An annotative object is drawn at the annotation scale only for the scales
it has a representation for. Text was being scaled whenever its text
style carried the annotative flag, whether or not the text itself had any
representation at all.
A drawing of twenty floors here has 1144 pieces of text on a style
someone flagged annotative and no object contexts anywhere. At 1:100 they
were drawn a hundred times too tall — a 411-unit height reaching 41067 —
while every other style in the same drawing stayed put.
`is_annotative` already said the right thing, and said why: a text style
can be turned annotative long after text was drawn in it, and that text
keeps its stored height until it is explicitly converted. The scale
resolver contradicted it. Text now scales on its own annotativeness
alone: an object context, a legacy XDATA marker, or the entity's flag.
Dimensions, leaders, tolerances and tables are unchanged — there the
style is the standard signal and still counts on its own.
Co-Authored-By: Claude Opus 5 <[email protected]>
A DIMENSION references the block "that contains the entities that make up
the dimension picture", and that block is the picture: AutoCAD requires
it and draws it, BricsCAD draws it when present and only renders from the
dimension variables when it is missing. OCS re-derived the picture from
DIMVARS every time and ignored the block entirely.
That works while a style agrees with what the drawing actually drew. A
Revit-exported schedule here does not: its style stores DIMTXT already in
drawing units beside a DIMSCALE meant to scale it, so the text came out
three hundred times too tall, and each dimension carries a DIMFXL
override that is likewise already in drawing units, so the extension
lines ran nearly a million units past the points they measure.
Neither is guesswork about units now. The block holds the geometry the
drawing was authored with, so it is drawn: the contents are already in
world space and the block's base point is the origin, and the identity
instance that carries them exists only to reuse the scene graph's
ByBlock / layer-0 colour resolution. Every wire answers to the dimension,
so a pick still selects the dimension rather than one of its pieces.
Re-deriving stays as the fallback for a dimension with no block.
Annotative dimensions keep the old path: their several representations
are separate blocks and choosing between them is what the annotation
machinery already does, while the doctrine above assumes one picture.
A picture is only good while its inputs hold, so it is dropped when they
change: editing a dimension's properties, and saving the dimension style
it is drawn with. Entity edits already dropped it.
Co-Authored-By: Claude Opus 5 <[email protected]>
A paper layout painted its whole canvas in the page colour, so the sheet
had no visible edge — zooming out never reached one, because the surround
was the same colour as the page. Floating viewports then painted
themselves black over it.
Both come from the same idea, that a viewport's canvas is a colour it can
be handed. What lies behind a viewport depends on what the viewport is:
- The full-canvas sheet shows the desk. `paper_bg_color` is the page, and
the page is a bounded rectangle `paper_sheet_fill` already draws; using
it for the canvas too erased the boundary between them. The desk is now
its own colour, defined once in the scene and read by both the widget
and the renderer, so the two cannot drift apart.
- A floating viewport sits on that sheet and must paint no canvas at all.
Handing it a transparent one does not work: the background shader
returns an opaque colour whatever alpha it is given, so alpha zero came
out black. Skipping the pass is the only way to ask for see-through, so
`skip_background` now suppresses both the clear and the pass. It is part
of the frame signature too — without that, a cached frame would keep
showing the canvas the flag was just turned off for.
Shading and fog still blend toward what is behind a floating viewport,
which is the page, so the uniform keeps that colour even though nothing
paints it.
Co-Authored-By: Claude Opus 5 <[email protected]>
A drawing that owns no annotation scales is shown the standard set, which
`scale_list` substitutes whenever the drawing's own list is empty. The
first thing to need a real scale object — an annotative dimension, a pick
from the status bar, a viewport scale — wrote just the one it wanted. The
drawing then had a list of its own, of exactly one entry, so the
substitution stopped and every other scale disappeared from the picker.
Bring the whole set in before writing that first scale. It is the set the
drawing was already being shown, so nothing appears that was not on offer
a moment earlier, and the drawing ends up owning its scales the way one
that shipped with a list does.
