Commit Graph
218 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 f6b894813e fix(zoom): fit 3D solids in ZOOM EXTENTS (fit_all)
ZOOM EXTENTS routes through fit_all, which built its bounds from the
wire set and returned early when there were none. A drawing of only 3D
solids has no wires, so ZOOM EXTENTS did nothing. Collect the
layout's mesh AABBs alongside the wires, keep going when only meshes
exist, and fold them into the fitted bounds.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-12 00:42:50 +03:00
Hakan SevenandClaude Opus 4.8 8eeb155bfe fix(zoom): include 3D solid meshes in model-space extents
ZOOM EXTENTS / auto-fit derived the drawing bounds from wire AABBs and
tessellated key-vertices only. 3D solids (Solid3D/Region/Body) render as
meshes with an empty wire path, so they contributed nothing and a
drawing containing only solids zoomed to nothing. Fold each mesh's
offset-relative XY AABB into the extents on both the wire-cache and
tessellate-fallback paths.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-12 00:09:05 +03:00
Hakan SevenandClaude Opus 4.8 28a30de15d fix(wipeout): close rectangular fill loop so the mask stops bleeding
The GPU in_polygon ray-cast walks sequential boundary pairs and never
wraps last→first, so it needs an explicit closing vertex. The polygon
fill branch already appends one, but the rectangular branch returned a
bare 4-corner quad — the v3→v0 (left) edge went untested and the solid
mask bled past the boundary. Newly created wipeouts take this branch,
so the fill rendered wider than the clicked box while the border/grips
(drawn as wires) stayed correct. Repeat corner 0 to close the loop.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-11 18:10:47 +03:00
Hakan SevenandClaude Opus 4.8 ed29933d87 fix(hover): drop the geometry-only pick cache — it served stale culled wires
hit_test_wires got a cache keyed on geometry_epoch alone (462d9b4), but
the underlying wire set IS view-culled (wires_for_block culls to
view_world_aabb). After zoom-in + edit, the cache pinned the set culled
to that close-up view; zooming back out, blocks that had been off-screen
were missing from the pick set, so hover/selection stopped working on
them until the next geometry change.

Revert to the camera-keyed entity_wires_arc for picking — it re-culls
when the view changes. The actual 0.5.1 hover regression fix (hatch
rebuild/re-upload on rollover) stays.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-10 23:41:51 +03:00
Hakan SevenandClaude Opus 4.8 462d9b4b66 perf(hover): don't rebuild/re-upload hatches on every rollover (0.5.1 regr)
Selected hatches carry a tint (#71), so 0.5.1 keyed both the hatch model
cache and the static GPU buffer re-upload on `selection_generation`. But
that counter also bumps on hover, so moving the cursor over a new entity
rebuilt EVERY hatch model and re-uploaded the hatch + face3d buffers each
time — the large-file hover stutter introduced between 0.5.0 and 0.5.1.

The hatch tint depends only on the *selected set*, never on hover. Key
both on an order-independent signature of `selected` instead, so a
rollover keeps the caches warm; an actual select/deselect still rebuilds.

Also cache the picking wire set on `geometry_epoch` alone (separate from
the camera-keyed render cache) so a pan/zoom no longer re-tessellates the
whole un-culled model on the next mouse move.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-10 21:20:45 +03:00
Hakan SevenandClaude Opus 4.8 6b4272521c fix(hatch): deselect refresh, boundary offset, fill-click
Three hatch fixes:

- Selected hatches are tinted, but the hatch model cache and GPU upload
  were keyed only on geometry_epoch, so Esc cleared the selection set
  without repainting — the hatch stayed blue (#71). Key both on
  selection_generation too.

- add_hatch stored the boundary entity in local render space, so the
  boundary wire re-projected `world_offset` away from the fill on
  offset (large-coordinate) drawings. Build it in WCS.

- Clicking a hatch only selected it on its boundary wire, not its fill.
  Two causes: visible_hatches_for_click used a narrower block-visibility
  test than the render path (fill drawn but not clickable), and
  point_in_polygon closed every NaN sub-path — degrading the explicit
  2-point edge encoding of a boundary into zero-area loops. Mirror the
  render's visibility test and only auto-close sub-paths of >=3 verts.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-09 22:47:48 +03:00
Hakan SevenandClaude Opus 4.8 99b7ab1176 perf(scene): incremental tessellation for MOVE / COPY / ERASE
Extends the Phase 2.2 per-entity memo to the common modify commands, which
still did a full bump_geometry (whole-model re-tess + block rebuild):

- transform_entities (MOVE / ROTATE / SCALE / MIRROR) marks each
  transformed handle dirty, then bump_geometry_no_blocks;
- erase_entities drops the deleted handles from the memo and
  bump_geometry_no_blocks;
- copy_entities' new handles are natural memo misses, so just
  bump_geometry_no_blocks.

