Commit Graph
578 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 57401f6f32 perf(scene): delta journal so edits touch only changed entities (phase 0-1)
Every geometry mutation previously bumped a monotonic geometry_epoch and each
derived cache compared its stamp and, on a miss, re-walked the whole document —
so drawing or moving one line rebuilt every hatch / image / mesh / wipeout model
even though none of them changed.

Add a per-mutation delta journal: bump_entities(&[(Handle, ChangeKind)]) records
exactly which handles changed (Added / Removed / Modified), folding the memo drop
and the epoch bump into one call a site cannot forget. A bounded ring keeps the
recent deltas; replay_since(last_epoch) coalesces the changes past a consumer or
returns None (full rebuild) when a spanned delta is `full` or the consumer fell
off the ring. bump_geometry / bump_geometry_no_blocks push a `full` delta so the
journal is never missing a step.

Route the common single-entity ops through it: add (Added), update (Modified),
erase (Removed), move/rotate/scale/mirror (Modified), copy (Added). Gate the four
per-category model caches on category relevance — an edit whose handles are not in
a category leaves that category cache warm; a removal is treated conservatively
(the erased handle can no longer be classified), and the mesh cache also
invalidates on any INSERT edit since it carries the instanced block meshes.

Net: a plain-entity edit no longer rebuilds the hatch/image/mesh/wipeout model
sets. The resident wire clone-all and the GPU re-upload are still whole-set — the
journal is the groundwork for making those per-entity next. Adds 6 journal unit
tests (replay, coalescing, full-fallback, ring overflow, category gate).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-14 23:50:04 +03:00
Hakan SevenandClaude Opus 4.8 0f61a2e582 perf(render): share one GPU wire buffer across slots by content id
Each pipeline slot owned its own gpu_wires: every paper viewport and every
Model tile rebuilt an identical resident wire set into its own GPU vertex
buffers and its own handle index. With N content viewports drawing one shared
tessellation that is N copies of the (potentially huge) wire buffers in VRAM
plus N batch+index builds on every content change — the issue-131 memory
exposure multiplied by the viewport count.

A wgpu::Buffer is internally ref-counted, so sharing a WireGpu by Arc shares
its GPU allocation. Make Pipeline.gpu_wires an Arc<Vec<WireGpu>> (and
wire_handle_index an Arc<map>), turn upload_wires into build_wire_buffers(&self)
that returns those Arcs, and add MultiPipeline.wire_buffer_cache keyed by
wire_content_id. prepare() builds an entry once on a cache miss and hands Arc
clones to every slot with that id — so N viewports (and, since one MultiPipeline
backs all panes, N panes) upload the wire vertices exactly once between them.
Camera uniforms and scissor stay per-slot, so the draw still issues one call per
viewport with the right view; only the geometry is deduplicated. The shared Vec
is never mutated in place — only reassigned on a content change — so the sharing
is sound.

The cache drops entries no slot still references (Arc::strong_count == 1) once it
passes a small bound, so a live buffer (held by any pane) is never evicted.
Model multi-tile gets the same dedup for free, and two panes showing the same
model now share buffers.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-14 21:19:18 +03:00
Hakan SevenandClaude Opus 4.8 f39a2d3126 perf(render): unify model/paper/block spaces on one resident wire path
Model space held a full, camera-independent, un-culled wire set with a
stable content id, so pan/zoom re-drew without re-tessellating or
re-uploading and idle frames collapsed to a single blit. Paper did none of
that: the sheet was camera-keyed (full re-tess every pan/zoom), content
viewports re-baked per zoom step with their own frustum cull + LOD, and a
per-frame wire_force_nonce forced a GPU re-upload every frame AND poisoned
render_signature so paper never hit the single-blit scene cache.

Route every space through one Scene::resident_wires_for(block, anno, frozen):
the full, un-culled, LOD-free set per (block, ambient bg, anno, frozen) key,
held resident and stamped with a stable WIRE_CONTENT_GEN id. Model tiles,
BEDIT, the paper sheet (a thin border-drop + printable-area dressing over the
resident base) and paper content viewports all share it. When annotation is
inert (PSLTSCALE off and no annotative entity, cached per epoch) the per-
viewport scale is normalized away so every viewport reuses one tessellation.

Result: paper pan/zoom does zero re-tessellation and zero wire re-upload, and
paper now hits the single-blit scene cache exactly like model. Deletes
wire_force_nonce, the per-viewport height/view wire cache, and view_cull_aabb.
Tradeoff (deliberate, matches model): no cull/LOD anywhere.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-14 20:50:37 +03:00
Hakan SevenandClaude Opus 4.8 3548de332c feat(block): BEDIT block editor as a dedicated space tab (#261)
Selecting a block and running BEDIT (command, ribbon button, or a
double-click on the block) opens a block-editor "space" tab, named after
the block, alongside Model/Layout in the status bar. The tab draws ONLY
the block record's own entities in block-local coordinates; edits are
live on the definition, so every INSERT updates. Save Block / Discard
buttons (side toolbar) finish the session; Discard restores the on-entry
snapshot. Space switching is locked while a block is open, and BEDIT and
REFEDIT are mutually exclusive.

Implementation: a Scene.block_edit_block override at the top of
current_layout_block_handle scopes render/pick/new-entity ownership to the
edited block while current_layout stays "Model" (so the pervasive
Model-vs-paper code keeps model behaviour). The model render/pick paths
that hardcoded model_space_block_handle (wire tile set, hatch render +
pick, block-instance meshes) are made binding-aware so the block isolation
actually takes effect and model content does not leak in. Entering fits
the camera to the block (fit_all already scopes via the binding). Renaming
the block tab renames the block itself — new Scene::rename_block re-keys
the record, updates the Block marker and repoints every INSERT reference.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-14 13:03:04 +03:00
Hakan SevenandClaude Opus 4.8 a4fc34c6a2 feat(web): render hatches on WebGL2 via a texture-backed renderer
WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer
hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never
rendered on the web build — the pick highlighted the boundary and the command
then appeared to cancel (issue #204).

Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs
the variable-length boundary / family / dash arrays into one RGBA32F data
texture read with textureLoad, instead of the fixed-size uniforms of the
wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS
(1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and
arbitrarily complex line patterns — renders on the web. The fill algorithm
(in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex
transform) is identical to the desktop path; only the array ACCESS changes.
Pattern phase is anchored at world_origin with the boundary stored raw, and
scale / gradient-range clamped, to match the desktop batched renderer exactly.

Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched;
the new module and pipeline are gated on target_arch = "wasm32".

Also silence the resulting (and pre-existing) wasm-only dead-code warnings for
native-only paths so both the native and web builds compile clean.

Closes #204.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-14 00:53:51 +03:00
Hakan SevenandClaude Opus 4.8 9b1a495549 fix(linetype): A-type endpoint alignment so dashed lines end on a dash
Dashed/dash-dot lines could end in a gap ("empty space at the end"),
especially inside paperspace viewports. The dash pattern was only centred
on each wire, which makes the two ends symmetric but does not force them
onto a solid dash.

Implement AutoCAD "A" (aligned) linetypes: the line begins AND ends on a
solid dash, interior dashes stay nominal, and the two end dashes stretch
symmetrically to absorb the remainder (so parallel lines share an
identical interior). wire_distances computes the end-dash length D and
total length L for a dash-first pattern (D = (L - k*P + a) / 2); the GPU
in_dash walk force-lights the two end regions and phases the interior to
resume right after the start dash. Lines shorter than one pattern period
draw solid.

Only alternating dash-first patterns are aligned; gap/dot-first,
consecutive-dash, NaN-break (plinegen=false) and solid lines keep the
prior behaviour. Native and web (wasm) shaders kept in sync.

Refs #13.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 23:50:25 +03:00
Hakan SevenandClaude Opus 4.8 c0844ad55c feat(annotative): synthesize per-object contexts + editable UI
Make objects genuinely annotative — carrying real per-scale
representations that interoperate with other CAD apps — rather than just
a native flag. `create_annotation_context` synthesizes the extension-dict
chain (AcDbContextDataManager -> ACDB_ANNOTATIONSCALES -> per-scale leaf)
from the entity's placement; the editable Annotative toggle now covers
Text and block references as well as MText/MLeader; and a new
"Annotation Object Scale" dialog (OBJECTSCALE) adds/removes an object's
per-scale memberships. Requires the acadrust ObjectContextData encoder
(Cargo.lock bump).

Also fixes a render bug where objects carrying an *empty*
ACDB_ANNOTATIONSCALES (a single-representation marker with no per-scale
reps) were treated as annotative and (mis)scaled by the annotation factor
in scaled paper viewports, ballooning the text: an object is now
annotative-by-context only when its scale collection is non-empty, so
such objects render at their base geometry.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 22:38:29 +03:00
Hakan SevenandClaude Opus 4.8 31d3023167 fix(paper): reset a reused viewport GPU slot so the survivor keeps its content
Pipeline slots are addressed by list index, but the renderer drops
off-canvas viewports from the list, so a slot can be reused by a
different viewport across frames — e.g. when the first paper viewport
scrolls off the canvas the second slides into its slot and inherits its
stale, differently frustum-culled GPU buffers. The text upload is gated
on a geometry-epoch change (unaffected by the index shift), so the
survivor rendered the gone viewport's text and its own vanished.

Give each viewport a stable identity, remember which one last used a
slot, and reset all cache keys when the occupant changes so wires, text,
hatches, meshes and Face3D re-upload for the new viewport. No cost in the
steady state — the reset fires only when a viewport enters/leaves view.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 22:38:13 +03:00
Hakan SevenandKarimJerbi b4a25701de Merge PR #374: pick innermost hatch boundary and detect nested holes
HATCH/GRADIENT/BOUNDARY pick-inside now resolves the click against every
enclosing outline, fills the smallest-area one, and emits inner outlines as
NaN-separated holes. DXF export writes one boundary path per ring.

Co-authored-by: KarimJerbi <[email protected]>
2026-07-13 17:46:55 +03:00
Hakan SevenandClaude Opus 4.8 04bd49c715 fix(io): resolve root named-objects dict robustly on foreign DWGs
Some DWGs written by other programs leave the root named-objects
dictionary unrecoverable: the header pointer names a non-dictionary and
the real NOD child dicts are owned by a table-control handle, so nothing
has owner==NULL. Navigating the root then silently no-ops, and
registering a new named-object entry (page setup, annotation scale, CTAB)
against the missing root orphans it — it never round-trips.

Add shared annotative::root_named_dict_handle(): resolve the header
pointer, else adopt the richest owner==NULL dict, else synthesise a fresh
root and write it back. Route ensure_plotsettings_dict, add_scale's
scalelist-create branch, and set_saved_active_layout through it. Resolve
the plot-settings dict via the PlotSettings owner when the header pointer
is stale, mirroring scalelist_dict_handle.

Verified page setups survive a DWG save/reload on the repro file with
layouts intact.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 16:28:21 +03:00
Hakan SevenandClaude Opus 4.8 70225de11f fix(annotative): make scale-manager rename and edits actually persist
Double-click rename did nothing and ratio edits were lost when switching
scales — and on drawings saved by other programs nothing could be edited
at all.

