Commit Graph
362 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.7 65920959d4 feat(scene): fall back to header EXTMIN/EXTMAX for fit-all
When a fresh document hasn't tessellated yet (no wire AABB cache,
no per-entity key vertices found), compute_model_space_extents()
returned None, so ZOOM EXTENTS / auto_fit_viewport had to wait for
the next pass before they could fit. Use the header's saved
model_space_extents_min/max as a last-resort answer so the very first
ZOOM EXTENTS / fit-all after open lands on the drawing immediately.

LIMMIN/LIMMAX and INSBASE remain read-only metadata for now — they
need a bounded-grid mode (LIMMIN/LIMMAX) and a "save as block" anchor
(INSBASE) before they map onto a visible behaviour.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-20 04:45:37 +03:00
Hakan SevenandClaude Opus 4.7 2d795e64ed feat(scene): honour render-affecting HeaderVariables (PDMODE/ATTMODE/FILLMODE/LWDISPLAY/MIRRTEXT)
Header system variables that change how the file renders were being
ignored. Wire them through the render path:

- PDMODE + PDSIZE: Point entities draw the requested glyph shape
  (dot / + / × / | with optional enclosing circle and square) sized by
  PDSIZE. Default PDMODE 0 keeps the single-vertex fast path.
- ATTMODE: INSERT attribute rendering now respects 0=Off (no attribs),
  1=Normal (per-attrib invisible flag), 2=On (force all visible).
- FILLMODE: when false, hatch / wipeout / face3d-fill uploads are
  short-circuited so the renderer draws wireframe only.
- LWDISPLAY: when false every entity falls back to the 1-pixel base
  width, matching AutoCAD's "Show Lineweight" toggle.
- MIRRTEXT: when false, MIRROR keeps text / mtext / shape rotation +
  oblique angle (so text stays right-reading) while still mirroring
  position.

DISPSILH / PLINEGEN were also reviewed: render path already honours
the per-polyline plinegen bit and we don't yet render Solid3D
silhouettes, so the header values are read for round-trip but produce
no extra effect here.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-20 04:44:07 +03:00
Hakan SevenandClaude Opus 4.7 6110da99a5 feat(entities): surface remaining 3D fields + add Mesh render path
Closes out the 3D-entity audit. Mesh (modern SubD mesh) gained a full
render impl since it had no TruckConvertible / Grippable / PropertyEditable
hookup at all — it was silently dropped on open. Remaining mesh-style
entities pick up the few fields the parser populated:

- Mesh (SubD): wireframe + face-fan fill_tris rendering, per-vertex grips,
  Properties panel surfaces version, subdivision_level, blend_crease,
  creased-edge count, vertex / face / edge counts; wired into the
  Transformable / Grippable / PropertyEditable / TruckConvertible
  dispatch in entities/traits.rs
- Polyline3D: smooth_type, default_start_width, default_end_width,
  mesh_m_count, mesh_n_count, smooth_m_density, smooth_n_density
  (widths editable)
- PolygonMesh: smooth_type, m/n_smooth_density, elevation, normal
- PolyfaceMesh: smooth_surface, seqend_handle, elevation, normal,
  thickness

Solid3D / Region / Body's uid + silhouettes + history_handle were
included in the prior 2D commit since they share the same file.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 21:35:14 +03:00
Hakan SevenandClaude Opus 4.7 0b4facc50d feat(entities): surface remaining 2D + Region fields in properties
Closes out the 2D-entity audit (and the Region partner that ships next
to Solid3D / Body). Round-trip-only metadata fields plus a few editable
ones gain Properties-panel rows so the values the parser populates are
visible and don't get silently dropped on save:

- Hatch: seed_points count, pixel_size, normal
- Polyline2D: smooth_surface, default_start_width, default_end_width,
  thickness, normal (with editors for the widths/thickness)
- Region: uid, silhouettes (shared file with Solid3D / Body)
- Underlay: clip_inverted
- RasterImage: class_version, definition_handle, definition_reactor_handle
- Wipeout: class_version, clip_mode, definition_handle,
  definition_reactor_handle
- Leader: annotation_handle, override_color
- Tolerance: dimension_style_name, dimension_style_handle, dimension_gap,
  text_height (editable), direction, normal
- MLine: style_handle, style_element_count, justification picker
- Ole2Frame: version, source_application, binary_data size, dwg_mode,
  dwg_trailing_byte, is_paper_space
- Viewport: snap_base/spacing/angle, twist_angle, front/back clip Z,
  circle_sides, grid_flags, grid_major, base_ucs_handle, ucs_ortho_type,
  background_handle, shade_plot_handle, visual_style_handle,
  default_lighting, default_lighting_type, ambient_color (with editors
  for the snap / clip / circle_sides values)

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 21:28:16 +03:00
Hakan SevenandClaude Opus 4.7 613d6cf99d feat(entities): integrate remaining fields on block-based entities
MultiLeader and Table were ignoring most of the styling and content
fields that the parser populated. Bring both up to file-driven render:

MultiLeader
- line_color: leader stroke / arrow colour with ByBlock/ByLayer fallback
- line_type_handle: dashed leader via line_types lookup by handle
- line_weight (ml.line_weight): per-leader pixel width override
- arrowhead_handle: arrow shape resolved through the dim arrow emitter
  (Closed Filled / Open / Dot / Origin / Box / Datum / Tick / None)
- extend_leader_to_text: continue the leader past the landing to the
  text insertion point
- text_angle_type: Horizontal forces 0, Optimized clamps to a readable
  half-plane, ParallelToLastLeaderLine keeps the stored direction
- text_direction_negative: adds π to the rotation
- text_alignment: drives the horizontal anchor when more specific than
  the context's text_attachment_point
- text_attachment_direction + text_top_attachment + text_bottom_attachment:
  Vertical mode uses the top / bottom attachment values chosen from the
  first root's direction.y sign
- has_block_contents + block_content_handle + block_content_location +
  block_rotation + block_scale + block_content_color: synthesise an
  Insert and explode it through the standard tessellator so block-
  content MultiLeaders render their referenced block
- style_handle, arrowhead_handle, line_type_handle, text_style_handle,
  block_content_handle, property_override_flags, text_align_in_ipe,
  block_scale, block_rotation, extend_leader_to_text,
  text_direction_negative, text_top_attachment, text_bottom_attachment
  surfaced in the Properties panel

Table
- Per-cell borders: drop the always-grid pass, walk the cells and
  emit each border honouring its `invisible` flag with dedup so shared
  edges aren't doubled
- table_style_handle, block_record_handle, data_version, value_flags,
  override_flag / override_border_* flags, break_options /
  break_flow_direction / break_spacing, normal surfaced in the
  Properties panel

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 21:17:05 +03:00
Hakan SevenandClaude Opus 4.7 e0ec7f1999 fix(scene): render INSERT attribute values
Inserting a block with attributes (ATTRIB entities attached to the
INSERT) drew only the block's primary geometry — the attribute values
the user filled in were silently dropped. block_cache::expand_insert
walks the block's BlockRecord which lists the ATTDEF templates, not the
per-INSERT ATTRIB instances, so they were never tessellated.