All three are top-level operations (including on inserts) that can't change
a block definition, so keeping the block cache is sound. Each now
re-tessellates only the touched entities and reuses the memoized wires for
the rest, matching the grip / line-commit path.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 16:16:44 +03:00
Hakan SevenandClaude Opus 4.8 eb89717b47 perf(scene): per-entity tessellation memo for the render path
Phase 2.2. wires_for_block_culled re-tessellated every visible entity on
any geometry bump, so a single-entity edit cost a full model re-tess
(~30ms baseline after the block_epoch fix).

Add a per-entity memo (tess_memo: Handle -> Arc<Vec<WireModel>>) on the
culled Model render path. It's guarded by a hash of the tessellation
parameters (tol / view / anno / world_offset / bg / entered viewport); a
mismatch (zoom, layout switch) clears it. The render path now classifies
the visible set against the memo, materializes hits and tessellates only
the misses in parallel, then stores the misses back.

- bump_geometry clears the memo (structural change — safe default);
- incremental edits drop just the changed handle via mark_entity_dirty
  and bump with bump_geometry_no_blocks: line commit (new handle is a
  natural miss) and grip commit / Esc-cancel (mark the dragged handle).

The hit-test (view_aabb == None), paper and per-viewport paths bypass the
memo so their differing cull parameters don't thrash it. A single-entity
edit now skips the per-entity geometry math for the entire unchanged set;
the Vec assembly + batched-buffer upload stay O(N).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 15:46:31 +03:00
Hakan SevenandClaude Opus 4.8 3b2f8431a3 perf(scene): keep block cache across non-block edits
The block-definition tessellation cache (BlockCache::build — every block
defn) was keyed on geometry_epoch, so every edit rebuilt all block defns.
On a block-heavy drawing that turned the ~30ms visible-wire re-tess into a
~400ms spike at line-commit, grip first-move and grip release.

Key the block cache on a separate block_epoch. bump_geometry bumps both
geometry_epoch and block_epoch (safe default — xref, block create,
explode, REFCLOSE, undo, open all keep rebuilding blocks). Operations that
provably can't change a block definition now call bump_geometry_no_blocks,
which bumps only geometry_epoch so the visible wires re-tessellate against
the reused block cache:

- add_entity for a non-Insert/Block entity (line, arc, text, hatch, …) —
  scene.add_entity only ever routes to model/paper space, never block
  content;
- grip drag hide / commit / Esc-cancel — moving a top-level entity or an
  insert never edits a block defn.

Line-commit and grip start/end drop from ~400ms to the ~30ms baseline.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 15:24:02 +03:00
Hakan SevenandClaude Opus 4.8 8df9bef6f8 perf(scene): grip drag previews the entity instead of re-tessellating
Phase 2.2 (partial). Dragging an entity's grip called scene.apply_grip on
every mouse move, which bumped geometry and re-tessellated the whole model
per move (plus an O(N) clone of every wire to exclude the edited one from
snapping). On a large drawing that's the 30ms->400ms spike, per frame, for
the duration of the drag.

apply_grip no longer bumps. The drag flow now:
- first move: hide the edited entity from the base tessellation (one
  re-tess) and record it in grip_preview_handle;
- each move: apply the grip to the doc (no bump) and show the entity as a
  one-entity overlay preview (set_preview_wires) — the base is a cache hit;
- commit on release / Esc: un-hide, drop the preview, one final re-tess.

Because the edited entity is hidden, it's already absent from
hit_test_wires, so snapping runs against the cached set directly — no
per-move clone and no self-snap. Two re-tessellations per drag instead of
one per move.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 10:33:08 +03:00
Hakan SevenandClaude Opus 4.8 ccb9bb832d perf(scene): stop re-tessellating on preview/interim overlay updates
Phase 2.2 (partial). set_preview_wires / clear_preview_wire /
set_interim_wire called bump_geometry, so every rubber-band frame of a
drawing command invalidated the wire cache and re-tessellated the whole
model — the same 30ms->400ms spike as selection, but while drawing.

Preview / interim wires are an overlay appended to the cached base wire
set in build_primitive; they are not part of the tessellation cache, so
they no longer bump geometry. The base model-tile tessellation stays a
cache hit (static camera, no geometry bump), and the overlay still forces
a GPU wire re-upload through the has_overlay content-id path. Real commits
(commit_entity / transform / copy) bump geometry on their own, so finished
edits and preview-clear still render correctly. Snap/hit-test via
entity_wires_arc also stops re-tessellating per preview frame.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 10:21:32 +03:00
Hakan SevenandClaude Opus 4.8 ff9f49511b perf(scene): decouple selection from wire tessellation
Picking an entity called bump_geometry, which invalidated the wire cache
and re-tessellated the entire model just to repaint one entity — 30ms to
400ms on a large drawing (visible as a tess-ms spike on the PERF HUD).

