Commit Graph
19 Commits
Author SHA1 Message Date
Hakan SevenandClaude Fable 5.1 9978713acc fix: UCS FACE/OBJECT pick from the interactive prompt; reuse ocs_axes
Follow-up to #1341:
- interactive UCS offers Face / OBject; bare UCS OBJECT starts an entity pick
- one UcsPickCommand serves both FACE and OBJECT
- ucs_from_normal calls the existing arbitrary-axis helper instead of a copy
- prompt catalogue key and en-US text follow the new option list

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-09-18 18:42:44 +03:00
Matus Mastena 82e410f8c0 Add a colour wheel for the viewport backgrounds
The Display page could only take a typed #RRGGBB, which is precise but
no way to choose a colour by eye. The swatches are now buttons that
open a wheel.

The wheel does not replace the hex field, it sits beside it: typing an
exact value stays the quickest way to reproduce a known colour. On
submit it hands a hex string to the existing ModelSpaceBgChanged and
friends rather than writing the config itself, so the two routes
cannot drift apart on validation, persistence, or the MatchTheme
fallback an empty field triggers.

Also stops the Browser shipping in the default dock layout. It was
added to the right edge, which shifted the block palette to index 1
and broke four dock tests that encode the existing arrangement. Those
tests were right and the change was wrong: the earlier commit claimed
to leave the layout alone. BROWSER now docks the panel on first use,
so nobody's edges rearrange on upgrade for a panel they never asked
for.
2026-09-17 16:54:11 +02:00
Matus Mastena 1aa299e204 Add sketch mode
CREATESKETCH opens a sketch on the current UCS, or on one of the three
origin planes with XY, XZ or YZ. FINISHSKETCH closes it again.

Nothing here is new machinery: the plane is a UCS, the square-on view
is PLAN, the drafting aids are the snapper. What the pair adds is
holding them together and putting them back afterwards, including the
snap master state, so a user who works with snapping off gets that
back rather than silently keeping it.

Squaring the view up is not cosmetic. Drawing on a plane seen nearly
edge-on is the main way geometry lands somewhere the user did not
mean, because a few pixels of cursor travel cover a long way in world
space.

A sketch is a mode rather than a document object, so what it produces
is ordinary model-space geometry and the file stays a DWG other
software can open. Whatever was drawn becomes the Previous selection
set, so EXTRUDE then Previous consumes it without making the user
reselect a profile they just finished.
2026-09-17 16:51:41 +02:00
Matus Mastena bfb786d56e Add UCS FACE and UCS OBJECT
Draw a profile, extrude it, then sketch on a face of the result: the
operations were all there, but nothing turned a solid's face into the
active drawing plane, so the second half of that loop was unreachable.

UCS FACE takes a surface pick, finds the planar face under it and
builds the plane from the face normal. X comes from the Arbitrary Axis
Algorithm, so the same face always yields the same X axis and a sketch
drawn on it does not spin when the UCS is rebuilt.

UCS OBJECT adopts a planar entity's own stored axes instead of
re-deriving X, so a sketch started from a circle lines up with how
that circle is stored. It reuses the profile extraction EXTRUDE
already runs, which means anything extrudable can also be sketched on.

Bare UCS FACE starts an interactive pick that resolves through the
same inline handler, so the clicked and typed paths cannot diverge.
2026-09-17 16:51:41 +02:00
Hakan Seven d66e89ca19 Complete application localization across all supported languages 2026-09-07 01:05:02 +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
Hakan Seven 6d6defa0ad fix(color): show color book identity 2026-09-01 08:44:28 +03:00
Hakan Seven 0be9c41773 fix(layers): protect locked entities
Keep locked-layer objects selectable for inspection while suppressing grips, property edits, command mutations, and stale editor writes.
2026-08-12 12:46:41 +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 3e6693b93f feat(locale): localize full interface 2026-08-02 22:09:25 +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 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
Hakan Seven deec48ad99 perf: keep heavy work off UI thread 2026-07-25 18:49:18 +03:00
Hakan SevenandClaude Fable 5 b32a9b4083 fix(plan): show options on activation instead of flipping the view (#326)
PLAN acted like a ViewCube TOP click the moment it ran — already on Top
meant an immediate flip to Bottom, and the options never appeared. It
now prompts "[Current ucs / Ucs / World] <Current>:" right on
activation and only changes the view once an option runs: Current =
plan of the active UCS, World = world XY, Ucs = prompts for a named UCS
(case-insensitive lookup). The new plan_snap goes straight to the plan
view with no flip-to-opposite cube behaviour.

KeywordCommand gains with_default(): a bare Enter at the verb step
dispatches the default verb (PLAN's <Current>) instead of cancelling.

Closes #326

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-22 16:53:32 +03:00
Hakan Seven 4c3509fa51 feat(commands): step the rest of the keyword/value commands
Convert the remaining bucket-B commands to prompt step by step instead of
requiring arguments or printing usage:

- KeywordCommand (buttons): VIEW, LINETYPE, SCALELISTEDIT, UCSICON, VSCURRENT.
- ValuePromptCommand (one value): LAYDEL (layer), ATTSYNC (block).
- TwoValuePromptCommand (new; two values): LAYMRG (source + target),
  SETVAR (variable + value, blank second reads).

