Commit Graph
140 Commits
Author SHA1 Message Date
PanosandClaude Opus 5 2787dcc1a3 perf: instrument the file-open load path behind PERF
The 52 s silent stretch in a large-DWG open could not be attributed:
OpenTimings covered parse / purge / xref / caches, but the FINALIZING
phase -- prepare_open_geometry, which does the first full Model
tessellation and builds the interaction index -- was unmeasured and
reports only two progress ticks, so it was indistinguishable from parse
time.

Add finalize_ms to OpenTimings and a per-stage PERF breakdown:

  open-phases     parse / purge / xref / caches / finalize
  open-finalize   tessellation vs interaction index
  open-index      index build vs prepare_screen
  wires-build     sort cache, visible filter, block cache, classify,
                  memo hits, parallel tessellate, materialize, sort
  resident-post   scene markers, refedit fade, resident layout
  wire-upload     build_wire_buffers, which runs on the render thread

The wires-build line separates the parallel tessellate from the serial
materialize loop that deep-clones every WireModel while the memo retains
a second copy -- the leading hypothesis for both the stall and the
6.45 GB RSS.

No behaviour change. Every timer is gated on crate::perf::enabled(), so
nothing runs without PERF=1 or the in-app PERF panel. The localized
open-summary format string is left alone; changing it would rekey the
string across every locale, so the full breakdown goes to PERF instead.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-09-04 16:20:30 +03:00
Hakan Seven 3088e641aa fix(view): stabilize 3D navigation and hidden lines
Refresh stale depth bounds after geometry edits, allow orbiting through camera poles, and preserve hidden-line occlusion for selected solids.\n\nFixes #957
2026-09-03 20:22:35 +03:00
Karim Jerbi 688785a6cf feat(model-space): theme-aware model space canvas and CAD selection/grip sysvars
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
  selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)
2026-09-03 17:44:44 +01:00
Hakan Seven 2cd1d36661 fix(render): match model lineweight preview curve 2026-09-02 23:28:34 +03:00
Hakan Seven 76bdab1e5b feat(display): add model lineweight scale 2026-09-02 23:03:04 +03:00
Hakan Seven edbc4d8ff8 fix(render): correct lineweight display scaling
Remove the global display boost and scale paper-space lineweights with the current sheet zoom across wire, block-wire, and hatch paths.

Fixes #962
2026-09-02 22:32:53 +03:00
ramox81 a706858ff1 Use solid edges for normal selection 2026-09-02 14:38:22 +03:00
Hakan Seven 6d6defa0ad fix(color): show color book identity 2026-09-01 08:44:28 +03:00
Hakan Seven 7ea4f338f6 fix(render): preserve transparency inheritance
Resolve ByBlock alpha independently from color and keep explicit opaque values from falling back to layer transparency.

Pin the matching cadcodec API across desktop, plugin, and web targets.

Refs HakanSeven12/cadcodec#2
2026-08-31 22:48:57 +03:00
Hakan Seven 853e830126 fix(grips): prevent phantom snapping
Keep hidden pre-drag geometry out of snap candidates and avoid empty
scene invalidations. Require stable OTRACK dwell observations and cache
planar-solid visibility during live previews.

Refs #930
2026-08-30 22:26:47 +03:00
Karim Jerbi 6bf84d8f5e feat(ui): show color swatch and layer in selection cycling popup
Improve the selection-cycling list box so overlapping objects can be
identified at a glance:

- Add a color swatch per row showing the object's effective drawn color
- Show the layer name right-aligned next to the element type
- Size the popup to fit its content with consistent padding