Selection highlight is no longer baked into tessellation. wires_for_block_
culled now feeds tessellate_entity an empty selection set, so wires are
always base-coloured and the wire cache is selection-independent. The
highlight is applied in the GPU xray overlay: prepare filters the cached
wires by the live `selected ∪ hover` handle set, recolours them to
WireModel::SELECTED, and batches them — rebuilt only when a new
selection_generation (or the underlying wire content) changes.

Pure select / deselect / hover paths now call bump_selection instead of
bump_geometry, so a pick refreshes just the overlay — no re-tessellation,
no main wire re-upload (geometry_epoch and wire_content_id are unchanged).
Geometry edits, undo and file-open still bump_geometry and rebuild
everything. Grips/properties refresh through their existing app paths.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 10:04:22 +03:00
Hakan SevenandClaude Opus 4.8 65eba3887a perf(scene): memoize Face3D wire split across frames
build_primitive ran split_face3d_wires every frame — for each wire a
string-parse + document handle lookup + clone, to separate Face3D wires
from the rest — even when a pan had just reused the tessellation. The
split is content-only, so memoize it by the Model-tile wire content id:
a pan-reuse (same id) reuses the split, and the common no-overlay frame
returns the cached `other` Arc with zero clone. Preview/interim frames
clone once to append. Non-tile paths split inline as before.

Completes the cheap-pan path: a pure pan now reuses the CPU
tessellation, the Face3D split, and the GPU wire upload — only the
view_proj uniform and per-frame scissors recompute.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 09:23:52 +03:00
Hakan SevenandClaude Opus 4.8 0f40cfa054 perf(scene): skip wire GPU re-upload when only the camera moved
Phase 3.2 (wire pan path). Wire vertex buffers are world-space, so a
camera move changes only the view_proj uniform (uploaded every frame),
never the wire data — yet upload_wires re-ran on every camera_generation
tick, re-packing vertices and re-writing the GPU buffer on each pan.

Stamp every Model-tile re-tessellation with a monotonic content id
(WIRE_CONTENT_GEN), reused when a pan reuses the tessellation. The
pipeline records the resident buffer's id and skips upload_wires when the
incoming id matches. The gate is pulled out of the (epoch, camera_gen)
block so a preview/interim wire change still uploads even with a static
camera; non-tile paths and overlay frames force a fresh id, preserving
current behaviour. Monotonic id sidesteps the ABA hazard a freed/realloc'd
Arc pointer would carry.

Pairs with the pan tessellation reuse: a pan now skips both the CPU
re-tessellation and the GPU wire upload.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 09:16:44 +03:00
Hakan SevenandClaude Opus 4.8 d74cb891f9 perf(scene): reuse model-tile tessellation across pure pans
Phase 3.1 (partial — pan). The Model-tile wire cache keyed on the exact
camera hash, so every pan re-tessellated the whole tile even though pan
changes neither the curve tol nor the culled set (beyond a shift). Re-key
on (geometry_epoch, pan_invariant_hash, tessellated_region):

- pan_invariant_hash covers rotation + wpp (tol) but excludes the pan
  target, so a pure pan keeps it stable;
- the wires were culled to a 1.25x-margin region, recorded with the entry;
- a hit now also requires the tile's current visible rect to still fit
  inside that region, guaranteeing every on-screen wire is present.

Result: panning within the existing margin reuses the tessellation (tess
ms -> ~0 on the PERF HUD) with no missing geometry. Zoom, orbit and edits
change the signature/epoch and rebuild as before; the cull margin is
unchanged so miss cost — and zoom behaviour — is identical. GPU still
re-uploads per camera_generation (diff upload is Phase 3.2).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 09:06:12 +03:00
Hakan SevenandClaude Opus 4.8 9b112ce12c feat(scene): PERF frame-budget HUD for wire re-tessellation cost
Phase 5.3 (CPU tessellation slice). Add a `PERF` command that toggles an
overlay on the active viewport showing the cost of the most recent wire
re-tessellation: ms, wire count, geometry epoch. Anchored top-left via
position_canvas_overlay.

Timing is captured at the wire-cache miss paths (model_tile_wires_arc,
paper_sheet_wires_arc) and stored in Cells on Scene, read directly by the
UI view (Scene is single-threaded / Rc-based, so build_primitive and view
share a thread). Reads ~0 ms on a warm cache, so it isolates the exact
work a miss costs — the slice 2.2 / 3.1 / 3.3 each move, making them
PR-to-PR comparable.