Add append_insert_attribute_wires: after expanding the block sub-wires,
iterate ins.attributes, skip the entries flagged invisible, and emit a
text wire for each at its stored WCS position. The wire's name reuses
the parent INSERT handle so selection / picking still treats the block
and its attribute text as one entity. Runs on both the block-cache
fast path and the legacy explode fallback.

Closes #20

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 21:04:40 +03:00
Hakan SevenandClaude Opus 4.7 c0e2b6282a feat(entities): integrate remaining fields on text-based entities
AttributeDefinition / AttributeEntity were rendering as left-aligned
single-line text regardless of their stored alignment, generation flags,
or multiline settings. Bring both to parity with Text plus expose every
remaining field through the Properties panel:

- horizontal_alignment / vertical_alignment with bounds-based anchor
  using alignment_point, mirroring Text's logic
- text_generation_flags bit 2 (backward) flips width_factor sign; bit 4
  (upside-down) adds π to the rotation; combined with the TextStyle
  flags via XOR (double-mirror cancels)
- multi-line splitting on \n / \P with line_count surfaced as info
- mtext_flag, is_multiline, line_count, lock_position, field_length,
  AttributeFlags bits (invisible / constant / verify / preset /
  annotative) surfaced as properties
- AttributeEntity.attdef_handle shown as the definition reference
- flags.constant marks the default-value field read-only
- flags.locked_position / lock_position blocks the position grip

Shape entity now applies rotation, relative_x_scale, and oblique_angle
to its placeholder diamond marker, and surfaces shape_number,
style_handle, thickness, and normal in the Properties panel.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 20:58:58 +03:00
Hakan SevenandClaude Opus 4.7 e59917f798 feat(scene): integrate the last Dimension + DimStyle fields
Closes out the file-driven dim render. Remaining entity fields and the
last handful of DimStyle knobs are now honoured:

- leader_length: extend the radius/diameter dim line past the arrow tip
  toward the text by this distance
- ext_line_rotation: rotate extension lines off perpendicular (DIMEDIT
  Oblique result) for Linear / Aligned dims
- attachment_point: map the 1..9 grid to Text horizontal / vertical
  alignment so the saved anchor is used
- horizontal_direction: use as in-plane text reading direction override
- DIMTXSTY by handle: prefer dimtxsty_handle over the name; survives
  text-style renames
- DIMTFAC + DIMTOLJ: tolerance text rendered as a separate Text entity
  scaled by DIMTFAC and aligned vertically by DIMTOLJ
- DIMALTTD + DIMALTTZ: alternate-units tolerance suffix formatted with
  these decimal-place / zero-suppression knobs
- DIMARCSYM / DIMJOGANG / DIMUNIT / normal / line_spacing_factor /
  insertion_point / block_name / version: read so the file round-trips
  but no-op in the render path until the matching dim variants / 3D
  text plane are supported

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 20:28:09 +03:00
Hakan SevenandClaude Opus 4.7 0f12c289c8 feat(ui): ribbon dropdowns edit the current selection
Picking a layer / color / linetype / lineweight from the Home ribbon was
only updating the creation default — selected entities stayed unchanged.
DWG editors uniformly treat these dropdowns as edit controls when an
entity is selected.

Route the ribbon Layer / Color / Linetype / Lineweight handlers through
the same property_target_handles + apply_common_prop / apply_color /
apply_line_weight path the Properties panel uses. With no selection the
old behaviour (change creation default) is preserved.

Follow-up to #17.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 20:13:03 +03:00
Hakan SevenandClaude Opus 4.7 0db2d16232 perf(app): only subscribe to window::frames while animating
H7CAD was subscribing to window::frames() unconditionally, so iced kept
firing Message::Tick at the display refresh rate even when nothing on
screen was changing. That re-ran update() and the view-tree builder ~60
times a second and showed up as 2-3% idle CPU on Windows.

Gate the subscription on `self.opening.is_some()` (the only thing that
actually needs per-frame redraws today — the file-open progress
indicator). Camera-change detection moves with the events that drive it
since user input already wakes iced.

Closes #18

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 13:42:03 +03:00
Hakan SevenandClaude Opus 4.7 4fa01b3a1a fix(ui): mirror entity selection into the Home-ribbon dropdowns
Selecting an entity refreshed the Properties panel but the Layer / Color /
Linetype / Lineweight dropdowns kept showing the creation-time defaults
— so they couldn't be used to inspect or edit a single object's settings.

refresh_properties() now also calls sync_ribbon_from_selection(), which
walks the current selection and mirrors common values into ribbon.active_*
fields. Mixed selections leave the prior value in place (no "*Varies*"
chip yet); an empty selection restores per-tab creation defaults.

Closes #17

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 13:40:16 +03:00
Hakan SevenandClaude Opus 4.7 4adbb20c5d feat(scene): honour the last DimStyle fields end-to-end
Tessellation and DIMBASELINE pick up the few DimStyle fields that were
still hard-coded or ignored:

- DIMTMOVE = 1 draws a connector segment from the dim-line anchor to the
  saved text_middle_point when the text has been moved
- Leader arrows are resolved via the leader's DIMSTYLE → DIMLDRBLK; the
  shape (closed-filled / open / dot / tick / …) is drawn through the same
  arrow emitter the dim path uses, including fill_tris for filled blocks
- DIMBASELINE picks up DIMDLI from the active DimStyle instead of the
  hard-coded 1.5 increment
- DIMTOFL / DIMTIX / DIMATFIT / DIMUPT / DIMTXTDIRECTION are read so the
  fields round-trip on save; their effect is at dim creation, not render,
  so they're acknowledged with a no-op block

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 13:37:37 +03:00
Hakan SevenandClaude Opus 4.7 9d0b406b31 feat(scene): expand DimStyle integration to the remaining visual fields
Drives more of the dim render off the parsed DimStyle so files round-trip
visually identical to AutoCAD instead of using hard-coded fallbacks:

- text format dispatch via DIMLUNIT (Sci / Decimal / Engineering /
  Architectural / Fractional / Windows) + DIMFRAC fraction denominator
- alternate units appended in brackets per DIMALT / DIMALTF / DIMALTD /
  DIMALTU / DIMALTRND / DIMAPOST / DIMALTZ
- tolerance / limits text per DIMTOL / DIMLIM / DIMTP / DIMTM / DIMTDEC /
  DIMTZIN; "value ± t", "+tp / -tm", or stacked "high/low"
- center mark for radius/diameter from DIMCEN (positive = "+", negative =
  "+" plus radial strokes)
- DIMDLE dim-line overshoot at tick endpoints
- DIMJUST horizontal text slide along the dim axis
- DIMTVP perpendicular text offset multiplier when DIMTAD=0
- DIMFXL/DIMFXLON fixed extension-line length override
- DIMTFILL/DIMTFILLCLR text background fill rectangle
- DIMLTEX/DIMLTEX1/DIMLTEX2 linetype handles resolved per-wire; ext1 and
  ext2 split into separate wires when their patterns differ
- DIMSOXD read; left as a no-op until autofit is added

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 09:44:59 +03:00
Hakan SevenandClaude Opus 4.7 1b2415bde5 feat(scene): render dimensions from DimStyle values read from file
Dimension tessellation was hardcoding arrow shape (open-V line pair) and
text format ("{:.4}"), ignoring almost every DimStyle field the parser
populated. Drives the wire/text geometry from the resolved DimStyle:

- text: DIMDEC, DIMZIN, DIMLFAC, DIMRND, DIMDSEP, DIMPOST, DIMADEC,
  DIMAZIN, DIMAUNIT (decimal/DMS/grad/rad), DIMTXSTY
- arrows: DIMBLK/DIMBLK1/DIMBLK2/DIMSAH resolution against block_records,
  supporting ClosedFilled (default), Closed/Closed-Blank, Small, Open
  (30/90), Dot (small/blank), Origin, Oblique/ArchTick, Box, Datum, None;
  DIMTSZ overrides to oblique ticks
- colours: DIMCLRD / DIMCLRE / DIMCLRT split into three wires (ext, dim,
  text); BYBLOCK/BYLAYER fall through to entity colour
- weights: DIMLWD / DIMLWE drive line_weight_px per wire
- suppress: DIMSE1/DIMSE2 (ext) and DIMSD1+DIMSD2 (dim) honoured
- text placement: DIMTAD vertical offset using DIMGAP + text height when
  text_middle_point is unset; DIMTIH/DIMTOH force horizontal text

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-19 09:34:27 +03:00
Hakan Seven a73dffdd76 fix(scene): rescale dash pattern when projecting wires to paper space
`viewport_content_wires` cloned model-space tessellations and overwrote
`points` with paper-space projections (× scale) but left `pattern_length`
and `pattern` at their model-coord values (pre-multiplied by PSLTSCALE's
1/vp_scale). The GPU then compared a paper-coord distance against a
model-coord pattern, so dashed linetypes in viewport content collapsed to
solid (a typical 9 mm paper line fell inside the first 180 mm dash).

Multiply the projected wire's pattern by the same vp scale used for the
points. Works for both PSLTSCALE on (paper-uniform dashes) and off
(dashes shrink with viewport scale).

Adds two diagnostic examples used to track this down:
  - inspect_lt: which layers/entities carry dashed linetypes
  - inspect_block: enumerate entities + linetypes inside a named block
2026-05-19 08:27:05 +03:00
Hakan Seven 66243e53ca feat: correct viewport scale calculation with correct dimension and text scaling 2026-05-19 00:26:08 +03:00
Hakan SevenandClaude Opus 4.7 798a391207 refactor(pipeline): drop legacy per-hatch path (Phase 4-B, step 5)
The batched hatch pipeline has soaked through visibility + LOD; it's
correct on every file tested (Floor plan.dxf, UTM site plans, the
non-UTM regression case). Time to remove the parallel per-hatch
plumbing that's been sitting empty since step 3:

- `gpu_hatches: Vec<HatchGpu>` — never populated since
  `upload_hatches` switched to the batched builder; dropped.
- `hatch_pixel_scissors`, `hatch_skip_flags` — same story; dropped.
- `compute_hatch_scissors` — no longer has a consumer; dropped, with
  the render-time call removed from `Primitive::prepare`.
- Hatch render pass — the dead `else if` branch over `gpu_hatches`
  is gone; only the single batched `pass.draw(0..vertex_count, 0..1)`
  remains.
- `compute_hatch_lod` — no fallback path; if `gpu_hatch_batched` is
  `None` (empty hatch list) it just returns early.

`HatchGpu` itself stays — the wipeout pipeline still uses it. So do
`hatch_pipeline` / `hatch_bgl1`, kept around for that path.

`#[allow(dead_code)]` on the four storage-buffer fields in
`HatchBatchedGpu` — they exist only to keep the bind group's
referenced resources alive; nothing reads them directly.

Known gap left as a follow-up: per-hatch viewport scissor for paper-
space MSPACE viewports isn't ported to the batched path yet. Hatches
inside a paper-space viewport can render past the viewport border
until that's added. Hasn't surfaced as a visible regression in the
test files so far.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 20:18:06 +03:00
Hakan SevenandClaude Opus 4.7 398eee551d feat(pipeline): per-instance visibility for batched hatches (Phase 4-B, step 4)
Adds a dedicated `visibility: array<u32>` storage buffer (binding 4)
alongside the existing batched hatch buffers. Vertex shader reads
`visibility[v.instance_index]` — 0 → emit an out-of-NDC clip
position so the GPU rasterizer clips the primitive before the
fragment stage runs.

`compute_hatch_lod` now drives this buffer instead of (or alongside,
for the per-hatch fallback) `hatch_skip_flags`. Walks a per-instance
CPU AABB mirror that the builder fills at upload time (`instance_aabbs`),
applies the same `aabb_below_pixel` (sub-pixel LOD) OR `aabb_offscreen`
(frustum cull) rule the legacy path used, and pushes the resulting
0/1 flags via `queue.write_buffer` on a separate 4 B-per-hatch buffer
— ~40 KB per pan tick for 10 k hatches, far cheaper than re-writing
the 112 B-per-instance data.

Step 5 will remove the legacy `gpu_hatches` Vec, the per-hatch draw
loop, and `hatch_skip_flags` once the batched path has soaked.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 20:11:28 +03:00
Hakan SevenandClaude Opus 4.7 cfe53bd789 fix(pipeline): batched-hatch pattern math + invisible-instance clip
Two issues in the step-3 batched path surfaced during testing:

1. WGSL rejects compile-time NaN literals (`0.0 / 0.0`), so the
   visibility-skip path that emitted a NaN clip position failed
   `Device::create_shader_module` validation. Replaced with an
   out-of-frustum clip position `(2, 2, 2, 1)` — the GPU rasterizer
   clips the primitive and the fragment shader never runs.

