Commit Graph
5 Commits
Author SHA1 Message Date
Karim Jerbi 652f4d6bbc feat(blocks): implement Block Definition dialog (BLOCK/BMAKE) with on-screen sequencing
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.
2026-09-22 17:05:15 +01:00
Hakan Seven 3e6693b93f feat(locale): localize full interface 2026-08-02 22:09:25 +03:00
Hakan SevenandClaude Opus 4.8 4f7a98a2ad feat(f64): command layer compiles on DVec3
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]>
2026-06-24 03:51:50 +03:00
Hakan SevenandClaude Opus 4.8 7fe7e0230d refactor(scene): group modules into role-based subfolders
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]>
2026-06-16 11:33:46 +03:00
Hakan Seven d2fdac7f1e first commit 2026-03-22 14:56:27 +03:00