GPU upload/draw/GPU-wait spans (need wgpu timestamp queries) remain open.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 01:07:17 +03:00
Hakan SevenandClaude Opus 4.8 7111922852 perf(scene): skip re-tessellation on hover of selected entity
Phase 3.1 (partial). set_hover_highlight bumped the geometry epoch on
every hover-target change, forcing a full model re-tessellation. The
hover handle is folded into the tessellation highlight set as
selected ∪ {hover}, so hovering an already-selected entity contributes
nothing — the effective set and every resulting WireModel are identical.
Guard the bump on the effective highlight contribution actually changing;
hovering over or between selected entities is now free. The field is
still updated so hit-test / UI state stays current.

The full camera/selection-from-tessellation cache split (3.1 / 2.2) is
left open: highlight colour is baked into WireModel.color across several
tessellation sites, so decoupling it needs running-app verification.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 00:58:35 +03:00
Hakan SevenandClaude Opus 4.8 997538a67a feat(io): open-time breakdown log
Phase 5.2. Time each open phase — parse, purge, derived-cache build on
the loader thread, plus xref resolve on the UI thread — and emit a
breakdown line on open completion:

  parse 1240ms · purge 80ms · caches 340ms · xref 60ms · total 1820ms

Makes open-time regressions (and the wins from 1.1 / 2.4) visible at a
glance. Timings ride back on DerivedCaches; total is wall time from the
Open click to post-xref.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 00:41:46 +03:00
Hakan SevenandClaude Opus 4.8 70702d063f perf(hash): swap std HashMap/HashSet for rustc-hash FxHash
Phase 4.1. Handle / u64 keys dominate the hot maps (block_defn,
hatch / image / mesh caches, draw-depth map, viewport wire caches);
the default SipHash is wasted work on integer keys. Alias the std
types to rustc_hash::FxHashMap / FxHashSet crate-wide so every map and
set — including the cross-module draw-depth map shared between scene
and the GPU pipelines — uses the faster hasher consistently.

Mechanical: no behavioural change. Constructors moved from ::new() to
::default() (Fx variants carry no RandomState). Build + 13 tests green.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 00:35:53 +03:00
Hakan SevenandClaude Opus 4.8 3098523b8d perf(io,scene): drop redundant purge walk, fuse world-offset scan
Phase 1.1: resolve_xrefs now purges corrupt entities inline as it
merges each xref and returns the dropped count, removing the second
full-document purge_corrupt_entities walk in the FileOpened handler.
Every xref-bearing open saves one O(N) entities() pass.

Phase 2.4: split compute_world_offset into offset_prep / offset_centroid
/ world_offset_from_centers; centroid accumulation now rides the existing
cache-handle walk in build_derived_caches. Two O(N) entity walks collapse
into one, with identical MSPACE-membership filtering preserved.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 00:32:39 +03:00
Hakan SevenandClaude Opus 4.8 a9228b9021 feat(statusbar): highlight cycling-list object on row hover
Add a scene hover_highlight handle that renders an entity with the
selection colour without joining the real selection. The cycling list
box sets it on row enter / clears on exit, so hovering a row glows the
matching object in the drawing.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-05 00:00:52 +03:00
Hakan SevenandClaude Opus 4.8 f7eac09b55 feat(statusbar): selection filtering by object type (FILTER pill)
Add a per-type selection filter to the scene: the FILTER pill opens a
checklist of the entity types in the layout, and unchecking a type
excludes it from interactive picking (click, box and lasso selection all
honour it). The pill lights up while any type is filtered out.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-04 23:39:48 +03:00
Hakan SevenandClaude Opus 4.8 66f7d24bc9 feat(statusbar): transparency-display toggle (TPY pill)
Add a transparency_enable uniform read by the wire shader: when the new
TPY pill is off, every line is forced opaque; when on, baked entity
transparency shows through. Toggling is a uniform write, no retessellate
(same mechanism as the lineweight-display toggle). Pill is toggleable
from the status-bar customization menu.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-04 23:25:09 +03:00
Hakan SevenandClaude Opus 4.8 e0e7897952 feat(statusbar): isolate / hide objects with status pill
Add a hidden-entity set to the scene that the tessellation visibility
test skips, so hidden objects neither render nor hit-test. New commands
ISOLATEOBJECTS (show only the selection), HIDEOBJECTS (hide the
selection) and UNISOLATEOBJECTS (restore). An ISO status pill lights up
while anything is hidden and restores everything on click.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-04 22:51:23 +03:00
Hakan SevenandClaude Opus 4.8 edc8cbc969 feat(scale): drive scales from the drawing's scale list
Read the model-space annotation scale from the standard CANNOSCALE /
CANNOSCALEVALUE header variables instead of a user-variable hack, and
populate both the status-bar scale picker and the viewport Scale
property purely from the drawing's ACAD_SCALELIST — no built-in
fallback set. Xref-derived scales (`_XREF` suffix, `name|` prefix)
are filtered out so only the host drawing's own scales appear.

