Viewport-projected wires now clip at pixel level to their viewport boundary.
- WireModel.vp_scissor: Option<[f32; 4]> — paper-space bbox set on projection
- WireGpu.vp_scissor carries it through to the draw loop
- Pipeline.compute_wire_scissors() converts paper→NDC→pixel each frame
- render() calls set_scissor_rect() per wire, reset after viewport group
- INTEGRATION_GAPS.md: Viewport ⚠️ → ✅, all 51 gaps resolved
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
LwPolyline PLINEGEN=0 (DXF default): emit SegmentedLines with NaN
separators between vertex-to-vertex segments; wire_gpu resets
arc-length to 0 after each NaN so linetype pattern restarts per vertex.
PLINEGEN=1: existing Contour path unchanged (continuous pattern).
WireModel gains plinegen field propagated through tessellate pipeline.
Solid3D/Region/Body: call SabReader::read() when parse_sat() returns
None due to binary SAB format (DWG files / newer AutoCAD exports).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Block INSERTs are expanded into sub-entity wires for rendering but the
OSNAP Insertion hint at the block reference origin was never generated.
Now a zero-geometry WireModel carrying the Insertion snap hint is appended
so OSNAP Insertion mode can locate the block origin.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Debug output revealed the sheet viewport has id=0 (DWG reader never sets
the field), scale=0.8965 (not ≈1.0, so the 0.02 tolerance missed it),
and center=(0.0, 0.0) — exactly at the paper-space origin.
In DWG format the overall/sheet viewport always has its center at the
origin. Content viewports are placed at their actual paper positions and
always have a non-zero center. Switching from the scale heuristic to the
center-position check makes the detection reliable regardless of what
scale value the sheet viewport happens to carry.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Remove unused `screen_delta_to_world` camera method (superseded by the
corrected pan_active_viewport formula).
Fix `is_content_viewport`: the old geometry fallback required the viewport
center to be near the origin, but DWG files never write the viewport id
field (stays 0) and the sheet viewport center is the paper centre
(e.g. 105, 148.5 mm for A4) — not the origin. This caused the sheet
viewport to be classified as a content viewport in DWG files, making it
both tessellated (border visible) and enterable via double-click.
The new heuristic uses only the scale: a sheet viewport has scale ≈ 1:1
(view_height ≈ paper height); true content viewports have deliberate
drawing scales (1:50, 1:100, …) that are far from 1.0.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
The old formula (distance × 0.001) was a fixed approximation that ignored
the paper camera's current zoom level and the viewport's paper-space size,
causing panning to feel sluggish.
New formula: model_per_pixel = (2 × paper_half_h / canvas_height) × (view_height / vp_height)
This converts screen pixels → paper-space mm → model units correctly,
making the content follow the cursor regardless of paper zoom or scale.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Entity linetype_scale is a per-entity multiplier applied on top of the
document-level $LTSCALE header variable. The previous code used only the
entity scale (defaulting to 1.0), ignoring $LTSCALE entirely. Drawings
with a non-default LTSCALE showed dash patterns at the wrong size.
Effective scale is now: document.header.linetype_scale * entity linetype_scale.
Applied in both render::render_style_for and the complex-linetype path in
tessellate_entity.
Fixes part of #10
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Two layout-related fixes:
1. Sheet viewport (id=1) was rendered as a grey rectangle border in
paper-space layouts. It is the paper boundary, not a user viewport,
and should not appear. Now filtered via is_content_viewport() before
tessellation. The redundant id==1 color branch is removed.
2. Box crossing-selection (right-to-left drag) only detected wires whose
vertex points fell inside the selection box. Large entities like viewport
frames could be visually crossed without any corner inside the box and
would not be selected. Added segment-box edge intersection tests so any
wire segment that crosses the selection rectangle boundary is included.
Fixes part of #10
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
paper_limits() now reads paper_width/paper_height/plot_rotation from the
Layout object (populated by a patched acadrust from the embedded DWG
PlotSettings). This fixes layouts where min/max_limits do not match the
physical paper size (e.g. A4 portrait content inside A3 landscape limits).