- Fallback scales were virtual (no Scale objects), so edit/rename no-oped;
  materialize the standard set into real staged objects when the manager
  opens, reverted on close unless applied.
- On third-party DWGs the mutators walked the root named-objects dict ->
  ACAD_SCALELIST, which can be unreachable, and matched dictionary keys
  that are internal ids (*A1, A0) rather than scale names. Locate the
  scale-list dict robustly and match scales by object name + handle.
- Rename rows inline via double-click; repair a dangling current-scale
  header pointer on staged rollback.
- Stage text/mleader style-manager edits on switch so they persist like
  the scale manager.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 14:37:33 +03:00
Hakan SevenandClaude Opus 4.8 1071570f40 feat(annotative): annotation-scale manager window
Replace the scale popup's inline delete/add affordances with a single
"Manage scales..." row that opens a proper manager, matching the style
managers: it reuses the shared style-manager palette and chrome (toolbar +
list + editor frame), so it looks and behaves like the Text / Dim / MLeader
managers.

The manager lists the drawing's annotation scales (name + ratio, the current
one checked) and edits them through a Name / Paper units / Drawing units
editor: New adds a scale from the fields, Apply renames / re-ratios the
selected one, Delete removes it (never the current scale), and Set Current
makes the selected scale the model-space annotation scale. Backed by
Scene::add_scale / remove_scale / edit_scale on ACAD_SCALELIST.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 10:39:14 +03:00
Hakan SevenandClaude Opus 4.8 b1eba180eb feat(annotative): add/remove drawing annotation scales
The drawing's annotation-scale list (ACAD_SCALELIST) is now editable, so the
set of scales offered by the status-bar scale pill can be grown or trimmed:

- Scene::add_scale / remove_scale create or drop a Scale object and its
  SCALELIST dictionary entry (creating the SCALELIST dictionary, and
  registering it in the root, for drawings that carry none).
- SCALELISTEDIT gains ADD <ratio> / DELETE <name> alongside the existing
  listing (e.g. `SCALELISTEDIT ADD 1:50`).
- The scale popup (model space) grows a delete affordance on each non-active
  scale and a "+ Add scale..." row that primes the command line. The current
  annotation scale is protected from deletion.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 10:18:05 +03:00
Hakan SevenandClaude Opus 4.8 fc5e93dcc1 feat(properties): editable Annotative toggle for MText and MLeader
The Annotative row becomes an editable toggle for the two entity types that
carry a native per-object annotative flag — MTEXT (is_annotative) and
MULTILEADER (enable_annotation_scale). Turning it on flags the object
annotative (it then scales with the current annotation scale in model space);
turning it off clears the flag AND removes the per-object annotation context
(the AcDbContextDataManager -> ACDB_ANNOTATIONSCALES leaf subtree) plus the
legacy annotative XDATA markers, via scene::annotative::set_entity_annotative /
clear_annotation_context, so the object stops resolving annotative instead of
staying on through a stale context. The shared SCALE objects are left intact.

Style-derived types (text/dimension/leader/table/insert) keep a read-only
Annotative row — their state comes from the assigned style, and making a single
object annotative there needs a per-object context object (a dedicated
acadrust ObjectContextData writer) which is out of scope here. Verified an
existing annotative DWG round-trips its 134 per-object contexts through a
save/reload unchanged, so the far more common open-and-save path is unaffected.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 09:32:22 +03:00
Karim Jerbi 5299a483da fix(hatch): flag only the outer ring as external when serializing holes
When writing a hatched region with holes to DXF/DWG, every NaN-separated ring was created with BoundaryPath::external(), so consumers treated inner loops as outer islands instead of holes. Only the first (outer) ring should carry the external / outermost flags; hole rings are left unflagged. A picked big-minus-small hatch now persists with the small rectangle as a real hole.

Adds a regression test asserting only the first boundary path is flagged external.
2026-07-13 05:55:54 +01:00
Karim Jerbi 934570862c fix(hatch): pick innermost boundary and detect nested holes
The HATCH/GRADIENT/BOUNDARY "pick inside" mode returned the first outline containing the click point, so the result depended on draw order and any nested boundary was ignored. For a small rectangle inside a big one, clicking inside the small shape would hatch the whole big rectangle (or the small one, depending on which was drawn first), and clicking in the gap between them always hatched the full big rectangle with no hole.

Resolve the click against every enclosing outline and choose the smallest-area one as the fill. Any other outline fully contained by that ring but not containing the click point becomes a hole. The boundary is emitted as NaN-separated rings, which the GPU and CPU rasteriser already fill via even-odd, so pattern, solid, and gradient hatches all render the correct region (the small shape, or the big-minus-small ring) regardless of draw order. DXF export now writes one boundary path per ring so nested hatches persist with real holes.
2026-07-13 01:32:05 +01:00
Hakan SevenandClaude Opus 4.8 7cf1bf014b feat(properties): editable per-object leader dimension overrides
A legacy leader's Lines & Arrows / Text / Fit rows are now editable
per-object overrides of its dimension style, stored in the standard
ACAD_DSTYLE XDATA record (new src/entities/dim_override.rs codec). Arrow
block, arrow size, dim-line lineweight, text offset, vertical text
position and overall scale each prefer an override over the style; the
renderer honours arrow size / block / overall scale and the dim-line
lineweight, so an edited leader redraws at its new arrow and weight.

XDATA edits go through a new dispatch::set_entity_xdata, which registers
the application in the APPID table (the DWG writer drops records for an
unregistered app) and drops that app's stale verbatim EED block (which
otherwise wins over the structured record on a DWG save), so edits and
clears round-trip. The hyperlink editor moves onto this path too.

Dim-line colour stays read-only: it would live in the leader's
override_color, which the file layer doesn't serialise, so making it
editable would silently lose the pick on save. Picking "Closed filled"
writes an explicit null-handle arrow override rather than clearing, so
it sticks even when the style's arrow differs; an unparseable numeric
entry is ignored instead of wiping the stored override.