Bumps the patched acadrust to the commit that adds CANNOSCALE/
CANNOSCALEVALUE read/write.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-04 16:18:01 +03:00
Hakan SevenandClaude Opus 4.8 1b20d7d781 feat(table): coloured synthesis render honouring all TableStyle fields
Tables without a baked block (e.g. created in-app) were drawn as a single
monochrome wire, ignoring cell colours/fills/border styling. Add a
coloured synthesis path that emits per-colour WireModels for:
- cell background fill (fill_color + fill_enabled),
- per-cell text in its content/text colour,
- grid borders with per-edge type/weight/colour/visibility (cell-style
  override → row-style → default),
- horizontal/vertical margins and flow direction (down/up).

Imported tables keep using AutoCAD's baked block. Resolution layers the
per-cell CellStyle over the TableStyle row style over defaults.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-04 02:28:12 +03:00
Hakan SevenandClaude Opus 4.8 f0b11acc88 feat(viewport): per-tile model render mode, persisted via VPORT entries
Each model-space tile now carries its own visual style instead of one
global mode shared by every pane:

- ModelTile gains a `render_mode`; the active tile renders with the live
  picker mode, inactive tiles keep their stored style, so changing one
  tile no longer changes the others. Split inherits the source style.
- SetRenderMode writes only the active tile; switching the active tile
  mirrors its style back into the tab (picker + live render).
- Persisted through the *Active VPORT entries (acadrust now round-trips
  the render mode via DXF code 281 / DWG RC 281), restored on open for
  both tiled and single-tile model layouts.
- Bump acadrust to pick up the VPORT render-mode field.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-03 10:32:48 +03:00
Hakan SevenandClaude Opus 4.8 aec9a9575e fix(paper): keep floating-viewport fills clipped + show lines while editing in MSPACE
Two paper-space rendering fixes:

- The full-canvas sheet instance no longer draws model-block hatches/
  wipeouts/images. Those belong inside the floating content viewports;
  rendering them on the sheet let them bleed past the viewport borders
  when model coords overlapped the paper area. The sheet now draws only
  the paper block's own fills plus the synthetic white printable area.

- Pan/zoom/orbit inside a double-clicked floating viewport (MSPACE) now
  re-culls and re-uploads the viewport's wire set. The per-viewport wire
  cache key now hashes the viewport's own view (pan + zoom + orbit), and
  the active-viewport pan/zoom/orbit handlers bump camera_generation so
  the GPU re-uploads. Previously the stale frustum-culled subset stayed
  on the GPU, so newly-revealed lines were invisible (hatches, uploaded
  as the full set, still showed) until MSPACE was exited.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-03 00:36:28 +03:00
Hakan SevenandClaude Opus 4.8 ac4126072c refactor(paper): drop sheet viewport border + clean stale PaperCanvas docs
The overall "sheet" viewport now IS the paper view, so its own border
rectangle must not be drawn as an entity — filter it out of
paper_sheet_wires_arc (content viewport borders are kept).

Also update the doc comments that still referenced the removed
PaperCanvas widget / paper_canvas_wires to describe the GPU sheet path.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-02 20:33:51 +03:00
Hakan SevenandClaude Opus 4.8 206ad1a4aa feat(paper): render the whole sheet via the shader, drop PaperCanvas
Paper space now renders entirely through the unified GPU shader, exactly
like model space — there is no separate 2-D canvas. The full-canvas
top-locked "sheet" viewport draws the layout's entities, hatches,
wipeouts and images; the desk is the container background and the white
printable area is a synthetic solid hatch.

- The white sheet fill uses draw_depth -2.0 (entity fills/wires are in
  the signed (-1, 1) range) so it is always strictly behind every object,
  with a negligible z offset (BIAS 0.001) — no far-plane clipping.
- Delete src/scene/paper_canvas.rs (the PaperCanvas widget) and its dead
  helpers (paper_canvas_wires / paper_sheet_wires / paper_canvas_cache).
  paper_canvas_hatches / _wipeouts remain — still used by paper hit-test.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-02 20:25:50 +03:00
Hakan SevenandClaude Opus 4.8 0ef99ff2fc feat(paper): render the sheet as a top-locked GPU viewport
Paper space now renders its sheet through the unified shader, the same
path as model space: a full-canvas "sheet" ViewportInstance draws the
layout's own entities + viewport borders + interim/preview wires, with a
camera locked to the top/plan orientation (paper is 2-D and never
orbits). Floating content viewports overlay it.