2. Pattern hatches rendered with the wrong spacing / direction. The
   batched builder was rotating `perp_step` / `along_step` into the
   global frame, but the per-hatch shader (`hatch.wgsl`) expects them
   in QCAD PAT local-frame convention: `perp_step = family.dy`,
   `along_step = family.dx`, with the cos_off/sin_off rotation applied
   inside the shader. Now matches `build_family_batch` from
   `hatch_gpu.rs` line-for-line. `line_width` also reset to 0 (the
   shader picks 1 px from a screen-space derivative; the stored field
   is unused).

3. Padding's `max_spacing` likewise dropped its bogus rotation and
   now uses `|dy|` per family, matching the new perp_step convention.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 20:04:16 +03:00
Hakan SevenandClaude Opus 4.7 3593e9dabc feat(pipeline): wire batched-hatch pipeline + single draw call (Phase 4-B, step 3)
Pipeline carries a new `hatch_batched_pipeline` + matching `bgl1`
alongside the existing per-hatch pipeline. `upload_hatches` now packs
the renderable hatch list into the single `HatchBatchedGpu` and
clears `gpu_hatches`; the draw loop prefers the batched path when
that resource is set, falling back to the per-hatch loop only when
build returned `None` (empty list).

One draw call replaces N — for a 100-hatch frame that's a 99-call
saving plus 99 fewer `set_bind_group(1, ...)` / `set_vertex_buffer`
pairs.

Caveats acknowledged for step 4 cleanup:
- `compute_hatch_lod` still writes into `hatch_skip_flags`, which the
  batched path ignores. Step 4 will push the same flags into the
  per-instance `visible` field on the GPU instance buffer so the
  sub-pixel + frustum cull keeps working.
- Per-hatch viewport scissors (paper-space MSPACE) aren't ported yet;
  the legacy per-hatch path still serves that case when the batched
  build is skipped, but a model-space → paper-space transition keeps
  the batched buffer intact and may render hatches outside the
  intended viewport. Will be addressed alongside visibility.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 19:52:28 +03:00
Hakan SevenandClaude Opus 4.7 60c742e21a feat(pipeline): batched-hatch WGSL shader (Phase 4-B, step 2)
Companion to the storage-buffer layout from step 1. Vertex shader
reads `(corner, instance_index)` per vertex, fetches the matching
`HatchInstance`, projects an AABB-quad corner; a zero `visible` flag
emits a NaN clip position so the GPU skips the fragment stage for
culled hatches without any per-frame buffer re-upload.

Fragment shader runs the same three-stage in-polygon → mode dispatch
→ pattern evaluation pipeline as `hatch.wgsl`, but with all ranges
indexed: `BoundaryBuffer[boundary_offset..offset+count]` for the
ray-cast, `FamilyBuffer[family_offset..offset+count]` for pattern
lines, `DashBuffer[dash_offset..]` for dash sequences. Phase 3.3
sub-pixel LOD substitution is preserved.

Step 3 will wire a pipeline + bind-group-layout around this and call
`upload_hatches_batched` from render.rs (the per-hatch
`upload_hatches` path stays in place for the bisect window).

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 19:46:51 +03:00
Hakan SevenandClaude Opus 4.7 fe202f5f8e feat(pipeline): batched-hatch GPU resources + builder (Phase 4-B, step 1)
Stand-alone module — no consumers yet. Packs an entire `&[HatchModel]`
into four storage buffers + a per-vertex (corner, instance_index)
stream:

- `InstanceBuffer`  — `HatchInstance[]` (112 B each): color, mode,
  gradient params, world_origin, local-space aabb, boundary range,
  family range, visibility flag.
- `BoundaryBuffer`  — flat `vec4<f32>[]` (NaN markers preserved as
  per-path separators, just like the per-hatch shader expects).
- `FamilyBuffer`    — flat `LineFamilyGpu[]` (matches the per-hatch
  family layout one-for-one apart from `dash_offset` indexing into a
  separate dash buffer).
- `DashBuffer`      — flat `f32[]`.

The per-vertex buffer holds `6 × instance_count` records of
`(corner: u32, instance_index: u32)`. Step 2 will add the matching
WGSL shader that uses these to project a per-instance AABB quad and
run the in-polygon test against `BoundaryBuffer[offset..offset+count]`.

iced reports 8 storage buffers per stage, 128 MB binding cap, 256 MB
buffer cap — plenty for ~10 k hatches × 112 B + ~32 MB boundaries.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 19:45:26 +03:00
Hakan SevenandClaude Opus 4.7 0ec56015e0 chore(quadtree): silence dead-code warnings on planned API
`len` / `is_empty` / `remove` / `update` are exercised by unit tests
and are part of the quadtree's public surface, but no production
caller exists yet — Scene::add/erase/transform still trigger an
epoch-based full rebuild rather than mutating the index in place.
Annotating them with `#[allow(dead_code)]` keeps the API intact for
the incremental-update follow-up without spamming the release build.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 19:34:56 +03:00
Hakan SevenandClaude Opus 4.7 416b0d4dc3 fix(quadtree): split() on internal node was orphaning the entire subtree
Symptom: open a non-UTM drawing, most lines/polylines/hatches/etc.
vanish — only ~5% of indexed entities reachable from a huge query
(walking the nodes flat showed all 2975 items present, but recursing
through `node.children` from root reached only 161).

Root cause: when straddler items piled up at an INTERNAL node and the
count exceeded LEAF_CAPACITY, `insert()` re-invoked `split()` on that
node. `split()` allocates four fresh children and assigns them to
`node.children = Some([...])` — overwriting the existing children
pointer and orphaning the entire previous subtree (the descendant
nodes still hold their items; nothing reaches them).

Splitting an internal node is futile anyway: straddlers don't fit
smaller children either. Fix: gate the split on
`children.is_none()` so only leaves split. Internal nodes accumulate
straddlers as a linear-scan list — slower per-query for big strad-
dler counts, but correct.

Adds a regression test (`many_straddlers_dont_orphan_subtree`) that
floods an internal node with straddlers and verifies a huge query
still returns every inserted handle.

Bonus: `examples/dump_index_stats.rs` — standalone tool that loads a
DWG/DXF and dumps per-type counts (indexed / unbounded / top-level /
block-internal) plus a sample of bboxes. Useful for future bug
triage; built and ran cleanly against the file that exposed this.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 19:28:57 +03:00
Hakan SevenandClaude Opus 4.7 b4745efb24 fix(scene): emit entities with degenerate bbox from the quadtree path
Phase 2.1's wire path was silently dropping any entity whose
`bounding_box()` returns the degenerate default (or non-finite
coords). The legacy `entity_aabb` mapped those to the
`UNBOUNDED_AABB` sentinel, which `tessellate_entity` treated as
"render unconditionally". The new path filtered them at index time
(no bbox → no quadtree entry) AND `is_unindexable_entity` only
matched type variants (Insert/Viewport/Block/BlockEnd), so those
entities fell through neither path.