Note: the DXF entity writer only emits XDATA for hatches, so these
overrides (and hyperlinks) currently persist on DWG save but not DXF —
an acadrust-side gap to close separately.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-13 00:28:42 +03:00
Hakan SevenandClaude Opus 4.8 984fa79189 feat(properties): make the Hyperlink field editable
The General-group Hyperlink row becomes an editable text field; committing a
value writes the standard PE_URL XDATA record (an empty value clears it). Adds
scene::view::dispatch::set_common_xdata, which rebuilds an entity's XDATA to
replace or remove a single application record — ExtendedData only appends, so a
plain add_record would leave a stale duplicate the reader would pick first.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 23:24:34 +03:00
Hakan SevenandClaude Opus 4.8 1b037a68aa feat(annotative): scale text/dims/tables/blocks at the annotation scale + editable property pickers
Render: annotative-ness is resolved centrally in scene::annotative::is_annotative
(per-object context dictionary, legacy XDATA, or annotative style) so the bake and
the properties panel agree. Text, dimensions, tables and blocks now display at the
current annotation scale in model space. An annotative block scales as one uniform
unit about its insertion point — its internal geometry and attributes are carried by
that scale instead of being scaled individually, fixing the block-attribute size
regression. Tables scale their column/row/margin geometry.

Properties: the handle- and flag-backed rows are now editable pickers — MLEADER
multileader style / text style / arrowhead / leader linetype, General Material, and
Plot style (named plot-style mode only; the color-dependent mode stays read-only,
which is correct). A picked name is resolved back to its handle in the update loop,
where the document is in scope. Annotative Yes/No and the annotation-scale row are
shown per object.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 23:16:44 +03:00
Hakan SevenandClaude Opus 4.8 e3d5edf9b7 feat(properties): rework Text/MText/MLeader/Leader panels to standard layout
Match the entity Properties panels to the standard CAD layout and
web-verified behaviour:

- Text: combined Justify (horizontal x vertical) dropdown; Position and
  Text-alignment rows become editable/grayed by justification; drop the
  Annotative-scale row.
- MText: combined Justify; editable Direction, Line space distance
  (back-solves the factor) and Line space style; Defined width/height
  gated on column mode.
- MLeader: regrouped to match the palette - drop the Leader Structure
  group (fold landing rows into Leaders), gate Text vs Block on content
  type, full 9-value attachment label set, resolve handle-backed rows
  (style, text style, arrowhead, linetype) to names.
- Leader: Lines & Arrows / Text / Fit are resolved from the dimension
  style (arrowhead, arrow size, dim-line lineweight/colour, text gap,
  vertical text pos, overall scale); Current Vertex navigator; combined
  Type; Geometry group after General; no 3D-Visualisation group.
- General: rename "LT Scale" to "Linetype scale"; show ByLayer
  transparency by name. Add shared num_prop helper for conditionally
  editable numeric rows.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 18:01:44 +03:00
Hakan SevenandClaude Opus 4.8 1e4b1f23a3 fix(text): grow the SDF glyph atlas instead of dropping glyphs (#347)
Text and dimensions vanished on a text-heavy, multi-font DWG. The global
SDF glyph atlas was a fixed 1024² page shared across drawings; once full,
pack() returned None and every further (font, char, bold) glyph was
silently skipped — so late-baked glyphs (dimension text especially) never
rendered.

Initialise the atlas at 2048² (covers real multi-font/CJK drawings with
no growth, so no stale UVs) and add a grow_height() fallback that doubles
height, appends zeroed rows, rescales cached entries' V/solid_uv and marks
the texture dirty (up to MAX_ATLAS_PX = 8192) rather than dropping glyphs.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 11:36:33 +03:00
Hakan SevenandClaude Opus 4.8 dd3ce6767c feat(layout): reopen a drawing in the space it was saved in
Files saved while a paper layout was active reopened in Model space
because the loader hardcoded the current layout to "Model" and never
consulted the space recorded in the file.

The active space is a standard part of the format and acadrust already
round-trips it: $TILEMODE (header.show_model_space) for model-vs-paper,
and the CTAB current-tab variable for the exact layout name.

- Read: on open, pick the current layout from CTAB (when it names a
  layout that exists), else $TILEMODE (Model, or the first paper layout).
- Write: Scene::sync_active_space_to_document() mirrors the active layout
  back into the document (show_model_space + CTAB). It runs from
  set_current_layout, so every active-layout change — the status-bar tab,
  the Layout Manager's Set Current, create / rename / delete, and
  undo/redo — keeps the document in sync for the next save.

$TILEMODE is the guaranteed mechanism (read and written for both DXF and
DWG); CTAB refines the exact tab when the variable is present.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 01:01:40 +03:00
Hakan SevenandClaude Opus 4.8 62bd360e46 refactor(precision): widen command transform scalars and defaults to f64 (#311)
Completes the f64 migration on the CPU data path: the only f32 left now
is the GPU/render/screen layer, which is architecturally required (wgpu
vertex buffers and iced are f32; f64 vertices would double memory).

- EntityTransform::Rotate.angle_rad and Scale.factor are now f64 (the
  transform was already applied in f64 around the DVec3 center, so this
  only preserves the typed angle/factor). apply_standard_transform and
  apply_standard_scale take f64.
- CmdResult::ExtrudeEntity.height and AlignSelected.{angle_rad,scale}
  are f64; the EXTRUDE height parses as f64.
- defaults.rs (last-used construction values: circle radius/diameter,
  rotate angle, scale factor, offset/fillet/chamfer distance, array
  spacing/counts/angle) moved from Cell<f32> to Cell<f64>. Array counts
  round-trip through u32 (exact below 2^53).
- Consumers in circle/array/fillet/offset/rotate/scale/align/solid3d and
  dimension.rs rotate_point/scale_point follow. `as f32` is kept only
  where a value feeds a WireModel rubber-band/ghost (the preview path is
  screen-space f32).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 00:34:38 +03:00
Hakan SevenandClaude Opus 4.8 553b91015f fix(precision): keep BLOCK base and TEXT/MTEXT insertion points in f64 (#311)
Three commit helpers narrowed a typed/picked point back to f32 before it
reached the persisted entity, so the coordinate was quantized to the f32
grid (worse at large/UTM extents):