Widen render_style_for_viewport visibility from scene-internal to
crate-wide so the view layer resolves the same color the renderer uses.
2026-08-29 12:31:03 +01:00
gianlucafiore a2d4caf2f0 fix(render): improve dashed linetype rendering 2026-08-27 13:51:05 -03:00
Hakan Seven 8c61d89b1e fix(layout): complete paperspace integration
Apply each layout's embedded page setup and plot style consistently across display, PDF, printing, and multi-layout output.\n\nRefs #844
2026-08-26 08:58:44 +03:00
Hakan Seven fd801fac1b fix(hatch): render weighted pattern strokes
Show styled boundaries only while selected.\n\nRefs #821
2026-08-25 22:44:51 +03:00
Karim Jerbi 7215faae44 feat(properties): make inherited properties editable, align dropdowns, and switch transparency to EditChoice
Enable in-place editing of inherited properties in the Properties panel:
- Transparency: Switch to PropValue::EditChoice with ByLayer and ByBlock presets to allow direct typing of any numeric percentage value (0..90%) without combo_box autocomplete interference.
- Select-all-on-click: Integrate EditChoice text inputs into build_field_key_map with dedicated widget IDs, preserving click-to-select-all across editable fields.
- Material: Provide bounded preset choices (ByLayer, ByBlock, Global, and active custom material) to avoid scanning large drawing dictionaries.
- Plot style: Implement mode-aware behavior with interactive Choice in STB mode and ReadOnlyWithTooltip in CTB mode.
- Read-only tooltips: Introduce PropValue::ReadOnlyWithTooltip to provide contextual explanations for locked fields while preserving mouse text selection and clipboard copying.
- Dropdown alignment & unified borders: Fix EditChoice internal input/caret background clipping so the container's 1px neutral/active border surrounds the entire control identically to Lineweight and text inputs.
- Document defaults & aggregation: Synchronize document header defaults when editing with No selection, and aggregate heterogeneous multi-selections (*VARIES*).
2026-08-23 23:20:34 +01:00
Hakan Seven e94cbedaa2 fix(save): preserve 3D view and thumbnails
Persist camera, render state, and solid fallback geometry across saves. Generate previews from a clean live viewport and refresh recent-file thumbnails immediately.
2026-08-23 17:59:12 +03:00
Hakan Seven 73ba2b92cc fix(view): preserve rotated orientation 2026-08-23 14:19:01 +03:00
Hakan Seven ee89458f8a fix(solid): use kernel geometry
Derive extrusion, bounds, edges, and fill from cadkernel while preserving precise view filtering and stable GPU uploads.
2026-08-21 19:47:03 +03:00
ramox81 17dc0aff39 Complete 2D solid workflow 2026-08-21 10:14:26 +03:00
Hakan Seven 44efb8fd53 feat(frame): complete frame controls
Preserve frame geometry for selection while separating viewport and plot visibility across supported reference entities.

Refs #642
2026-08-20 23:37:02 +03:00
ramox81 aee3397f5d fix(gradient): align properties and editing 2026-08-20 15:33:09 +03:00
gianlucafiore e21d4954a3 fix: respect drawing units in annotation scales 2026-08-12 23:41:22 -03:00
Hakan Seven 5e8221f8f1 perf(render): keep solid meshes resident
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
2026-08-12 16:02:10 +03:00
Hakan Seven 15ab027d70 fix(scene): preserve viewport settings
Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.

Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
2026-08-12 13:11:12 +03:00
Hakan Seven 4fd9b98da4 perf(render): instance block geometry
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
2026-08-12 02:33:10 +03:00
Hakan Seven dc6dc2256d fix(model): sync solid render interaction 2026-08-11 19:39:01 +03:00
Hakan Seven a1f64d7663 fix(render): restore solid surface rendering
Keep viewport styles from disabling selected shaded modes.\n\nPack mesh shader inputs to stay within WebGL limits.
2026-08-11 15:44:40 +03:00
Karim Jerbi 7ace7fef9e feat(render): per-viewport REDRAW force_rasterize through builders to prepare gate 2026-08-10 23:26:26 +01:00
Hakan SevenandClaude Opus 5 35a2714025 fix(camera): keep the eye's coordinates out of the view basis
A drawing placed at UTM shimmered as the camera moved.

The relative-to-eye path exists so the large eye translation never enters an
f32 matrix, and it zeroed the translation column to make sure. But the basis
was built first, by `look_at(eye, target)` with both positions cast to f32 —
and at (639792, 4517057) that grid is half a metre across in y. Rounding both
ends and then subtracting them left a direction that changed as the camera
moved, so the whole view basis jittered. Zeroing the translation afterwards
came too late to help: the damage was in the rotation.

It never needed the positions. The eye is `target + rotation·Z·distance`, so
the direction between them is the rotation's own Z — a unit vector carrying no
coordinate at all.

Two tests. Where the camera stands must not reach the matrix, which is the
property being restored; and at the origin, where the old construction had no
large coordinates to lose, the two must agree exactly — which is what says
this kept the same basis rather than turning the view round.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-10 02:36:28 +03:00
Hakan SevenandClaude Opus 5 62dfbfe2be fix(paper): give the sheet back its desk and its edge
A paper layout painted its whole canvas in the page colour, so the sheet
had no visible edge — zooming out never reached one, because the surround
was the same colour as the page. Floating viewports then painted
themselves black over it.