Symptom: opening a non-UTM file showed the floor plan with most
walls / dimensions / hatching dropped while isolated entities (text,
circles) still rendered.

Fix: `Scene::entity_index()` now returns an `EntityIndex` carrying
both the quadtree and a parallel `unbounded_handles: Vec<Handle>` of
entities whose bbox came back degenerate. The wire path always emits
that list in addition to the view-rect candidates, mirroring the
legacy "no bbox → never cull" behaviour.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 16:02:09 +03:00
Hakan SevenandClaude Opus 4.7 6ae3a9d91d fix(pipeline): hatch frustum cull tests AABB in wrong space
`HatchGpu.world_aabb` was built by iterating `model.boundary` — but
those vertices are stored as f32 offsets from `model.world_origin`
(precision anchor for UTM-scale WCS). So the AABB was in
*origin-relative* space, not the local space `view_proj` projects
from. `aabb_offscreen` (Phase 2.3) then asked "is this rect near (0,0)
in NDC?" instead of "is this rect at the hatch's actual position?" —
which culled in-view hatches whenever the camera moved off the
origin and rendered out-of-view ones near it.

Sub-pixel LOD (`aabb_below_pixel`, Phase 3.3) survived because it
measures a projected diagonal, which is translation-invariant.

Fixes:
- Add `world_origin` back when building `HatchGpu.world_aabb`, so the
  stored rect is in absolute local space.
- 25 % margin on the viewport rect in `aabb_offscreen`, matching the
  wire path's `view_world_aabb` margin — keeps hatches at the edge
  rendered while panning.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 15:36:15 +03:00
Hakan SevenandClaude Opus 4.7 b70c9f9262 perf(pipeline): per-frame hatch+wipeout frustum cull at draw time (Phase 2.3)
The Phase 2.1 step-4 attempt at culling hatches inside
`synced_hatch_models` was wrong: GPU hatch/wipeout buffers are
uploaded on geometry_epoch only (see render.rs — they're "static
buffers"), so any CPU-side cull at build time would freeze the
visible set at the geometry epoch boundary and never re-evaluate on
pan. Reverted that approach; the build-time function now returns the
full visible set again and the cache key is back to geometry_epoch.

The actual per-frame frustum cull moves into the existing draw-time
skip-flag machinery:

- `compute_hatch_lod` now also folds in `aabb_offscreen` (ORed with
  the existing Phase 3.3 sub-pixel skip), so out-of-view hatches are
  skipped at the draw call.
- New `compute_wipeout_lod` + `wipeout_skip_flags` mirror the hatch
  path. The wipeout draw loop honors the flag.
- `Primitive::prepare` calls the new compute step alongside the rest.

Per-frame projection + skip is a few hundred microseconds on dense
docs; far cheaper than re-uploading GPU buffers per pan tick.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 15:02:07 +03:00
Hakan SevenandClaude Opus 4.7 49fddea1ef fix(scene): include camera_generation in hatch/wipeout cache keys
The Phase 2.1 step-4 change made `synced_hatch_models` and
`wipeout_models` view-cull through `entity_index().query_rect`, but
left both caches keyed on `geometry_epoch` alone. Cache hit would
return a list culled to a previous camera's view, dropping hatches as
the user panned. Now keyed by `(geometry_epoch, camera_generation)`
— same pattern as `wire_cache`.

`image_cache` stays geometry-only: images self-cull per frame via
`vp_scissor` in the GPU pipeline; the cached list is camera-agnostic.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:56:20 +03:00
Hakan SevenandClaude Opus 4.7 fcf4d4fe28 perf(pipeline): per-frame mesh frustum cull (Phase 2.2)
Roadmap calls for an Aabb3 octree, but H7CAD's mesh entities only
carry XY world_aabb (Phase 3.4 stored XY for the LOD selector and
never extended to Z) and the camera is orthographic top-down for
every realistic workflow. So Phase 2.2 here becomes a draw-side cull:
`compute_mesh_lod` now also populates a `mesh_visible: Vec<bool>`
flag using the same 4-corner projection it already does for LOD
picking, and the mesh render pass skips draws whose projected AABB
sits entirely outside the viewport rect.

Mesh quadtree-indexing is still in place from Phase 2.1 (Solid3D /
Region / Body are not in `is_unindexable_entity`, so they're inserted
into `entity_index`). When mesh entity counts grow large enough that
the upload-time scan dominates over per-frame draws, Phase 2.3 can
plug `query_rect` into `upload_meshes` too.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:54:17 +03:00
Hakan SevenandClaude Opus 4.7 5b8cdd940e perf(scene): quadtree culling in hatch + wipeout passes (Phase 2.1, step 4)
`synced_hatch_models` and `wipeout_models` now pre-filter their
per-entity scans through `entity_index().query_rect(view)` when a
Model-layout view AABB is available. Affects:

- Top-level hatch HashMap iteration (the dominant cost — clone +
  render_style + selection tint per hatch).
- Wide LWPolyline / Polyline2D solid-fill loop.
- Wipeout entity scan.

The Insert→exploded-hatch loop is left alone; Insert is not
quadtree-indexed (its WCS bbox depends on block defn × insert
transform, handled inside block_cache).

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:50:00 +03:00
Hakan SevenandClaude Opus 4.7 e43498d6c4 perf(scene): quadtree culling in wire tessellation (Phase 2.1, step 3)
`wires_for_block` now drives candidate selection from the quadtree
when a Model-layout view AABB is available — `query_rect` replaces
the O(N) `doc.entities().filter(...)` scan. Visibility predicate is
hoisted into a closure and reused for the quadtree-candidate path
and the unindexable-entity append (Insert/Viewport).

Paper space and the pre-fit first-frame settle path keep the
original full-scan behaviour (no view AABB → no cull). Per-entity
LOD + frustum checks inside `tessellate_entity` stay in place; the
quadtree is purely a candidate reducer so culling correctness still
funnels through one place.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:46:51 +03:00
Hakan SevenandClaude Opus 4.7 3e874602e2 feat(scene): Scene::entity_index — lazy quadtree build (Phase 2.1, step 2)
Adds `entity_index_cache: RefCell<Option<(u64, QuadTree)>>` and an
accessor that lazily (re)builds on geometry_epoch change. Skips
`Insert`/`Viewport`/`Block`/`BlockEnd` and entities whose
`bounding_box()` is degenerate or non-finite — those callers must
iterate separately. Root bounds derived from the union of indexed
entity AABBs with a 1% margin, so the tree is always tight.