- PaperCanvas no longer draws entity wires (still paints the desk, sheet
  and hatch/wipeout/image fills; full removal is the next step).
- Right-drag on the paper sheet no longer orbits the camera (it would
  corrupt the frame and skew subsequent pans).
- Fix floating-viewport orbit oscillation: orbit_active_viewport wrote
  view_direction.y negated while camera_for_viewport reads it un-negated,
  so each drag step read back a Y-mirrored camera and flipped the model
  between a rotation and its opposite every frame. Store eye directly,
  matching snap_active_viewport_to_direction and the reader.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-02 20:05:51 +03:00
Hakan SevenandClaude Opus 4.8 568422679d feat(paper): native sheet viewport for paper-space camera
Persist the paper-space camera through the sheet viewport entity (which
round-trips natively in both DXF and DWG) instead of the
OpenCADStudio_Camera_* named-View side-channel:

- apply_sheet_viewport_camera reads the sheet viewport entity first; the
  named View is only a backward-compat fallback for older files.
- sync_camera_to_document (paper) writes the camera only to the sheet
  viewport entity. Model branch is unchanged.
- Add Scene::ensure_sheet_viewport: guarantee every paper layout has its
  full-screen overall (id==1) viewport, creating one if a loaded file
  lacks it; wired into layout enter and add_layout.
- Restore the owner-handle guard on the sheet-viewport finder so a
  foreign layout's viewport can't be picked as the sheet viewport.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-02 19:38:42 +03:00
Hakan Seven 4a55cb1b0f fix(scene): use layout-specific viewport classification and preserve duplicate AutoCAD *Active viewports 2026-06-01 19:57:36 +03:00
Hakan SevenandClaude Opus 4.8 47a4bf19b3 fix(select): pick 3D solids by clicking their body, not just edges
Single-click selection only tested wire-edge proximity, so clicking a
solid's face missed — only its thin projected edges were selectable.
Add mesh_click_hit: project each mesh triangle to screen and test the
cursor against it (front-most wins), wired as a fallback after the wire
and hatch hit-tests. Works for any meshed solid.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-31 19:47:07 +03:00
Hakan SevenandClaude Opus 4.8 7bf9ce31ae feat(model): 3D solid modelling tab — primitives + boolean ops
Rename the Home tab to "Draw" and add a Model tab beside it with two
groups:

- Model: BOX / CYLINDER / CONE / SPHERE / WEDGE / TORUS, placed with a
  footprint + height. Each is built as a real ACIS Solid3D (acadrust
  primitive builders) plus a truck B-rep, tessellated into the shaded
  mesh pipeline, with edge wires for picking + wireframe.
- Design: UNION / SUBTRACT / INTERSECT via truck-shapeops.

A session-only Scene.model_solids cache holds each solid's truck B-rep
so the boolean tools can combine and chain them. Supersedes the old
command-line BOX/SPHERE/CYLINDER (insert::solid3d_cmds keeps EXTRUDE/
REVOLVE/SWEEP/LOFT).

Known limitations: booleans need solids created this session; curved
ACIS primitives render in-session but not after reload (the SAT
tessellator handles only planar caps); geometry assumes world_offset 0.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-31 19:27:06 +03:00
Hakan SevenandClaude Opus 4.8 c1b33677e2 feat(fonts): switch the text engine from CXF to LibreCAD LFF fonts
Replace the small QCAD CXF stroke-font set with the full LibreCAD LFF font
library (46 fonts) and a new LFF parser/engine in src/scene/lff.rs. The
parser reads the `[hex] char` glyph blocks, tessellates `,A<bulge>` arcs, and
resolves `C<hex>` glyph references. Per LibreCAD's RS_Polyline convention a
vertex's bulge curves the segment ending at that vertex — getting this wrong
turned round letters like O into sideways capsules.

Font name resolution mirrors LibreCAD: match by file stem, map common
AutoCAD/DXF SHX names (txt, isocp, complex, italic, gothic*, gost, …) to the
nearest LFF family, and fall back to `standard`. A missing glyph in the chosen
family falls back to the broad `unicode` font so accented/Cyrillic/Greek text
still renders. Cap height stays 9 units, so the text scale is unchanged.