DXF files use codes 44/45/73 from raw_plot_settings_codes; DWG files use
the PlotSettings block embedded in the LAYOUT object. Both fall back to
min/max_limits when paper_width is zero.
Depends on HakanSeven12/acadrust feat/layout-paper-dimensions (PR #21 on
hakanaktt/acadrust); using that fork until the PR is merged.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Save camera to named View table entries (H7CAD_Camera_Model / H7CAD_Camera_<layout>)
on every navigation change; restore from these entries on file open and tab switch.
acadrust's DWG writer overrides *Active VPort view_height/view_center with
zoom-extents values, but leaves the View table untouched, so this survives save.
- Fix pitch recovery: clamp vd.z to [-1, 1] instead of [-0.999, 0.999] so that
asin(1.0) = π/2 exactly for plan/top views, preventing the subtle tilt on reload.
- Fix IEEE 754 edge case: atan2(+0, -0) = π for plan view direction (0,0,1);
special-case yaw = 0 when both vd.x and vd.y are near zero.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
view_dir = rotation * Z = (sin(yaw)*cos(pitch), -cos(yaw)*cos(pitch), sin(pitch))
so yaw = atan2(x, -y), not atan2(x, y).
The sign error caused a 180-degree Z rotation on every save/reload cycle.
Applies to apply_active_vport_camera, apply_sheet_viewport_camera, and
camera_for_viewport.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- On file open and layout tab switch, restore the camera from the
document's saved view (*Active VPort for model space, sheet viewport
for paper space) instead of fitting to wire bounds.
- After any zoom/pan/rotate, write the new camera position back to the
document and mark the file dirty so it is saved with the file.
- Uses last_synced_camera_gen to avoid marking the file dirty on the
initial camera restore.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Model entity wires are tessellated with world_offset subtracted for GPU
precision, but view_target/view_center were raw model coordinates.
Subtracting world_offset from view_target aligns both coordinate systems
so model content projects correctly into viewport rectangles in paper space.
Also fixes scale priority (view_height before custom_scale) and adds
view_center DCS offset to the projection, completing the paper-space
viewport rendering.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
The acadrust DWG reader never assigns a viewport id (always 0).
Some DXF exporters use id=-1 for all viewports. In both cases the
previous id > 1 check excluded every viewport from content rendering.
Replace is_user_viewport_id(id) with is_content_viewport(vp) that
uses a geometry heuristic for unknown ids (0 / negative):
- id=1 → always sheet viewport (excluded)
- id≥2 → always user viewport (included)
- id=0 or id<0 → sheet if center≈(0,0) AND scale≈1.0, else user
This allows DWG files and non-standard DXF files to display model
content inside their paper-space viewports and be entered via
double-click.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Two root causes prevented paper-space viewports from loading correctly:
1. acadrust's ViewportStatusFlags::from_bits() maps bit 0 → is_on, but
the real DXF/DWG spec uses bit 15 (0x8000) for "viewport on". Post-load
fixup in io/mod.rs now corrects this for both DXF and DWG files: when
bit 0 is clear but bit 15 is set, is_on is forced true and locked is
derived from bit 14 (0x4000).
2. Some DXF exporters write id=-1 for all viewport entities instead of the
standard id=1 (sheet) / id≥2 (user) convention. The is_user_viewport_id()
helper now treats any id ≠ 0 and ≠ 1 as a user viewport, covering both
the standard id≥2 and the non-standard id=-1 cases.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Model-space entities shown through a viewport were tessellated using
paper_bg_color (light), but the interactive viewport pane renders them
on bg_color (dark), causing white/black entities to appear incorrectly.
- model_wires_for_viewport: tessellate with bg_color so the viewport
pane (dark background) gets correctly adapted entity colors
- viewport_content_wires: re-adapt projected wire colors using
paper_bg_color before rendering onto the paper canvas
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
White entities on light backgrounds (e.g. paper space) render as black;
black entities on dark backgrounds (e.g. model space) render as white.