- Scene::create_block_from_entities took the base point as glam::Vec3, so
  the block's local-space translation and the replacement INSERT's
  insert point were f32. Param is now DVec3 (matching the sibling
  define_block_from_owned_entities); the command_driver handler no longer
  downcasts with as_vec3().
- The MTEXT and TEXT in-place editors stored `pos` as Vec3 and built the
  committed insertion_point from it, quantizing a new label's position
  and re-quantizing an existing one on edit. Both `pos` fields are now
  DVec3.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-12 00:34:26 +03:00
Hakan SevenandClaude Opus 4.8 1f89b78a7e fix(precision): keep typed hatch boundaries exact in f64 (#311)
The HATCH/GRADIENT/BOUNDARY commands built the persisted hatch through
the render-side boundary (f32 offsets from world_origin), and with a
zero world_origin that meant absolute f32 - so a typed boundary vertex
of 2000.8 was stored as 2000.8020, and at UTM scale the fill landed far
from its boundary.

HatchModel.boundary stays f32 (the GPU render contract). Added
HatchModel.boundary_wcs: Option<Arc<Vec<[f64;2]>>>, an exact absolute-WCS
boundary set only by the draw commands. Scene::add_hatch persists from
boundary_wcs when present (exact f64 -> DxfHatch), else falls back to the
f32 + world_origin reconstruction used by DXF-rebuilt hatches. manual_pts
is now Vec<DVec3>; make_hatch takes the f64 boundary, stores the exact
copy and derives the RTE render rep. The committed render model is
rebuilt from the DXF entity, so nothing renders the command model's f32
boundary. This also fixes command hatches mis-placing at large
coordinates (world_origin was [0,0]).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-11 21:55:10 +03:00
Hakan SevenandClaude Opus 4.8 8ed10ceb2a feat(mtext): structured editor with selection, copy, and visible bold
Rewrite the in-app MTEXT editor to run on acadrust's structured
MTextDocument model end-to-end: load via parse_mtext, edit a flat Cell
model, serialize via to_mtext_string. Retires the hand-rolled format-code
string handling, the parallel visible_spans parser, the composed_value
prefix, and the Edit-raw-code tab.

Selection and copy:
- double-click selects the word, triple-click selects all (click-counting)
- Ctrl+A selects all text
- Ctrl+C copies the selected text to the clipboard

Formatting:
- per-selection Bold/Italic/Underline/Overline/Strike/Case/Alignment
- Bold renders as a visibly thicker SDF pen, keyed (family, char, bold)
  through the whole text pipeline; the resolved style font name is stamped
  so the \f...|b1; code survives serialization
- per-selection font and color changes
- editor color dropdown reuses the Properties panel color selector

Global toolbar defaults (font/color/oblique/width/tracking) fold onto the
document as real span properties instead of a leading code prefix; a
trailing empty paragraph is preserved so Enter at the end keeps its line.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-11 20:18:50 +03:00
Hakan SevenandClaude Opus 4.8 d37dabb0fb fix(mtext): show preview glyphs and make Enter break the line
Two defects in the in-app MTEXT editor, both surfaced once the preview
text became visible:

1. Invisible preview text. After the SDF text migration, tessellate emits
   glyphs as SDF quads on `text_verts` and leaves the polyline `points`
   empty, but the editor preview draws on a 2D canvas that can't run the
   SDF shader — so only the selection box showed. Add a `force_text_strokes`
   parameter to tessellate: when set, TEXT/MTEXT run-groups also emit their
   glyph outline strokes as points. The preview passes true (real stroke
   font, aligned with glyph_boxes); every other caller passes false and
   keeps SDF-only text.

2. Enter did not start a new line. mtext_type inserted a literal newline,
   but the MTEXT layout only breaks on the `\P` code (a raw 0x0A is a break
   only to the caret logic). Normalise every literal newline — from Enter or
   a multi-line paste — to `\P`, so the line breaks and the saved value
   stays standard.

Closes #308

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-11 10:38:41 +03:00
Karim Jerbi 4e0bba9f6a fix(viewport): clear ViewCube when toggled off
show_viewcube was excluded from render_signature, so toggling a static (cached) view produced an identical signature — the frame was skipped and the last GPU cube pixels stayed as stale cache. Add vp.show_viewcube to render_signature so the toggle invalidates the cache and re-renders, clearing the cube. The 2D overlay is iced UI and re-laid-out correctly, which is why only it hid.
2026-07-11 00:40:28 +01:00
Hakan SevenandClaude Opus 4.8 0cd861cc76 fix(hatch): anchor prebaked pattern origin near the geometry
Prebaked hatch fills anchored each pattern family at its authored
base point minus world_origin. On UTM-scale drawings that offset is
~1e6, which broke the fill two ways:

  - the shader consumes x0/y0 as f32, so ~0.5 m quantization shredded
    the pattern phase; and
  - it evaluated the pattern that far from its origin, where the
    multi-family aggregate patterns (AR-CONC, AR-SAND, GRAVEL, ...) —
    effectively quasi-periodic — dissolve from their interlocking
    stones into scattered dashes.

Boundaries were unaffected throughout; they ride the double-single
relative-to-eye path.