All text consumers move from cxf:: to lff::; complex linetypes still render
embedded text but no longer draw embedded shapes (LibreCAD ships no shape
file). The CXF module and every *.cxf asset are removed, and the MText / text
style font pickers list the LFF families.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-31 03:31:20 +03:00
Hakan SevenandClaude Opus 4.8 1b3760913e fix(selection): individual picks accumulate; Shift+click removes
Single-click picking cleared the selection first (exclusive), so clicking a
second object dropped the first (issue #47). Plain clicks now add to the
selection and Shift+click removes the picked entity; empty-space click and
Esc still clear. Shift state is tracked from keyboard ModifiersChanged
events since mouse click messages carry no modifiers.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-30 21:54:35 +03:00
Hakan SevenandClaude Opus 4.8 e4668c66e7 fix(zoom): Zoom Extents fits full drawing on first use
The viewport context-menu item dispatched a bare "ZOOM" string, which no
command branch handled, so it did nothing. Send "ZOOM EXTENTS" instead.

fit_all() also fed on the frustum-culled wire set, so it only framed the
entities already on screen — each invocation revealed a little more and the
view converged on the true extent only after several uses (issue #51). It
now builds an un-culled wire set at a fixed tessellation tolerance, so the
bounds are zoom-independent and the first call fits the whole drawing.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-30 21:40:48 +03:00
Hakan SevenandClaude Opus 4.8 09e7e90aae feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-30 21:29:01 +03:00
Hakan SevenandClaude Opus 4.7 7d9ac435cb feat(qselect): per-property filter with operator + value (#28)
Quick Select used to filter only on Object Type and Layer. The classic
QSELECT model — pick a type, pick one of its properties, compare with a
typed value via a logical operator — is much more general: a Line entity
can now be filtered on Start X, Length, Angle, Delta Y, …, and any
entity on the common Layer / Color / Linetype / Lineweight.

Panel layout: Object type → Property → Operator → Value → Append. The
Property dropdown is type-aware: it always lists the four common
properties; picking a specific Object type appends that type's
`geometry_properties` rows, sampled from the first entity of that type
in the active layout (so `Start X`, `Radius`, `Pattern Angle`, … only
appear when their entity type is selected). Changing the Object type
drops the Property when the new type no longer offers it.

Operators: `= Equals`, `!= Not equal`, `> Greater than`, `< Less than`,
`* Any value`. Eq/Neq do case-insensitive string compare against the
canonical property string (so "ByLayer" matches "bylayer"); Gt/Lt parse
both sides as `f64` and reject anything non-numeric; Any skips the
value test entirely. The Value text field is disabled when no Property
is picked or the operator is Any. Append behaves the same as before.

The new value reader is hand-rolled for the four common properties
(layer name, color formatted as `ByLayer`/`ByBlock`/`<aci>`/`r,g,b`,
linetype name, lineweight formatted as `0.30mm`) and falls back through
`geometry_properties()` for type-specific fields — extracting the
property's value out of the `PropValue` variant so EditText / Choice /
ColorChoice all canonicalise the same way the panel will display them.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-29 21:09:56 +03:00
Hakan SevenandClaude Opus 4.7 9db206f310 feat(select): Select Similar + Quick Select panel (#28)
Two ways to extend the current selection by entity type + layer:

* `Select Similar` (right-click → Select Similar, or `SELECTSIMILAR` /
  `SELSIM`): for every (type, layer) pair in the current selection, add
  every entity in the active layout that matches the pair. The seed
  selection stays selected; matches already selected are not
  double-counted.
* `Quick Select` (right-click → Quick Select…, or `QSELECT` / `QS`):
  opens a centred floating panel with Object-type and Layer pick_lists
  (populated only with values that actually exist in the active layout)
  and an "Append to current selection" checkbox. `(Any)` in either slot
  skips that filter. Apply replaces the selection (or extends it with
  Append on) and reports the match count on the command line. Cancel,
  Esc, and outside-click all dismiss without applying. When opened with
  a selection present, the panel pre-fills both filters from the first
  selected entity so QSelect doubles as an editable Select Similar.

Scoped to entities owned by the active layout's block-record so a paper
layout's QSELECT never reaches into model-space entities (and vice
versa). Entity-type names live in a single `entity_type_name` helper in
`entities::traits` to keep the UI strings and the filter keys aligned.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-29 20:30:56 +03:00
Hakan Seven 8a510c563c fix(render): adapt mesh + hatch load colours to background
`adapt_to_bg` (pure black → white on dark bg, pure white → black on
light bg) was only running through `render_style`, which the wire and
per-frame hatch paths already use. The mesh population paths and the
file-load hatch path went straight through `aci_to_rgba`, so:

- ACIS solids / regions / bodies appeared in their raw ACI colour
  even when that colour was pure white on a white paper bg.
- The initial hatch upload used the unadapted colour for the first
  frame after load (`synced_hatch_models` then re-ran adaptation per
  frame, so the issue cleared after one redraw — but visible).

Now every mesh / hatch creation site funnels through
`render_style_for` + `adapt_to_bg`:

- `build_derived_caches` (load): uses the default model bg as the
  adaptation target.
- `populate_meshes_from_document`: uses `self.render_style` so the
  per-frame paper / model bg selection applies.
- New `Scene::recolor_meshes` rewrites every cached mesh's colour
  field through `render_style`; called from `BACKGROUND` (after the
  user changes bg) and `set_current_layout` (Model ↔ paper bg
  switch) so ACIS mesh colour tracks the live bg without re-
  tessellating ACIS geometry.