All other colors pass through unchanged.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Paper-space entities (wires, hatches, wipeouts) live in sheet
coordinates (~mm scale) and do not need the model-space centring
shift. world_offset was incorrectly subtracted from their coordinates,
displacing all paper-space geometry away from the paper sheet.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
hatch_model_from_dxf(), solid_hatch_model(), and wipeout_boundary_2d()
were converting DXF world-space coordinates directly to f32 without
subtracting world_offset. After the world_offset change moved all wire
geometry to local space, hatches/solids/wipeouts rendered at the wrong
position (displaced by the centroid offset, up to ~4M m for Turkish UTM).
All three functions now accept world_offset and apply it to every
boundary vertex before the f64→f32 cast.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Three root causes caused all geometry and UCS arrows to disappear:
1. TruckObject::Lines and TruckObject::Text variants returned world-space
f32 coordinates without applying world_offset, so fit_all() computed
bounds spanning from local space to UTM world space (~4 M m), placing
the camera impossibly far from all visible geometry.
2. Ray/XLine entities with unnormalized direction vectors (common in some
DXF exporters) produced astronomically large far-point coordinates
(up to 1e28) that overwhelmed the camera fit even after the offset fix.
Fixed by normalizing the direction vector before multiplying by
DISPLAY_EXTENT.
3. Origin-stuck corrupted entities (coordinates ≈ 0 in world space become
≈ -world_offset in local space) pulled the fit_all() bounds far from
the actual drawing. Fixed by computing local_extent_max from EXTMIN/EXTMAX
(10× safety margin) and skipping points outside that range in fit_all().
Additional hardening: wire_gpu.rs now skips ±inf segments (not just NaN),
and snap_pts/key_vertices in all TruckObject variants are offset-corrected.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Subtracts the DXF header extents centroid (world_offset) from all coordinates
in f64 BEFORE casting to f32. This eliminates the ~0.5 m ULP error that occurs
at 4,000,000 m UTM coordinates and caused geometry to disappear on zoom-out.
- Scene: adds world_offset field + compute_and_set_world_offset() method
- tessellate.rs: threads world_offset through all f64→f32 conversions
(legacy_geometry, dimension_geometry, solid_wire_fallback, multileader)
- truck_tess.rs: to_local() helper already in place from prior session
- mod.rs: tessellate_entity() and entity_aabb() apply world_offset
- update.rs: compute_and_set_world_offset() called after doc load
- cmd_result.rs / solid3d_cmds.rs: pass correct offset to truck tessellators
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Spline: if flags.closed/periodic and B-spline endpoints don't meet,
add an explicit closing Wire segment to eliminate the visual gap.
- Hatch BoundaryEdge::Spline: evaluate the B-spline at 16 uniform
parameter samples (de Boor via truck BSplineCurve) instead of
plotting raw control points as a polyline; falls back to control-
point polyline for degenerate knot/degree inputs.
- Ellipse arc key_vertices and LWPolyline midpoint grips committed
separately; this commit wraps the spline-related fixes.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Block sub-entities with ByBlock color now inherit their INSERT's resolved
color instead of rendering as the default white. ByBlock linetype inherits
the INSERT's linetype pattern, and ByBlock lineweight inherits the INSERT's
effective line weight.
Implemented via render_style_for_block_sub(), called in tessellate_entity()
when expanding INSERT exploded entities.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Standalone hatches and hatches from block inserts were rendered
regardless of entity invisible flag, layer off/frozen state, or
whether the owning INSERT belongs to the current layout block.
- Filter self.hatches by invisible, layer, and belongs_to_visible_block
- Skip INSERT entities that are invisible, on a hidden layer, or outside
the current layout block before exploding their contents
- Skip individual hatches produced by explode that are invisible or on
a hidden layer
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
paper_canvas_wires() now returns Arc<Vec<WireModel>> backed by
paper_canvas_cache (epoch-keyed). Pan/zoom frames hit the cache and
return a pointer copy; only geometry changes rebuild the wire list.
Completes the paper-canvas caching chain (L+M): sheet cache →
projected-per-viewport cache → full canvas Arc cache.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add two epoch-keyed caches to eliminate per-frame work in paper-space layouts:
paper_sheet_cache — caches wires_for_block(layout_block) as Arc<Vec<WireModel>>.