Fold the origin's offset from world_origin down to a small,
coherence-safe remainder on a `spacing * 64` grid, applied as one
common fold so every family keeps the relative phase that forms the
stones. Because the origin grip / Origin X/Y edit shifts every base
point by the same delta, the sub-grid remainder tracks it 1:1, so the
grip still moves the fill; a grid crossing needs a full `spacing * 64`
drag and is never hit by realistic alignment drags.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 20:05:15 +03:00
Hakan SevenandClaude Opus 4.8 da2c600953 feat(sysvars): persist Ortho, running OSNAP and Isolate in the drawing
Ortho and the running object-snap set were app-global (settings.txt only) and
Isolate/Hide was a session-only view state, so none survived save/reopen and
none were per-drawing. Bind all three to the file like AutoCAD:

- Ortho -> header.ortho_mode ($ORTHOMODE); running OSNAP <-> header
  .object_snap_mode ($OSMODE bitmask) via a new SnapType<->bit map in settings
  (osmode_from_snaps / snaps_from_osmode, round-trip tested). The header is the
  per-drawing store, live state mirrors the active drawing: adopt header->live
  on open and tab-switch, stamp live->header on save and when leaving a tab, a
  fresh drawing inherits the current values, and SETVAR ORTHOMODE/OSMODE now
  also update the live state. settings.txt stays as the boot/new-drawing
  default; the per-file header overrides it on open.
- Isolate/Hide now set each entity's persisted invisible flag (DXF code 60,
  which acadrust round-trips in DXF and DWG) in addition to the session set;
  End Isolation clears it. The set is reseeded from invisible entities on load
  and after undo/redo, the commands are undoable and mark the tab dirty. The
  renderer already skipped invisible entities, so no render change was needed.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 15:45:08 +03:00
Hakan SevenandClaude Opus 4.8 7cba5c8679 feat(viewport): hide ViewCube then render bar as the viewport narrows
When the viewport got too narrow the top-left render-mode bar and the
top-right ViewCube overlapped. Hide them adaptively, measuring the render
bar's real width rather than guessing:

- Wrap the render bar in DensitySwap, which measures its natural width every
  frame and swaps it for an empty spacer once it no longer fits the tile. Add
  report_width0 so it publishes that measured width to render_bar_w.
- Compute viewcube_visible from that measured width: the cube shows only while
  bar_w + gap + cube region fits. This one flag drives the ViewCube nav/UCS
  widgets, the hover hit-test, and — threaded through build_viewports /
  build_viewport_for_pane / viewport_data_for — the GPU cube itself, which
  previously ignored the pane flag (show_viewcube was inst.active only), so
  the cube stayed while its surrounding widgets vanished.

Result: the ViewCube gives way first, then the render bar once it too has no
room — no overlap, sized to the bar's real width (which varies with the
render-mode label, split buttons and tile count).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 14:58:48 +03:00
Hakan SevenandClaude Opus 4.8 e015fbe328 fix(stretch): free crossing-window corners from Ortho, draw filled marquee (#291)
STRETCH picks its crossing window as two corner points. After the first
corner set last_point, Ortho/Polar constrained the opposite corner to an axis
through it, collapsing the window to a line and making selection impossible.

Add CadCommand::window_corner_pick(); STRETCH returns true for its two window
steps, and the viewport skips the ortho/polar (and OTRACK) lock for that point
in both the preview and commit paths — the corners are now free.

Also render the window like a normal box selection instead of a bare green
outline: add SelectionState::preview_box (a hit-test-free marquee), draw it
with the shared draw_marquee helper (green crossing fill + stroke), and drive
it from the command's new window_first_corner(). Cleared on command end.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 13:32:32 +03:00
Hakan SevenandClaude Opus 4.8 f5870b011d fix(text): show text in command previews (move/copy/etc) (#316)
Command previews (MOVE, COPY, ROTATE, SCALE, STRETCH, MIRROR, ARRAY,
PASTE, INSERT) build ghost WireModels via WireModel::translated/rotated/
scaled/stretched/mirrored, but those helpers moved only `points`, never
`text_verts`, and the ghosts' glyphs were never uploaded — so text
vanished (or froze at its source) during the preview, same root cause as
the grip-drag case.

Transform text_verts alongside points in all five helpers (shared
map_text_verts, reconstructing + re-splitting the double-single world
position), and gather preview_wires' glyphs into the per-frame
preview-text buffer in the render path. This covers every command
preview automatically. The grip-drag else branch no longer sets
preview_text explicitly (the render gather handles it); the grip-slide
fast path keeps its own scene.preview_text channel (empty preview_wires,
so no double-draw).

MIRROR honours MIRRTEXT: on -> true glyph mirror via mirrored(); off ->
readable relocation via translated().

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 10:49:13 +03:00
Hakan SevenandClaude Opus 4.8 67fe363775 fix(text): grip-drag no longer hides text (#316)
Dragging text by a grip hid it until release. The dragged entity is
hidden from the base wire set and shown as a preview overlay, but its
SDF glyph quads (text_verts) were never uploaded for the preview, so
the text vanished mid-drag.

Add a per-frame preview_text GPU buffer (sibling to preview_wires). A
rigid whole-entity move of pure text (TEXT/MTEXT, Square insertion grip)
slides the drag-start glyphs by the drag delta instead of re-shaping the
run every move; reshape grips (MTEXT width), dimensions and wire
entities re-tessellate and feed the same buffer.

Also fold preview_text into render_signature: a pure-text slide leaves
preview_wires empty, so without it the scene-render cache froze the
dragged text at its first frame (grip moved but text stayed, then
jumped to place on release).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 10:39:44 +03:00
Hakan SevenandClaude Opus 4.8 76d2aca10c fix(solid3d): curved-wall cone faces — balloon, seam, and gaps
Three defects in ACIS curved-wall (cone-surface) tessellation, all seen
in a Villa Savoye model:

- Balloon: sample_ellipse_arc ignored the edge's own sense relative to
  its curve (distinct from the coedge/loop sense). A reversed edge winds
  the ellipse about the opposite normal, so evaluating P(t) with the
  stored normal mirrors a short boundary arc across the major axis to the
  far side of the circle. That poisoned the face's angular-span estimate
  and swept the whole 2pi revolution, drawing a curved wall as a full
  cylinder of the surface radius. Honour edge.sense() (negate the sin
  term when reversed) so the arc traces its true vertices.