Still unused; consumers wired in upcoming steps. Cargo emits dead-code
warnings for the helpers; they evaporate when the wire/hatch paths
switch to `query_rect`.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:43:09 +03:00
Hakan SevenandClaude Opus 4.7 727992bc84 feat(scene): quadtree primitive for 2D spatial index (Phase 2.1, step 1)
Standalone data structure — no consumers yet. Flat-vector node
storage, leaf capacity 32 / max depth 16, O(1) remove/update via
handle locator map, out-of-root items kept in an overflow list that
surfaces on every query.

Foundation for replacing the O(N) entity scan in the wire tessellation
path (scene/mod.rs:1232) with a query_rect call.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 14:40:11 +03:00
Hakan SevenandClaude Opus 4.7 86f5ba7b62 feat: in-app update notice — checks GitHub releases on startup
Adds a one-shot update check that runs on app boot and pops up a small
"Update Available" window when the GitHub releases API reports a newer
tag than this build's `CARGO_PKG_VERSION`.

- `src/update_check.rs` — async wrapper around a blocking `ureq` GET to
  `api.github.com/repos/HakanSeven12/H7CAD/releases/latest`, returns
  `Some(version)` when a newer release exists, `None` otherwise (silent
  on network / parse failure so a missing connection never blocks
  launch).
- `H7CAD::boot` chains a `Task::perform` next to the main-window open
  so the check runs in parallel with first-paint.
- New window plumbed like the other floating panels (page setup, about,
  etc.): `update_notice_window`/`update_notice_version` state, title
  entry, `OsWindowClosed` cleanup, and a `ui::update_notice::view_window`
  modal that shows installed vs. latest version plus "Later" /
  "Open Release Page" buttons. Open routes through `open::that` to the
  releases URL and dismisses the modal.

Dependency: adds `ureq = { version = "2", default-features = false,
features = ["tls"] }` — the smallest blocking HTTP client + TLS combo
that doesn't drag in an async runtime.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 19:55:57 +03:00
Hakan SevenandClaude Opus 4.7 de37ee04bf fix(scene): viewport auto-fit fallback + f64-precision projection
Three changes to make paper-space viewports render correctly on
UTM-scale drawings whose viewports were saved with default
view_target=(0, 0, 0) and a view_center pointing at empty WCS:

1. **Auto-fit fallback.** When the saved view's WCS rect doesn't
   overlap the IQR-bounded content cluster (`world_offset ±
   local_extent_max`), override `view_center` with `world_offset` and
   recompute `view_height` to fit the cluster into the paper viewport.
   Matches AutoCAD's silent auto-fit-on-open for stale / uninitialized
   viewports; without it those viewports rendered blank.

2. **f64 projection inner loop.** The previous f32 path computed
   `(wire_offset_rel - target_offset_rel).dot(view_right) -
   view_center` by subtracting values at ~5e6 magnitude (f32 ULP
   ~0.5 m) to land on a small paper offset. The cancellation produced
   centimetre-scale jitter on paper output even when the model was
   clean. Reconstruct the wire WCS coord, subtract the display center,
   and dot-project in f64; cast to f32 only at the final paper
   position where magnitudes are bounded by the viewport rect.

3. **examples/inspect_viewports.rs** — diagnostic that dumps every
   viewport's saved view fields (view_target, view_center, view_height
   vs paper height, custom_scale, status flags) plus drawing-level
   insertion_units and model-space extents. Used to verify that
   acadrust's DWG reader reads view_height correctly; the
   `view_height == vp.height` patterns observed on real files turn out
   to be genuine "default 1:1" file content rather than a reader bug
   (a round-trip test through DwgWriter / DwgReader survives all
   per-viewport values).

Also: switch the `acadrust` patch from `HakanSeven12/acadrust@feat/
expose-blockrecord-is-loaded` (a stale branch with the abandoned
is_loaded experiment) to `hakanaktt/acadrust@main`. Upstream main
now carries the layout paper-dimensions and mirrored-arc fixes that
this branch used to add — plus PR #20's DXF reading fixes that the
old branch was missing.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 19:32:36 +03:00
Hakan SevenandClaude Opus 4.7 c815be9c6f fix(hit_test): correct hatch selection — NaN-aware ray-cast + block-insert resolve
Two related click bugs:

1. `point_in_polygon` treated NaN points (the path separators used by
   multi-path hatches with islands / holes) as regular vertices,
   producing spurious closing edges between sub-paths. The cursor
   inside a real hatch failed the test → the click iterator moved on
   to the NEXT hatch in HashMap order and silently returned the wrong
   one. Rewrite the ray-cast to reset the previous-vertex / path-start
   state at every NaN, so each sub-path closes against its own first
   vertex and contributes its parity flip correctly.

2. Clicking on a hatch *inside* a block was either missing entirely
   (after the visible_hatches_for_click filter) or returning the
   block-defn source hatch handle (misleading — that handle isn't the
   thing the user sees). AutoCAD selects the parent Insert when a
   sub-entity of a block is clicked. Add `Scene::insert_hatches_for_click`
   which walks the same explode path `synced_hatch_models` uses and
   tags every exploded sub-hatch with its parent Insert handle, plus
   `hit_test::click_hit_insert_hatch` which iterates that list. The
   click resolver now tries wire → MSPACE hatch → insert-internal hatch
   in order, so clicking on a block-internal hatch selects the Insert.

Box / lasso select paths are unchanged — wire hit-test already picks
up Inserts, and dragging a box over block-internal hatches is rare
enough not to need its own resolution path yet.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 13:02:57 +03:00
Hakan SevenandClaude Opus 4.7 0f252e8b53 fix(scene): honor rational weights + adaptive sampling for hatch spline boundaries
Block-internal hatches with spline boundaries (common from
AutoCAD-style fillet / curve cuts) rendered with hollow / partially-
filled interiors. Two bugs combined to wreck the in_polygon test:

1. `SplineEdge::control_points` is `Vec<Vector3>` where `.z` is the
   RATIONAL WEIGHT, not a Z coordinate. The legacy code stuffed
   `Point3::new(p.x, p.y, 0.0)` into a plain BSplineCurve, throwing
   the weight away. For the typical NURBS boundary AutoCAD emits this
   completely distorts the curve — the fill polygon ends up far from
   the visible spline edge and many interior pixels fail the ray-cast.

2. Sampling was a fixed 16 segments regardless of curve length /
   curvature. A long meandering boundary was approximated by a few
   chords that cut through the interior; pixels inside the true curve
   but outside the chord polygon failed in_polygon and stayed blank.

Replace both: build a NurbsCurve<Vector4> when `spline.rational`
(packing `(x*w, y*w, 0, w)`), otherwise a plain BSplineCurve, then
sample via truck's adaptive `parameter_division` at the same
`fill_chord_tol` the arc / bulge paths use. Fallback when the knot
vector is bad now prefers `fit_points` (which lie on the curve) over
`control_points` (whose polygon is a convex-hull silhouette of the
curve — visibly wrong).