Previously paper_sheet_wires() re-tessellated all paper-space entities (title
block, annotations, viewport borders) on every mouse-move frame. Now it is an
O(1) Arc clone. entity_wires_arc() reuses the same cache so a geometry-change
frame triggers only one tessellation pass even when both the GPU renderer and
the Iced canvas are active.
paper_projected_cache — caches projected+clipped wires per viewport handle.
viewport_content_wires() now uses model_wires_for_viewport_arc() for the
tessellation step (already O(1) via viewport_wire_cache) and stores the
projection+clip result keyed by (vp_handle, epoch). Navigation frames
(pan/zoom on the paper sheet) are O(N_viewports) Arc/slice copies instead of
O(N_entities × N_points × N_viewports) tessellate+project work.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add `aabb: [f32; 4]` field to WireModel (world-space 2-D bounding box).
In tessellate_entity() set each wire's AABB from e.as_entity().bounding_box()
via new entity_aabb() helper; Insert sub-entities each get their own AABB.
Preview/interim wires and any entity returning a zero-extent default box get
UNBOUNDED_AABB so they are never pre-rejected.
Replace the chord-sphere heuristic in Snapper::wire_in_range() with a proper
AABB vs snap-circle overlap test. The new check is four scalar comparisons and
correctly handles closed curves (circles, arcs) which the chord-sphere approach
had to special-case.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Option I: add per-viewport Arc wire cache so paper-space viewport rendering
no longer re-tessellates model content every frame.
Option J: hit_test_wires() returns Arc<Vec<WireModel>> — O(1) pointer copy
in model space instead of a full Vec clone on every mouse move during commands.
paper_canvas_hatches/wipeouts() now route through the epoch caches added in F.
Option K: add world_snap_r + wire_in_range() pre-check to Snapper::snap().
All Endpoint/Midpoint/Nearest/Perpendicular/Intersection loops skip wires
whose chord sphere is outside the snap circle using O(1) scalar comparisons,
eliminating O(entities × vertices) matrix multiply cost when zoomed in.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add Arc<Vec<...>>-backed epoch caches for hatches, wipeouts, images, and
meshes — the same pattern used for wires. build_primitive() now returns
an O(1) Arc refcount bump on navigation frames instead of rebuilding
every collection from scratch.
Also wrap ImageModel.pixels in Arc<Vec<u8>> so cloning an ImageModel is
O(1) regardless of image resolution.
Navigation frames no longer copy pixel data, tessellated hatch boundaries,
or mesh geometry — all per-frame CPU work on unchanged geometry is now
eliminated.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Extract tessellate_one body into a Send-compatible free function
tessellate_entity, then drive it with rayon::into_par_iter() in
wires_for_block(). Spreads file-open and post-edit tessellation across
all CPU cores. Navigation frames are unaffected (Options A/B cache
eliminates per-frame tessellation entirely).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Replace the O(objects) linear scan inside wires_for_block() with a
sort_cache keyed by geometry_epoch. On a cache miss the index is built
once by scanning all document objects; subsequent calls within the same
epoch do an O(1) HashMap lookup (block_handle → entity→sort map).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:
Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.
Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.
geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
White paper fill was calculated from entity bounding boxes (paper_entity_extents),
so adding a viewport caused the paper to visually shrink to the viewport's bounds.