- Seam: the fallback sampler's angular_range used raw min/max of atan2
  angles, so an arc straddling the +/-pi seam read as a 2pi span (false
  full circle). Derive the arc from the largest angular gap instead.

- Gaps: truck's rsweep/triangulation degenerates to zero triangles on
  some short-arc cylinders (profile through the local origin), leaving a
  see-through hole while the rest of the solid renders. Fall back to the
  bespoke parametric sampler for just that face, into the same body-local
  buffers. Also scale tess_cone_face's angular divisions by the arc span
  so a short arc isn't tessellated as densely as a full rim.

Verified against the model: ballooned walls become wall-sized, and a
sweep of all 528 solids shows no empty faces and no triangle explosion.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 00:13:58 +03:00
Hakan SevenandClaude Opus 4.8 9838cd6d83 fix(dxf): stop writing a duplicate *Active viewport (#319)
Opening a DXF whose active viewport is stored uppercase (*ACTIVE),
editing and re-saving produced a file with two full-window model-space
viewports — the file's own *ACTIVE plus a fresh *Active we add on save.
The reserved viewport name is case-insensitive, so the two didn't
collapse and other CAD apps drew them one on top of the other, which
read as the copied objects being linked / "reacting as one".

save_model_tiles_to_vports dropped existing active viewports with a
case-sensitive `name != "*Active"` filter, so an uppercase *ACTIVE
survived and sat next to the new entry. Route every *Active comparison
(save filter + camera/tile restore) through a case-insensitive
is_active_vport_name helper so the file's record is recognised and
replaced instead of duplicated.

Also bumps acadrust to #99f75fe (merged PR #1): the ASCII DXF writer now
emits shortest round-trippable floats instead of the full 16-digit
expansion, halving the round-tripped file size.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-09 22:36:00 +03:00
Hakan SevenandClaude Opus 4.8 3c3ca89d97 feat(text): TEXTFILL — fill or hollow TrueType glyphs (#260)
TEXTFILL 1 (default) fills TrueType text; TEXTFILL 0 draws it hollow
(outline only). Settable directly or via SETVAR, 0/1 or ON/OFF. SHX/LFF
stroke fonts are unaffected.

Reuses the existing stroke-SDF path: bake_glyph treats a TTF glyph as a
stroke (outline) field instead of a signed fill field when TEXTFILL is
off. Toggling resets the glyph atlas and re-tessellates text so quads
pick up the re-baked tiles. Persisted in user settings.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-09 16:41:53 +03:00
Hakan SevenandClaude Opus 4.8 a1ee4d9269 feat(plot): page setup manager — named setups, layouts, <none>/<previous>
Restructure the plot dialog into a style-manager-style master/detail: a
left list of page setups plus a right settings editor. The list shows
<none> (defaults + PDF) and <previous> (the settings the dialog opened
with), then the drawing's layouts (*Model*, *Layout1*, …) and its
standalone named page setups.

- Named page setups live in the ACAD_PLOTSETTINGS dictionary
  (src/scene/page_setup.rs: names/get/save/delete/rename, creating the
  dictionary if absent); DWG round-trip verified.
- Toolbar New / Copy / Delete | Set current / Preview / Print. Selecting
  a row loads it into the editor; Set current writes to the active
  layout. Copy duplicates a layout or a setup into a new named setup;
  Delete/Rename apply only to named setups.
- Scene::plot_settings_for(name) generalizes effective_plot_settings so
  any layout's settings can be loaded; on open the settings are
  snapshotted for <previous>.
- Default selection: model space → <none>; a layout → its own setup.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-09 12:25:46 +03:00
Hakan SevenandClaude Opus 4.8 d37aacd895 refactor(pipeline): name the real hatch renderer hatch_gpu, legacy → wipeout_gpu
The batched path is the sole hatch renderer and has no family cap, yet it
was named hatch_batched_gpu while the old capped per-primitive renderer
kept the hatch_gpu / MAX_FAMILIES name — which reads as if visible hatch
fills are truncated at 16 families (they are not). Swap the names so the
active renderer is hatch_gpu.rs / hatch.wgsl and the legacy one, now used
only for wipeout masks, is wipeout_gpu.rs / wipeout.wgsl. MAX_FAMILIES now
lives only in the wipeout module. Pure rename; no behaviour change.

Refs #323.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-09 10:45:40 +03:00
Hakan SevenandClaude Opus 4.8 e1c19d8af3 perf(snap): keep snap/hover responsive on block-heavy drawings
Snap and hover hit-testing scanned the whole model wire set every cursor move; a heavily block-instanced drawing explodes to millions of wires, so this stalled for over a second per move. Add a cached spatial grid (wire_grid) keyed on the geometry epoch and query only the cursor neighbourhood via Scene::hit_test_wires_near. Gate the O(in-range segments squared) intersection passes on the in-range POINT count, not the wire count — a handful of curved wires, each hundreds of tessellated points, blew the quadratic up while the wire count looked modest. Give zero-size entities away from the origin (POINTs) a real cullable AABB, and fall back to a block sub-wire's own world points when its entity bounding box is degenerate.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-09 01:00:51 +03:00
Hakan Seven 17f46968d8 Merge PR #322: perf — responsive large copy/paste + point picking
External contributor sLuCHa (sLuCHaa). Gates O(k²) snap intersection
passes, O(1) handle lookups in preview, bbox paste anchor/ghost,
count-only properties panel for huge selections, incremental paste mesh.
2026-07-08 23:38:37 +03:00
Hakan SevenandClaude Opus 4.8 b5106c82b5 feat(hatch): editable gradient colors + background color
Gradient Type (One/Two color), Color 1 and Color 2 editable via a generic field-keyed colour picker path. Background colour editable and stored as HATCHBACKGROUNDCOLOR extended data (group 1071 true colour), rendered in OCS as a solid backdrop drawn behind the pattern. Hide Origin X/Y for gradients (pattern-only concept) and drop the redundant gradient rows from the pattern branch.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 23:35:27 +03:00
Hakan SevenandClaude Opus 4.8 22059e138c feat(hatch): editable pattern props + origin grip
Merge duplicate Type into pattern_type; Type/Associative/Island detection as dropdown/toggle; Angle/Scale/Spacing/Origin X-Y editable; Color via picker. Reorder Pattern group, drop redundant Color/Transparency/Layer override and the Misc section. Wire the pattern origin (per-line base_point) into the render (x0/y0 relative to world_origin) so it affects dashed/offset patterns; add a circle origin grip at the hatch centroid (new GripShape::Circle).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 22:48:33 +03:00
Hakan SevenandClaude Opus 4.8 54a29409e7 fix(web): grow-only viewport textures to stop Windows-Firefox divider-drag freeze (#191)
Dragging a model-tile pane_grid divider changed each pane's pixel size
every frame, and `ensure_depth_texture` recreated the depth + 4×MSAA +
resolve textures on any size delta. On Windows Firefox (WebGL2 → ANGLE →
D3D11) this per-frame texture realloc hangs the D3D driver — the same
hang class as the native DX12 lock in #120. Linux Firefox (native GL) and
Chromium/Edge tolerate the churn, which is why the freeze is specific to
Windows Firefox.

