Implement the complete Block Definition dialog window launched via BLOCK
and BMAKE commands, featuring standard CAD layout, workflows, and entity
creation pipelines.
- Dialog UI & Layout:
- 2-column compact CAD grid with synchronized vertical heights (580 × 390px).
- Editable combobox with existing block names, invalid character validation,
and inline redefinition badge.
- Multi-line text editor widget for block descriptions (replacing single-line input).
- Quick Select (QSELECT) button integration restoring dialog state upon completion.
- Confirmation guard when attempting to redefine an existing block definition.
- Centered radio buttons, clean coordinate inputs, and accessible keyboard shortcuts.
- Base Point & On-Screen Workflow:
- BlockOnScreenCommand strictly enforces prompt sequencing: Base point is
prompted before object selection.
- Dynamically recalculates world_to_block and block_to_world affine transforms
when base point is specified on-screen, preventing stale (0,0,0) normalization.
- Supports Retain, Convert to block (INSERT placement), and Delete modes.
- Explode Enforcement:
- Guarded EXPLODE command to prevent decomposing blocks flagged as non-explodable.
- Dynamic Themed Icons:
- Added pick_point.svg, select_objects.svg, quick_select.svg, and warning_triangle.svg.
- Routed all icons through the semantic theming engine so line work (#B4B6B9)
and accents (#6DB7ED) adapt automatically to the active theme.
- Tests:
- Added unit tests for retain/convert/delete modes, redefinition, explodable flag,
on-screen base point transform recalculation, and command sequencing.
Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.
- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
in full f64; others via point methods), modify, annotate, insert, view,
inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
non-critical, casting at the DVec3 boundary; key draw commands store f64.
Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <[email protected]>