Now paper_limits() (layout min/max limits) is used directly, and the unused
paper_entity_extents() function is removed.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- paper_entity_extents() computes the bounding box of actual DXF entities
so the white fill always matches the drawn title-block / frame borders,
regardless of whether Layout min/max_limits match entity positions
- Falls back to paper_limits() (→ A4 297×210) when layout has no entities
- Removed paper_boundary_wire: the white fill now acts as the visual paper
edge so the near-white wire (invisible on white) was redundant
- LayoutCreate sets limits to A4 landscape immediately after add_layout()
to override acadrust's imperial default (12×9)
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- paper_limits() falls back to A4 landscape (297×210mm) even when no
Layout object exists in the document
- paper_bg_color default changed to white [1,1,1,1] (paper surface color)
- PaperCanvas::draw() fills canvas with dark desk color first, then draws
the paper area rectangle in paper_bg_color so the sheet is clearly
visible against the desk background
- view.rs container background uses the fixed desk color instead of
paper_bg_color so it no longer conflicts with the paper-surface color
- BACKGROUND RESET for paper space now resets to white instead of dark gray
- Removed unused PaperSheet variant, paper_sheet() constructor,
build_paper_sheet_primitive() and associated match arms (dead code
after 2D canvas replacement)
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- viewport_screen_rect now mirrors PaperCanvas::draw()'s camera-based
to_px transform instead of using a fixed paper-limits scale, so the
3D overlay lands exactly over the drawn viewport border at any zoom/pan
- blue border frame (stack layer above the shader) makes the active
viewport boundary always visible even when it fills the canvas
- space-mode pill in MSPACE now dispatches LayoutSwitch("Model") so
clicking it jumps to full Model Space instead of just exiting to PSPACE
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Paper space is now rendered as a 2D vector canvas (iced::widget::canvas)
instead of a 3D shader widget. This allows direct interaction with
paper-space entities (title blocks, viewport borders, annotations)
without needing to enter MSPACE first.
Changes:
- src/scene/paper_canvas.rs: new PaperCanvas<'a> canvas::Program that
renders paper wires (with linetype dashes), solid/gradient hatch fills,
and wipeout backgrounds using the paper camera's orthographic transform.
- Scene: three new public helpers (paper_canvas_wires, paper_canvas_hatches,
paper_canvas_wipeouts) feed the canvas with the same data the old shader
used, including inactive viewport projections and interim/preview wires.
- view.rs: paper_canvas_view() now wraps PaperCanvas instead of
shader(ViewportPane::paper_sheet(…)). The PaperViewportPane 3D shader
overlay for the active MSPACE viewport is unchanged.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
viewport_content_wires() computed view_right via world_z × view_direction
(cross-product). This gives the OPPOSITE sign to the right vector that
look_at_rh produces for views with a Y component (FRONT/BACK views):
GPU look_at_rh: screen_right = f × up = (−vd) × (rot*Y) = rot*X
Old CPU formula: screen_right = Z × vd ← opposite sign for FRONT/BACK
The mismatch caused the paper-space projection to appear mirror-flipped
after panning/rotating in MSPACE.
Fix: use camera_for_viewport() to obtain the exact same rotation
quaternion the GPU uses, then derive both axes from it:
view_right = rotation * X
view_up = rotation * Y
Also replaces the perspective depth dot-product (mp · vd) with
mp · (rotation*Z) so the depth direction is consistent too.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
orbit_active_viewport was writing cam.rotation*Z directly to
view_direction, but yaw_pitch_to_quat(y,p)*Z has its Y component
negated relative to the snap convention: (cos(p)*sin(y), -cos(p)*cos(y),
sin(p)) vs (cos(p)*sin(y), +cos(p)*cos(y), sin(p)). This caused
camera_for_viewport to reconstruct yaw = π - original_yaw, making every
orbit appear reversed. Fix: negate Y when writing view_direction back.
pan_active_viewport was using the paper-space camera to convert screen
pixels to model-space delta. This gives wrong pan axes for tilted
MSPACE views (e.g. front/side views where cam_up is Z, not Y). Fix:
use camera_for_viewport so the pan axes match the 3-D view orientation,
and update all three view_target components (X/Y/Z) for tilted views.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Add orbit_active_viewport(), snap_active_viewport_to_angles(),
active_view_rotation_mat(), active_viewport_yaw_pitch() helpers so
navigation gestures modify the DXF viewport entity's view_direction
instead of the paper-space camera.
- Fix "already there → flip opposite" check: the previous code used
rot * Vec4::W (always (0,0,0,1) for a rotation matrix); now reads
(yaw, pitch) directly from camera_for_viewport() via the new helper.
- MSPACE right-drag orbit early-returns after writing the viewport
entity, preventing the paper-space camera from also being modified.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
When a paper-space viewport is activated (double-click / MSPACE command),
it is now rendered through its own dedicated PaperViewportPipeline rather
than the CPU-projection approach used for inactive viewports.
Architecture:
- PaperSheet widget (full-canvas): renders paper entities + CPU-projected
content of all viewports *except* the active one.