Both come from the same idea, that a viewport's canvas is a colour it can
be handed. What lies behind a viewport depends on what the viewport is:

- The full-canvas sheet shows the desk. `paper_bg_color` is the page, and
  the page is a bounded rectangle `paper_sheet_fill` already draws; using
  it for the canvas too erased the boundary between them. The desk is now
  its own colour, defined once in the scene and read by both the widget
  and the renderer, so the two cannot drift apart.
- A floating viewport sits on that sheet and must paint no canvas at all.
  Handing it a transparent one does not work: the background shader
  returns an opaque colour whatever alpha it is given, so alpha zero came
  out black. Skipping the pass is the only way to ask for see-through, so
  `skip_background` now suppresses both the clear and the pass. It is part
  of the frame signature too — without that, a cached frame would keep
  showing the canvas the flag was just turned off for.

Shading and fog still blend toward what is behind a floating viewport,
which is the page, so the uniform keeps that colour even though nothing
paints it.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-08 00:11:47 +03:00
Hakan Seven c45daeffb6 feat(render): add scene environment pipeline 2026-08-05 23:42:18 +03:00
Hakan Seven e07f4f959b fix(view): preserve projection framing
Use full 3D bounds to derive a safe perspective eye distance without changing the camera target, orientation, or field of view.

Refs #502
2026-08-05 12:47:46 +03:00
Hakan Seven 657d023fb7 feat(ucs): integrate coordinate systems
Route coordinate input, geometry creation, transforms, properties,\nviews, and viewport persistence through a shared working plane.\n\nRefs #484
2026-08-04 23:17:54 +03:00
Hakan Seven b1d55c6a7e feat(view): add visual style previews
- preview render modes on hover without committing
- distinguish 2D and 3D wireframe fill and depth behavior

Refs #483
2026-08-04 21:23:25 +03:00
Hakan Seven 282a5176af fix(groups): highlight full group on hover
Refs #454
2026-08-04 16:40:22 +03:00
Hakan Seven 539d83de47 feat(grips): improve direct editing
Refit arcs from fixed control points and highlight hovered grips.
Let Lengthen preview from the cursor or accept a typed distance.
2026-08-04 16:27:03 +03:00
Hakan Seven 5662e07303 feat(area): support multi-object selection 2026-08-04 00:01:12 +03:00
Hakan Seven 53cf31f33d feat(web): unify fonts and refine viewcube
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
2026-08-03 15:28:51 +03:00
Hakan Seven baf9b240a4 feat(annotation): show all scales on highlight 2026-08-02 14:37:12 +03:00
Hakan Seven e03e091b3c feat(annotation): integrate object contexts 2026-08-02 12:00:15 +03:00
Hakan Seven f39481ac49 fix(scene): isolate layout render sources 2026-08-02 03:02:14 +03:00
Hakan Seven 2c64888048 fix(blocks): preserve UCS transformations
Bake BEDIT frames into block-local geometry while keeping model and viewport UCS isolated. Normalize legacy nonzero block origins during load.
2026-07-30 19:50:33 +03:00
Hakan Seven 8d5ccdbd25 fix(viewports): share command previews
Closes #548
2026-07-29 23:26:06 +03:00
Hakan Seven 572a662c71 fix(render): show hidden-line silhouettes
Closes #551
2026-07-29 23:14:30 +03:00
Hakan Seven 3897fb2661 fix(viewports): fit extents per pane
Closes #554
2026-07-29 23:03:06 +03:00
Hakan Seven 6ecd67ff6e feat(layer-state): add saved-state editor 2026-07-29 18:39:55 +03:00
Hakan Seven 93b9a840ff refactor(renderer): select paths by GPU limits
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
2026-07-29 12:49:41 +03:00
Hakan Seven 25166b9508 fix(hatch): preview pattern grip drag 2026-07-28 20:07:10 +03:00
Hakan Seven 00cc17ea55 fix(scene): isolate drawing-space state
Cancel stale interaction state across space changes and keep live previews and zoom extents in their active paper/model context.\n\nRefs #539\nRefs #540\nRefs #541
2026-07-28 18:51:20 +03:00
Hakan Seven 05b044f367 perf(scene): make geometry edits incremental
Avoid full document, cache, and GPU rebuilds for entity deltas so add, delete, history, selection, and live polyline edits stay responsive on large drawings.
2026-07-28 17:16:27 +03:00