MLINE dashed elements were fully CPU-expanded (apply_along) — one wire per
dash — to keep the parallel lines in phase. Move pure-dash elements onto the
GPU dash shader and end-align every element to the multiline's centre-line so
they share one interior phase.
- wire_distances now accumulates arc-length from the double-single (high+low)
points, so the dash phase stays precise at UTM coordinates. f32-high-only
deltas quantised ~0.1 there and drifted the parallel lines apart — the
original reason MLINE dashes were CPU-side.
- New WireModel.dash_align_end carries a shared begin/end dash length. The
shader uses it as align_end for every parallel element (the interior phase
depends on align_end, not the wire's own length) while align_total stays the
element's own length, so each still ends on a dash at its own endpoint.
- MLINE tessellation derives that length once from the centre-line, routes
pure dash/space/dot elements to the GPU pattern and text-bearing elements to
apply_along.
- apply_along gained an "A"-type mode (shared reference length): a solid
begin/end dash and a phased interior, so its dashes — and embedded text —
line up with the GPU-dashed sibling elements instead of tiling from start.
Pure-dash MLINEs now cost one WireModel + pattern per element instead of N
segments; single (non-MLINE) entities keep the from-start tiling unchanged.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
DET pipe walls now carry the stroke pattern (dash_from_start), which
tiles from each wall's own start vertex and skips the A-type end
alignment that was force-lighting a solid dash under the end symbol.
Two rendering fixes on top:
- Dedup the host polyline's vertices before offsetting the walls. Some
DGN pipe polylines carry trailing duplicate end vertices; a zero-length
segment gave offset_xy a degenerate normal, leaving that vertex
un-offset and folding the wall down to the centre line. The two walls'
fold segments met at the centre and drew a spurious line linking them.
- Re-key the symbol (end circle / half-ellipse) wires to the host handle
so the whole pipe picks and selects as one entity instead of the
symbols acting as separate phantom entities.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
DGN line-style linetypes (empty standard LTYPE) drew only end symbols on
a single centre line. Render the host polyline as two parallel walls
offset by ±(symbol radius = block extent / scale) so each wall sits
tangent to the end circles, and dash them with the line style's stroke
pattern.
The stroke dash lengths live in the component leaf (byte-aligned
big-endian f64 after the shared class GUID). `wall_dashes` reads the
native dash of the root compound's dash stroke ([5.25, 7.125] for DET);
`stroke_dashes` decodes the leaf. The native lengths scale to drawing
units by f = radius / symbol-scale (0.1875) — the same factor that maps
the compound's native offset (2.0) onto the measured wall offset
(0.375), which also lands the dash at ~1.0 drawing unit.
Walls dash through the normal WireModel pattern (shader rebuilds each
segment relative-to-eye, so it stays precise at UTM coordinates).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Linetypes converted from MicroStation DGN keep their pattern in DGN line-style
objects (empty standard LTYPE), so entities using them drew as a plain line and
lost the symbols (e.g. a pipe's end circles). Walk the line-style tree
(resolved by name to its LSDefinition), collect the symbol components' anonymous
blocks, and draw each at the host polyline's endpoints, scaled by the symbol's
decoded scale (geometry / scale) so it matches the drawing (verified: a 0.75
ellipse renders at the file's intended 0.375 radius).
Bumps acadrust to 8e18c6b (DGN line-style symbol-scale decode). First pass: the
stroke dash pattern and exact per-vertex placement need more of the line-style
leaf decoded; the base line still draws solid.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Multilines were drawn with a fixed ±scale/2 two-line guess in the entity
colour, ignoring the MLINESTYLE entirely, so a drawing's custom style (per-
element offsets, colours and linetypes) was lost — a red/yellow multiline
rendered as a white box.
- mline.rs: resolve the MLINESTYLE (by style_handle, then name) and build one
parallel line per element from its offset x scale + justification shift.
- tessellate.rs: special-case MLINE (like Leader) to emit one WireModel per
element in the element's own colour, CPU-dashing every element through
apply_along so the parallel lines stay in phase.
- linetypes.rs: render a drawing's OWN complex linetypes (embedded text/shape),
document definition first and the bundled .lin catalog only as a fallback, so
a file-defined text linetype like PLYN shows its text.
- Run the dash/glyph layout in a local frame (f64 origin subtracted, re-split to
double-single after) so spacing stays precise at UTM coordinates, and pass
tracking = 1.0 so embedded text keeps its letter spacing.
Cargo.lock pins acadrust to the MLINE->MLINESTYLE handle-link reader fix.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>
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]>
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]>
SDF is the only text renderer now — the stroke path and its LOD ladder are
gone, and the remaining text kinds render as SDF glyph quads too.
- ATTDEF / ATTRIB: carry a GlyphRun so single-line attribute text renders as
SDF (multi-line already did via layout_mtext). Tolerance / complex-linetype
text already SDF.
- Remove `sdf_text_enabled()` (the OCS_TEXT_SDF flag / kill switch) and take
the SDF path unconditionally everywhere: tessellate Text arm (per-group by
GlyphRun presence), hit_test fallbacks, render gather, complex_lt, table,
mleader.
- Delete the text LOD ladder: tess.rs baseline/greek block and the
block_cache greek/baseline path (emit_greeked_text / emit_text_baseline),
plus the now-dead helpers text_baseline_points / text_greek_obb_tris /
text_obb_corners_native / mtext_line_count and the LocalWire
text_height_local / text_obb_local fields. All text is crisp at every zoom;
text entities are exempt from the sub-pixel stub cull.