Wipeout fills stay bg-coloured by design (that's their job). Raster
images skip adaptation — pixel data is not entity colour.
2026-05-28 21:15:28 +03:00
Hakan Seven e9e3bbbca1 fix(paper): drop model-block hatches from 2-D canvas
The previous commit let model-block hatches into the shared
`hatch_models_arc` so paper-layout content viewports could pick them
up through their GPU pipeline. PaperCanvas was reading the same arc
and projecting every entry through the paper camera, so model hatches
got a second copy on the paper sheet — at huge / off-position
coordinates because their `world_origin` is in offset-subtracted
local space, not paper millimetres.

Split the canvas-side accessors:

- `paper_canvas_hatches` now iterates `self.hatches` directly (the
  source map is keyed by entity handle) and keeps only entries whose
  owner is the active paper-layout block. The flattened arc only
  carries pattern names, so handle-based filtering had to move here.
- `paper_canvas_wipeouts` iterates entities likewise; paper-block
  wipeouts get `[0;3]` `world_offset` so the boundary is in paper
  millimetres.

GPU paths still call `hatch_models_arc` / `wipeout_models_arc` which
return everything — the per-viewport scissor / camera projection
silently culls the wrong-block hatches there.
2026-05-28 21:05:55 +03:00
Hakan Seven 4927804b77 fix(viewport): include model-block hatches in paper layouts
Paper-space content viewports rendered the model's wires + meshes but
no hatches. `synced_hatch_models` only kept entries owned by the active
layout's block, so flipping to a paper layout dropped every hatch
created in model space from the arc that `viewport_data_for` uploads
to the per-vp GPU pipeline.

`populate_hatches_from_document` already bakes the right per-block
world_offset into each `world_origin` (model → `self.world_offset`,
paper → 0), so adding both buckets back is safe: projecting a paper-
block hatch through a model viewport's camera lands it outside the
frustum and the per-vp scissor / LOD culls it (and vice versa). No
double-rendering.

`wipeout_models` had the same shape of bug — its `world_offset` was
picked from the active layout instead of the wipeout's owner. Now it
chooses per-entity, so model wipeouts also show up in paper viewports.
2026-05-28 20:59:12 +03:00
Hakan Seven 74a685d0e8 fix(viewport): UTM auto-fit + mesh world_offset
Two world_offset bugs in viewport rendering.

(1) Solid3D / Region / Body meshes were tessellated straight out of
the ACIS SAT data in WCS, while the wire / hatch / face3d pipelines
all run in `(WCS - world_offset)` local space. At UTM scale the
result was triangles drifting millions of units off-camera every
frame. `offset_mesh_lod_set` post-processes the freshly built
`MeshLodSet`, subtracting `world_offset` from every vertex and
recomputing `world_aabb` so the LOD / cull math agrees with the
shared camera space. Applied at the three `tessellate_volume`
call sites — load, `add_entity`, and `populate_meshes_from_document`.

(2) Paper-space content viewports rendered blank on UTM drawings.
The DWG / DXF saved `view_target = (0, 0, 0)` while the model sat
around `world_offset`; the CPU projection in `viewport_content_wires`
already had a "saved view doesn't overlap content cluster →
auto-fit to (world_offset ± local_extent_max)" fallback, but the
GPU path read `vp.view_target` literally and culled every entity
against the empty WCS rect. `camera_for_viewport` now applies the
same overlap test + auto-fit, and `model_wires_for_viewport`
derives its frustum AABB / wpp from the resulting camera so both
the camera and the cull agree on which area to show.

Folding `view_center` directly into `effective_target_wcs` matches
the CPU path's `display_center_x = view_target + view_center`,
removing the prior `+ view_right * view_center.x` shift that would
double-count once auto-fit had overwritten the target.
2026-05-28 20:51:16 +03:00
Hakan Seven 1eb54ee8a3 perf(viewport): per-vp frustum + LOD cull in paper layout
`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.
2026-05-28 20:32:16 +03:00
Hakan Seven 0eaac008dd fix(viewport): per-tile wire cache for Model layout
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`).
2026-05-28 20:13:23 +03:00
Hakan Seven 39eab9a4c4 feat(viewport): draggable Model-tile dividers
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.
2026-05-28 18:42:39 +03:00
Hakan Seven e3c962bdd1 fix(viewport): adapt entity colours to visible bg
`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
2026-05-28 18:28:18 +03:00
Hakan SevenandClaude Opus 4.7 3d24dd5168 fix(viewport): blit UV crop for off-canvas viewports
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]>
2026-05-28 12:15:00 +03:00