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 12:46:24 +03:00
Hakan SevenandClaude Opus 4.7 172c538159 fix(scene): hatch boundary + pattern precision for large-WCS drawings
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:

1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
   arc tessellation ran the whole arc-center computation in f32. With
   vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
   into the sampled arc points and showed up as visibly wavy / jagged
   hatch boundaries on edges that crossed the long axis of the drawing.
   Re-run the full bulge → arc math in f64; only cast at the to_xy
   call that feeds the (also f64) boundary buffer.

2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
   precision when `xz` was at offset-rel WCS magnitude and perp_step
   was sub-cm. Move the precision-critical bits out of f32 by keeping
   each hatch's anchor in f64 on the model side: `HatchModel` now
   carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
   vertices are stored as small offsets from it. The GPU vertex shader
   adds `origin` back inside the view_proj multiply for clip position
   (sub-pixel-lossy at large hatches but invisible); the `xz` varying
   that the fragment shader uses for in_polygon + pattern math stays
   in hatch-local space at full f32 precision.

   For pattern alignment across adjacent hatches with the same family,
   the GPU pipeline snaps the anchor to the family's perp/along grid
   in f64 before sending it down. Snap uses the same QCAD-PAT
   convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
   shader's check_family uses — an earlier attempt used the world-frame
   `(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
   no alignment.

   Trade-off: pattern phase is "global modulo per-family-grid" rather
   than tied to WCS (0,0). Same hatches still align with each other;
   the absolute phase relative to the WCS origin may differ from the
   pre-fix behaviour on small drawings.

Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.

The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 08:41:23 +03:00
Hakan SevenandClaude Opus 4.7 dc80968023 perf(scene): zoom-adaptive arc tessellation for hatch boundary outlines
The shared `arc_segments` helper now takes (radius, span, chord_tol) so
each call site can pick its own tolerance:

* Hatch fill polygon (built at load / on edit, never re-tessellated)
  uses `fill_chord_tol(r) = max(0.001*r, 1µm)` — fixed high quality so
  zoom-in stays sharp without rebuilding the boundary.
* Hatch wire outline (rebuilt every frame inside the render scope) uses
  `wire_chord_tol(r) = min(scene_override, fill_chord_tol(r))` —
  reads the per-frame `truck_tess::set_curve_tol_override` (the Scene
  already sets it to `world_per_pixel × 0.5` for Phase 3.2 wires) so
  far-out boundary arcs collapse to a handful of segments at low zoom
  while staying at least as sharp as the underlying fill at high zoom.

Same arc_segments switch applied to the legacy 16-segments-per-circle
formula in `hatch_model_from_dxf`'s polyline-bulge tessellation, so
fill boundaries with bulged polylines also gain the proper chord-error
target.

Also expose `truck_tess::current_curve_tol` (pub(crate)) and add
`active_curve_tol()` returning Option so the new wire path can
distinguish "scene override active" from "load-time, no zoom info".

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 07:55:46 +03:00
Hakan SevenandClaude Opus 4.7 9b4ded79be fix(scene): tessellate hatch-boundary polyline bulges in the wire outline
The hatch fill polygon (`hatch_model_from_dxf`) handled `BoundaryEdge::
Polyline` vertex bulges correctly — sampling arcs between v0 → v1 when
v0.z (bulge) was non-zero. The wire outline path
(`legacy_geometry::Hatch`) just pushed (x, y) for every vertex and
ignored v.z, so any bulged boundary segment drew as a straight chord
even though the fill underneath was correctly curved.

Mirror the bulge-arc tessellation into the wire path, reusing the
shared `arc_segments` helper from this module. Polyline edges now emit
the arc start vertex + sampled arc points + the trailing endpoint, with
a NaN separator added between distinct edges so connected boundaries
don't draw spurious chords from one edge's last point to the next
edge's first.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 07:48:21 +03:00
Hakan SevenandClaude Opus 4.7 cb7e6e3cc3 fix(scene): revert wrap-aware arc span — restore legacy CW direction
af1e655's wrap-aware `arc_signed_span` was correct per a strict reading
of the DXF "is_counterclockwise" spec but caused CW boundary arcs on
real files to sweep the long way around the circle, flipping arc
direction and filling huge unintended regions.

Restore the legacy `(TAU - sa, TAU - ea)` flip semantics. The adaptive
`arc_segments` count fix from the same commit is kept — the visible
faceting issue on large-radius arcs was orthogonal to direction and the
revert affects only the span computation.

The wrap-through-2π edge case the previous commit tried to address is
back to being a known limitation. A proper fix needs to know how each
upstream writer (AutoCAD, BricsCAD, ODA, etc.) actually encodes wrap
arcs and isn't possible without sample files exercising the case.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 07:26:09 +03:00
Hakan SevenandClaude Opus 4.7 af1e655253 fix(scene): smooth + correct arc edges in hatch boundaries
Hatch boundary CircularArc / EllipticArc tessellation had two bugs that
showed up as polygonal-looking arc edges and, on certain arcs, edges
that drew the long way around the seam:

1. Fixed 32 segments per full circle gave ~5 mm chord-height error at
   r = 1 m, visibly polygonal at typical hatch radii. Replace with an
   adaptive count targeting ~0.1% chord error (≈ 5° max step), floor 8,
   cap 256.
2. The `(TAU - sa, TAU - ea)` flip for CW arcs was direction-correct
   for non-wrap inputs but silently went the long way around whenever
   the short path crossed the 0 / 2π seam (e.g. a CCW arc from 3π/2 to
   π/2 should sweep east through 0; the old code swept west through π).
   Replace with `arc_signed_span` which derives a signed span that wraps
   through 2π in the correct direction.

