no zoom info".
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Hatch boundary CircularArc / EllipticArc tessellation had two bugs that
showed up as polygonal-looking arc edges and, on certain arcs, edges
that drew the long way around the seam:
1. Fixed 32 segments per full circle gave ~5 mm chord-height error at
r = 1 m, visibly polygonal at typical hatch radii. Replace with an
adaptive count targeting ~0.1% chord error (≈ 5° max step), floor 8,
cap 256.
2. The `(TAU - sa, TAU - ea)` flip for CW arcs was direction-correct
for non-wrap inputs but silently went the long way around whenever
the short path crossed the 0 / 2π seam (e.g. a CCW arc from 3π/2 to
π/2 should sweep east through 0; the old code swept west through π).
Replace with `arc_signed_span` which derives a signed span that wraps
through 2π in the correct direction.
Shared helpers (`arc_signed_span`, `arc_segments`) live in
`scene/tessellate.rs` and feed both the hatch fill boundary builder
(`scene/mod.rs::hatch_model_from_dxf`) and the legacy wire fallback
(`scene/tessellate.rs::legacy_geometry`). Same fix applied to the
EllipticArc paths in both. Dropped the unused module-level `TAU`
constant the old code carried.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
* io/xref.rs — replaced the 7-line "BlockRecord::is_loaded turned out to
be unreliable" rationale with a one-liner. The reverted experiment
lives in git history (e88a946, 0996b75).
* refedit::RefEditSession.insert_handle — set at construction but never
read; the "kept for future REFCLOSE DISCARD" TODO can come back via
git history when that feature lands.
* scene::mod — dropped the placeholder MeshModel re-export; nothing
outside `mesh_model` consumes the bare name and MeshLodSet is the
pipeline-facing type now.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
* helpers::wcs_to_ucs — UCS inverse transform with zero call sites.
* scene::Scene::compute_and_set_world_offset — never called; the load
path uses the free function `compute_world_offset` directly.
* tessellate::tessellate_mesh — never called; mesh tessellation goes
through `solid3d_tess`, not the truck Shell/Solid path.
* truck_tess::tess_to_mesh_model — orphaned with tessellate_mesh's
removal.
* MeshModel::WHITE / MeshModel::SELECTED — only used by the removed
tessellate_mesh.
* xattach::Step::FilePath variant — never constructed; XATTACH always
enters through `with_path` after the file picker. Replaced the Step
enum + prefilled_path field with flat `path` / `block_name` fields
and dropped the unreachable text-input flow.
Co-Authored-By: Claude Opus 4.7 <[email protected]>