- PaperViewportPane widget (Fixed w×h, positioned at viewport screen rect):
renders the active viewport with a true 3D camera derived from the
viewport's view_direction/view_target/view_height.
PaperViewportPipeline is a newtype of Pipeline. Having a distinct type
gives it its own Iced storage entry (keyed by TypeId), preventing the
shared prepare() overwrite that broke the earlier per-viewport approach.
Changes:
- render.rs: PaperViewportPipeline, PaperViewportPrimitive newtypes;
build_active_viewport_primitive(); build_paper_sheet_primitive() now
excludes active_viewport from CPU projection.
- viewport_pane.rs: PaperViewportPane<'a> with shader::Program impl.
- mod.rs: viewport_content_wires() gains exclude_vp parameter;
viewport_screen_rect() is no longer dead code.
- view.rs: paper_canvas_view() overlays PaperViewportPane when MSPACE
is active.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Iced 0.14 batches all shader prepare() calls before any render() calls.
Multiple ViewportPane widgets sharing the same Pipeline type overwrite
each other's GPU buffers, causing the PaperSheet layer (full-canvas) to
render the last viewport's model content — appearing full-screen.
Fix: paper_canvas_view() now renders a single full-canvas PaperSheet
widget. build_paper_sheet_primitive() is updated to include model-space
content projected through each viewport's view matrix (via
viewport_content_wires()), restoring the original working behaviour.
ViewportPane::Paper mode and viewport_screen_rect() are kept with
#[allow(dead_code)] — a per-viewport wgpu sub-renderer that accumulates
data across frames could revive them in the future.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Remove Scene: shader::Program<Msg> impl; all GPU rendering now goes
through ViewportPane which supports three modes:
Model — full model-space view (unchanged behaviour)
PaperSheet — paper-space entities only, using the paper camera
Paper — model content through a specific viewport's own camera
- Add Scene helper methods (render.rs):
build_primitive / build_paper_sheet_primitive / build_viewport_primitive
update_viewcube_state / viewcube_mouse_interaction
- Add Scene helpers (mod.rs):
paper_sheet_wires() — paper entities without viewport projection
camera_for_viewport() — derive Camera from Viewport entity data
model_wires_for_viewport() — model wires filtered by per-viewport frozen layers
viewport_screen_rect() — paper-space → pixel rect mapping
- Add paper_canvas_view() in view.rs:
Stack of PaperSheet + one Paper widget per Viewport entity,
positioned with Space offsets from viewport_screen_rect()
- Update VIEWPORT_WIDGET_PLAN.md: mark Steps 1–4 done, document remaining work
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Block-definition geometry (entities stored inside named blocks) was
leaking into the viewport when DXF files omit the owner-handle group
code (330) on block-content entities.
The fix tightens `belongs_to_visible_block`: when `owner_handle` is
null, the current layout block-record's `entity_handles` list is used
as the authoritative allow-list before falling back to the older
"not-in-any-other-block" heuristic. This ensures block definitions
are never rendered directly, only when referenced via an INSERT.
Bumps version to 0.1.4.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Arc rendering now respects the normal vector: when normal.z < 0 the
midpoint is placed on the clockwise side so the curve sweeps the right way
- Removed spurious .to_radians() / .to_degrees() round-trips in arc.rs
(angles are already stored in the unit the trig functions expect)
- apply_grip and apply_transform use consistent angle units
- normalize_insert_entity no longer converts arc angles; the old conversion
was only needed by the now-removed .to_radians() call in to_truck
- Added fix_mirrored_arc: swaps arc start/end angles when the INSERT has a
mirrored scale (x_scale * y_scale < 0) so exploded arcs curve correctly
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Refactors solid3d_tess to share tessellate_sat() across Solid3D,
Region (2D planar ACIS body), and Body (3D ACIS body).
populate_meshes_from_document() and add_entity() now tessellate
all three entity types into GPU MeshModels when ACIS SAT data
is available.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Panel overlay showing all layouts with their active status.
Supports: select, rename, new, delete, reorder (◀▶), set current.
Also adds Scene::swap_layout_order() for tab-order resequencing.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>