Round the depth/MSAA/resolve allocation up to a 128px grid and only
recreate when the rounded size changes, so a live drag reallocates at
most once per 128px instead of every frame. Geometry passes still render
at the real size into the [0,0,render] corner of the larger texture, and
the blit UV is scaled by render/alloc so it samples exactly the filled
region — visually a no-op on every platform.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 18:20:27 +03:00
Hakan SevenandClaude Opus 4.8 b3c8c0a2f1 feat(properties): navigate polyline vertices from the panel
The Current Vertex row is now a ◀ / ▶ stepper (new PropValue::Stepper)
showing "i / N". Stepping it moves the panel's focus through the
polyline's vertices — Vertex X/Y and the per-vertex start/end widths show
and edit the focused vertex instead of always the first — and the focused
vertex's grip is drawn hot (filled) in the drawing so it's visible while
navigating. Focus wraps around and resets to the first vertex when the
selection changes. Adds Area and Length to the LwPolyline Geometry group
(Polyline2D already had them). Applies to LwPolyline and Polyline2D.

The focused vertex is threaded to the per-entity property builder/editor
through a dispatch thread-local (like the curve-tolerance override), so
the PropertyEditable trait signatures are unchanged.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 17:53:05 +03:00
sLuCHa 30b907cdd6 perf(clipboard): keep large copy/paste responsive
Copying and pasting a whole drawing froze the app. Three synchronous,
main-thread hot spots scaled with the full document rather than the
selection:

- Copy centroid did a linear document scan per selected handle
  (wire_models_for / mirror_preview_parts), making copy O(H*N). Use the
  document's O(1) handle index instead.
- The paste ghost translated every point of every clipboard wire on each
  mouse move — O(points) per frame, which stalls placement of a huge
  selection. Above a point budget, rubber-band a single bounding-box
  outline instead (O(1) per frame).
- finalize_paste re-tessellated every solid in the document on each
  paste. add_entity already tessellates pasted solids, so switch to the
  incremental populate_missing_meshes_from_document.
2026-07-08 16:09:35 +02:00
Hakan SevenandClaude Opus 4.8 a4f7ee376f refactor(properties): drop Shadow display from 3D Visualization
Leaves just Material in the group. The shadow_flags entity field is
untouched (preserved on save); only the read-only panel row is removed.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 16:36:12 +03:00
Hakan SevenandClaude Opus 4.8 ee4e6cc91c refactor(properties): Color above Layer; drop the Invisible toggle
Reorder the General group so Color precedes Layer. Remove the "Invisible"
row: the entity visibility flag (DXF code 60) is driven by dynamic-block
visibility states, not a manual per-object toggle — setting it from the
panel hid the object with no easy way to reselect it. The flag itself is
unchanged (dynamic blocks still set it, render/save still honour it, and
it stays settable programmatically).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 16:31:37 +03:00
Hakan SevenandClaude Opus 4.8 910caa6f67 fix(polyline): render width bands for polylines inside blocks (#222)
Wide LwPolyline / Polyline2D fills only drew for entities directly in the
layout — the model-space loop skips block-internal ones, and the
block-explode fill pass handled hatches but not wide polylines. So a
polyline with a width nested in a block drew at zero width (its
centreline came from the wire path, the band fill never materialized).

Extend the block-explode fill walk (exploded_insert_hatch_models) to emit
wide-polyline bands at world position, gated by a new block_has_wide_poly
scan mirroring block_has_hatch, with a shared push_block_wide_fills helper
that resolves block-child colour inheritance and applies XCLIP.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 15:56:56 +03:00
Hakan SevenandClaude Opus 4.8 4df41cdf34 fix(hatch): render fills via the per-fragment in_polygon test again
The batched hatch path pre-triangulated every boundary on the CPU
(PR#300) with no cap on the resulting vertex buffer. A hatch-dense
drawing (13k solid-filled hatches) built a ~6.75 GB `hatch_batched.vertex`
buffer and panicked in `Device::create_buffer` (device max 256 MB), after
a long stall spent triangulating on load.

Drop the CPU triangulation and always draw each hatch as its AABB quad
(6 verts) with `poly_test = 1`, letting the shader resolve inside/outside
per fragment against the uploaded boundary — the path the shader always
kept as a fallback. The vertex buffer is now 6 verts/hatch regardless of
boundary complexity, so no drawing can overflow it. The interaction-LOD
flicker PR#300 addressed no longer occurs (OCS_HATCH_LOD defaults off).
Removes the now-unused hatch_tess triangulation module.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-08 13:30:49 +03:00