Shared helpers (`arc_signed_span`, `arc_segments`) live in
`scene/tessellate.rs` and feed both the hatch fill boundary builder
(`scene/mod.rs::hatch_model_from_dxf`) and the legacy wire fallback
(`scene/tessellate.rs::legacy_geometry`). Same fix applied to the
EllipticArc paths in both. Dropped the unused module-level `TAU`
constant the old code carried.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 07:20:45 +03:00
Hakan SevenandClaude Opus 4.7 412fb857ba chore: drop legacy comments and the last unused dead_code allows
* io/xref.rs — replaced the 7-line "BlockRecord::is_loaded turned out to
  be unreliable" rationale with a one-liner. The reverted experiment
  lives in git history (e88a946, 0996b75).
* refedit::RefEditSession.insert_handle — set at construction but never
  read; the "kept for future REFCLOSE DISCARD" TODO can come back via
  git history when that feature lands.
* scene::mod — dropped the placeholder MeshModel re-export; nothing
  outside `mesh_model` consumes the bare name and MeshLodSet is the
  pipeline-facing type now.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 02:04:41 +03:00
Hakan SevenandClaude Opus 4.7 a1ed87da3d chore: drop dead scene/IO helpers + simplify XATTACH command state
* helpers::wcs_to_ucs — UCS inverse transform with zero call sites.
* scene::Scene::compute_and_set_world_offset — never called; the load
  path uses the free function `compute_world_offset` directly.
* tessellate::tessellate_mesh — never called; mesh tessellation goes
  through `solid3d_tess`, not the truck Shell/Solid path.
* truck_tess::tess_to_mesh_model — orphaned with tessellate_mesh's
  removal.
* MeshModel::WHITE / MeshModel::SELECTED — only used by the removed
  tessellate_mesh.
* xattach::Step::FilePath variant — never constructed; XATTACH always
  enters through `with_path` after the file picker. Replaced the Step
  enum + prefilled_path field with flat `path` / `block_name` fields
  and dropped the unreachable text-input flow.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 00:10:20 +03:00
Hakan SevenandClaude Opus 4.7 22543e4f97 chore: remove dead UI helpers and orphan toolbar stubs
Each item below was gated by #[allow(dead_code)] and has zero callers
across src/ — none of them are part of any public API consumed by
external crates (this is a binary, not a library):

* modules/insert/underlay_frames.rs + edit_aliases.rs — toolbar stubs
  whose `tool()` registrars were never wired into the ribbon; the
  parent mod.rs inlines its own include_bytes! for the SVGs, so the
  files were orphan dead weight.
* ui/snap_popup.rs:snap_marker_color — never called.
* ui/ribbon/mod.rs:last_dropdown_cmd — never called.
* ui/scale_popup.rs:anno_scale_for_label — never called.
* ui/layers.rs:color_name_to_aci — inverse of aci_color_display
  with zero call sites.
* linetypes.rs:name_list — never called.
* scene/pipeline/wire_gpu.rs:new_ghost — never called.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-16 00:04:44 +03:00
Hakan SevenandClaude Opus 4.7 15bddb2f58 chore(scene): drop INSERT_SUB_LIMIT guard from fallback explode path
The 5,000 sub-entity guard was added when an xref block with ~74k subs
froze the UI on first render. The block_cache primary path (def72e4)
made that path unreachable for typical Inserts — the guard now only
gated the rare legacy-explode fallback, where it hid otherwise-renderable
geometry as an insertion marker.

Remove the constant and its early-return; the fallback path now matches
the primary path's "render everything" behaviour. Also drop the
RENDERING_OPTIMIZATION.md "TEMPORARY" section that tracked this guard.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:53:26 +03:00
Hakan SevenandClaude Opus 4.7 8c08ae104a perf(scene): multi-resolution mesh LOD (Phase 3.4)
ACIS SAT entities (Solid3D / Region / Body) were tessellated at one
fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless
of how far they were from the camera. Distant solids paid the full
triangle bill for fragments that mostly resolved to sub-pixel size.

Generate three pre-built LODs per entity at load time:

  * LOD 0 (HIGH)  — 48/32/16 segments. Use above 200 px projected diag.
  * LOD 1 (MID)   — 24/16/8.  Use 50–200 px.
  * LOD 2 (LOW)   — 12/8/4.   Use below 50 px.

Tessellation cost is paid 3× on load (cheap — typical files have few
solids). Render picks per-frame via `compute_mesh_lod` from each mesh's
`world_aabb` projected diagonal. When a level is missing (e.g. a solid
entity that only emits LOD 0), the selector walks down to the nearest
available slot.

API ripples:
  * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`,
    `tess_sphere_face`, `tess_torus_face`.
  * `tessellate_solid3d / _region / _body` now return `MeshLodSet`.
  * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single`
    constructor so interactive truck-based commands (BOX/CYLINDER/etc.)
    that only generate one tessellation stay one-line.
  * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and
    a `mesh_lod_levels` per-frame index vector.
  * STL/STEP export pulls slot 0 explicitly so the on-disk geometry
    isn't downgraded by the view-dependent ladder.

Background-thread lazy generation (per the roadmap) is deferred — the
synchronous eager build is fine for typical CAD files. Switch to a
queue + background tessellator when files with hundreds of solids
become a load-time bottleneck.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:30:13 +03:00
Hakan SevenandClaude Opus 4.7 e7675be0bc perf(scene): hatch LOD — solid-fill substitute + sub-pixel skip (Phase 3.3)
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:

  * **Shader-side solid substitute.** When the densest line family's
    spacing × scale projects to less than 2 px, individual lines blur
    into a solid color and the per-fragment family loop is wasted ALU
    (and produces moiré). Pass `world_per_pixel` through Uniforms; the
    hatch fragment shader now returns `h.color` directly in that case.
  * **CPU-side sub-pixel skip.** When the entire hatch AABB projects
    to less than 2 px, drop the draw call. Adds `world_aabb` to
    HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
    existing scissor pass) and `hatch_skip_flags`. The render pass
    skips flagged hatches.

Factored a shared `aabb_below_pixel` helper for future LOD callers.

The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:18:21 +03:00
Hakan SevenandClaude Opus 4.7 fbbac423d4 perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.

Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:13:16 +03:00
Hakan SevenandClaude Opus 4.7 9a4531bd8e fix(scene): use median of MSPACE entity centroids for world_offset
Min/max midpoint is wrecked by a single bogus entity at WCS distance
from the real drawing — a Ray with a bad direction, an orphan block-
defn entity at WCS x = -510k while real geometry sits at WCS x = +510k.
Header EXTMIN/EXTMAX bakes the same min/max midpoint, and the entity
scan we added in 59da4f3 reproduced it: both lined up perfectly on the
broken midpoint (drift = 0.000 in tracing) and parked world_offset
508 km from the dense cluster. Wires then rendered at f32 magnitudes
~5e5 — 6 cm precision on a drawing where the user is editing at mm.

Switch the entity scan to per-entity centroids and take the **median**
of x and y. Median is immune to a single far outlier regardless of how
far it sits, so the same file that previously parked world_offset at
(1445, 4277904) — halfway between the real drawing and a stray entity
512 km away — now resolves to (509099, 4274221), within 1 km of the
actual drawing. Wire magnitudes drop from ~5e5 to ~4e3, restoring
precision from 6 cm to ~0.5 mm (~120× improvement).

local_extent_max also derives from the centroid spread (95th-percentile
distance from the median × 2) rather than the raw min/max span, so the
fit_all clamp rejects the same outliers that were previously inflating
it. The header EXTMIN/EXTMAX path remains as a fallback for the case
where the entity scan found nothing (truly empty MSPACE).

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 22:58:32 +03:00