Each bare form now starts the stepped front-end and delegates to the existing
inline handler; the argument form is kept and is the dispatch target. The
direct visual-style shortcuts (HIDDENLINE / XRAY / …) and UCSICON's argument
form are untouched.

COUNT is intentionally left alone: bare COUNT already reports the tally (a
useful inquiry action, not a usage line), so prompting would only add friction.
2026-07-16 13:29:04 +03:00
Hakan SevenandClaude Opus 4.8 57710eec2b fix(precision): keep typed coordinates exact in f64 (#311)
Typed values were quantized to the f32 grid before reaching the
entity (e.g. a length of 2000.8 committed as 2000.8020), worsening
with magnitude. The interaction point layer was all glam::Vec3 (f32).

Two-layer fix:

1. Coordinate backbone -> f64. last_point, last_cursor_world,
   dyn_anchor, dyn_ref become DVec3; UcsXform transforms, parse_coord,
   the ucs helper fns, dyn_resolve_point, the OTRACK typed-distance
   paths, command-line coordinate entry and the coordinate readout all
   compute in f64. Screen/GPU/alignment stays f32 (snap engine, render
   geometry, projection, UCS-icon/viewcube drawing) with casts only at
   those boundaries.

2. Per-command committed storage -> DVec3. on_point already received a
   DVec3, but many command impls narrowed it back to f32 (let pt =
   pt.as_vec3(); Vec<Vec3> fields) and re-widened at build, quantizing
   the committed coordinate. Migrated PLINE, SPLINE, MLINE, LENGTHEN,
   INSERT, 3D primitives, every dimension/leader/mleader, ray, revcloud,
   wipeout, attdef, table, tolerance, array center, mview, plot_window,
   plus the QDIM_PLACE handler and qdim_collect_points. Preview,
   hit-test and rubber-band paths keep f32 at the boundary.

Hatch manual boundaries are left for a follow-up: HatchModel.boundary
is structurally Arc<Vec<[f32;2]>> and needs a model-level widen.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-11 21:26:40 +03:00
Hakan SevenandClaude Opus 4.8 7f3ebde663 fix(properties): repaint on linetype/lineweight/layer edits (#231 class)
Color/linetype/lineweight/layer are baked into the cached wire geometry
at tessellation time, so a property edit only repaints if the handler
bumps the geometry epoch. The color path did; several siblings only set
tabs.dirty (a save flag) and never re-tessellated, leaving the viewport
showing the stale look.

Route every handle-based edit through invalidate_property_targets
(mark dirty + recolor meshes + bump geometry), and full-bump the
name-based LAYER COLOR change:

- ribbon layer / linetype / lineweight dropdowns applied to a selection
- CHPROP (color/linetype/ltscale/transparency/layer)
- LAYMATCH (MatchEntityLayer)
- LAYER COLOR <name> <aci>

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-01 19:14:35 +03:00
Hakan SevenandClaude Opus 4.8 c19c18c2f2 feat(commands): expand standard CAD command coverage
Integrate a large batch of standard CAD commands and fix several
name/behaviour mismatches, with no product references in code.

3D solids (reusing the truck B-rep pipeline):
- SLICE, INTERFERE, PRESSPULL, POLYSOLID, PYRAMID, SECTION
- 3DROTATE, 3DMIRROR, 3DALIGN (cached-solid transforms)

Annotation / text:
- ARCTEXT, SPLINEFIT (Catmull-Rom to Bezier), DIMJOGGED, OBJECTSCALE
  (XData markers honoured by the existing geometry-gen / tessellator)

Blocks / misc:
- NCOPY (block-content extraction via explode_entity)
- OPTIONS, SYNCPVIEWPORTS, THICKEN, plus earlier toggles, aliases,
  system variables, and layer/style/view commands

POINTCLOUD/RECAP and UNDERLAYLAYERS/UOSNAP are intentionally left out:
they require a proprietary binary / PDF-layer parser, a GPU point
renderer, and real test files.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-29 08:23:58 +03:00
Hakan SevenandClaude Opus 4.8 bddc050b3e refactor: split four oversized files into submodule trees
Break up the four giant files (~29k lines total) into focused submodule
directories, one concern per file. Pure mechanical moves — behavior is
unchanged.

- app/update.rs (9650) -> app/update/{mod,viewport,command,style,file,
  dynamic,dialog,util}. The 384-arm update_inner match stays in mod.rs
  with thin delegating arms; the 66 fattest arm bodies move to topic
  methods. Arm set preserved exactly (384 -> 384).
- scene/mod.rs (9017) -> scene/{mod,entity,tess,hittest,layout,paper,
  mspace,project,selection,modify,group_layer,preview}. The impl Scene
  body is split across files via inherent-impl-per-file; struct, ctor,
  fields and load-time helpers stay in the root. fn count 123 -> 123.
- app/commands.rs (6082) -> app/commands/* grouped by command family.
  The 233-arm dispatch match becomes source-ordered per-family
  dispatch_* handlers, preserving first-match precedence (233 -> 233).
- app/view.rs (4686) -> app/view/{mod,overlay,modal,viewcube,controls}.

Largest file drops from 9650 to 3343. Builds clean; app launches and
loads plugins with no panic.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-26 22:51:29 +03:00