- Fix a latent bug: block-internal SDF text was culled because its LocalWire
aabb_local was [0,0,0,0] (no points) — fold the glyph-quad extent into
aabb_local and exempt text_verts-carrying wires from the sub-pixel cull.
- Clear the pre-existing dead-code warnings (TextPlacement.elevation, TabKind,
MTextRunKind::Tab).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
An in-app-created table (no baked *T### block) synthesised its cell text via
layout_mtext as stroke polylines — the last text path still rendering strokes
while SDF is the default (imported/baked tables already render SDF via the
recursive Text arm).
- tessellate_table: when SDF is on, build each cell's glyph quads from the
run-carrying layout and collect them into one text-carrying wire (per-vertex
cell colour, glyph-bounds AABB); the stroke/fill accumulation is the SDF-off
fallback. Mirrors the MLEADER SDF branch.
- tess.rs synthesized-table path: guard the whole-table AABB clobber on
(!points.is_empty() || !fill_tris.is_empty()) — matching the dim / mleader /
baked-block paths — so the empty SDF-text wire keeps its tight glyph-box AABB
and the pick box hugs the text instead of the whole table. Found by the
adversarial review pass.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Render the MTEXT background (never drawn before — the flags were only shown
read-only in the panel) and make it editable.
- Text arm emits an opaque fill_tris rect behind the glyphs: flag 0x01 uses
the entity background colour, 0x02 uses the canvas colour (a wipeout-style
mask). Box = glyph bounds padded by (background_scale - 1) × text height.
- Text frame (flag 0x10) draws a closed rectangle in the text colour around
the same box.
- Threaded `bg_color` into `tessellate()` (+ all callers and the
MultiLeaderTess trait) so the mask can use the drawing-window colour.
- Properties: "Background mask" is a Off / Fill / Mask dropdown, "Background
color" is its own colour picker (independent of the entity colour — new
PropBgColor* messages; picking a colour switches to Fill mode), and "Text
frame" is a checkbox toggle. Edits re-tessellate so the change shows live.
Renders via the face3d fill path, so the fill shows with FILLMODE on (same as
MLEADER background fill); the frame is a stroke and always shows.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).
- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
cached by the tess memo, cloned on hit, and transformed by the block
expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
the strokes; render gathers text_verts from the viewport wire set
(`gather_text_verts`, cached on wire content id) — the old collector is
removed. Covers model, dimension, table, block-internal and paper-sheet
text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
entity_aabb which mis-places the box for MTEXT; composite paths no longer
clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
highlight, keyed on selection_generation) mirroring the selected-wire
xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
With OCS_TEXT_SDF on, top-level text took the full path only at ≥5 px and
still drew greeked OBB rects / baseline lines when zoomed out — doubling
with the SDF glyphs. Force the text LOD height to None while SDF is on so
text always falls through to the full path, which is itself suppressed to
an empty snap-only wire; SDF then renders it crisply at every zoom.
(Block-internal text is unaffected — it is not collected for SDF, so its
wire/greek path stays.)
Verified in-app: zoomed-out SDF text stays crisp with no greek/baseline
double draw. Flag off: unchanged.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Locked-layer objects were fully editable. Now they stay visible and
snappable but are otherwise protected:
- Not selectable: the five interactive pick paths (box, lasso, single
click, cycling, box-release) plus SELECTALL and QSELECT skip locked
entities.
- Not modifiable (defense-in-depth even if a handle slips through):
transform_entities, erase_entities, apply_grip and the Properties
commit all skip locked entities.
- Faded: entities on a locked layer render dimmed toward the background
(render_style + wire tessellation); toggling lock re-tessellates.
- Snap still works: locked entities are intentionally kept in the wire
set (visibility_ok untouched), so object snap keeps finding them.
- Feedback: a small padlock is drawn by the crosshair when hovering a
locked object, and clicking one prints "Object is on locked layer …".
New Scene::is_layer_locked / locked_layer_name helpers centralise the
check (mirroring layer_hidden).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Entities inside a block definition that sit on layer "0" must take on the
properties of the layer the block reference is inserted on; every other
layer is "sticky" and keeps its own identity. OpenCADStudio resolved a
block child's ByLayer color/linetype/lineweight against the child's own
layer in all cases, so layer-0 content stayed layer-0 (white) instead of
inheriting the instance layer.
Resolution now follows the standard rule for block children — explicit
wins, then ByBlock → the insert's own style, then layer-0 + ByLayer →
the insert's *layer* style, else the child's own layer. The insert's
layer style threads through the whole block-expansion chain (and chains
correctly through nested inserts), with the child's own transparency
preserved.
Covered across every block-render path:
- wires (line/arc/circle/polyline/text) via the block cache + the
explode fallback + insert attributes
- hatch / solid fills (also fixes the PDF/print export path)
- 3D solid block children (per-instance mesh recolor)
- Dimension / Table baked-block sub-entities
New shared helpers in scene::view::render: InheritStyle, layer_render_style,
lineweight_to_px; render_style_for_block_sub gained the layer-0 branch.
Adds unit tests covering the layer-0, sticky-layer, ByBlock, explicit and
transparency cases.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
scene/tess.rs held the free parallel-tessellation functions
(tessellate_entity, lod_stub_wire, entity_aabb, …) that the giant-file
split had left at the scene root. They belong with the rest of the
tessellation code, so move the file to scene/convert/tess.rs alongside
tessellate.rs / tess_util.rs and re-point the re-export.
Leaves the scene/ root as a consistent set of `impl Scene` method
groups; the free-function outlier is gone.
Co-Authored-By: Claude Opus 4.8 <[email protected]>