The seeding itself already existed for the scale manager, which stages it
on open; it simply was not reachable from the path that writes a scale.
Closes#666Closes#683
Co-Authored-By: Claude Opus 5 <[email protected]>
Only Previous and Last were on offer, so Window, Crossing, Fence, the two
polygons and All could not be reached at all -- and with no keyboard to
type them into, the buttons were the only way in.
Window and Crossing fix the sense of the next box. Dragging derives that
from the direction the corner travels and would overwrite it the moment
the corner moved, so the derivation stands down while a keyword holds it.
Add and Remove decide what a pick does for the rest of the round: Remove
subtracts the way Shift already does, rather than through PICKADD, which
decides whether a pick *replaces* the set and so would have wiped
everything gathered so far. Both are dropped when the next command
starts, since neither outlives the selection that asked for them.
Fence and the polygons are picked point by point, which TRIM and EXTEND
already ask for. That gesture -- the points, the rubber-banded dashed
preview, whether the path closes -- moves into one place both bind to,
and the two preview builders duplicated in trim.rs go with it.
A fence is not the polygon test with crossing set: that closes the point
list and counts whatever lies inside, so a line drawn past a row of
objects would take everything behind it too. It gets a hit test that only
counts a real intersection, and skips the area-based geometry entirely.
The lasso gathered its hits from wires, hatches, block hatches, meshes and
block meshes inline; the new modes need the same list, and a second copy
would drift. Both now come through `Scene::path_hit_handles`.
Closes#596
Co-Authored-By: Claude Opus 5 <[email protected]>
A revolution comes back from rsweep as three 120-degree segment faces,
but every hole was attached to the first of them. A window wider than a
segment cannot sit on one face, so that face turned invalid and its
whole third of the tube vanished -- the pump's cylinders lost 120
degrees of wall each and the solid read as open where they met the body.
One of them shed a segment with no hole involved at all, so chasing the
individual causes would not have covered it.
Measure the result instead: after a cone face whose boundary closes the
revolution is triangulated, check that the meshed vertices actually span
it, and hand the face to the parametric sampler when they do not. That
catches a tear whatever produced it, while genuinely partial cones and
every non-cone surface pass straight through -- the tee's pierced run
cylinder still meshes through the kernel.
Also bring truck's chord tolerance in line with the detailed LOD. Truck
emits a single mesh rather than an LOD ladder, so a tenth of the radius
left a wide pipe as a hexagonal prism whose flats sank nine units inside
the true surface, pulling the wall away from the caps and planar faces
that meet it.
Co-Authored-By: Claude Opus 5 <[email protected]>
The cone-surface record's trailing real is a parameter scale, not
geometry. It equals the radius on many bodies, so cylinders generally
came out right, but where the two diverge the lateral surface was built
at the wrong size while the flat caps stayed on their own rims -- a
gauge dial drew as a ring around its own face, its band at 43.2 against
caps at 34.56.
The major axis is the radius vector at the reference cross-section, so
its length is the radius. Route every read through one helper and keep
the record's field only as a fallback for a degenerate major axis, so
the band, the silhouette generators, the isolines and the coaxial-rim
check all size themselves the same way. Taper is unchanged: the major
axis is still the h=0 radius that radius + h*tan(a) extends.
Co-Authored-By: Claude Opus 5 <[email protected]>
Sphere faces drew as complete balls. ACIS parametrises a sphere about
any pole, so a vessel's dished head is commonly bounded by a circle that
is no line of latitude in that frame, and a theta/phi bounding box of
such a boundary covers nearly the whole ball. Derive the window
analytically instead: when a face's loops are circles lying on the
sphere, re-pole the frame onto their common axis, where each seam is an
exact latitude at acos(d / R). One ring bounds a cap, two bound a zone;
the material side comes from the boundary winding, reusing the helper
the torus path already had.
Separately, the longitude wrap flag was resetting the colatitude window
to the whole meridian. A cap centred on the pole covers every longitude
while still ending at its seam, so that reset grew every cap back into a
ball. Trim the two angles independently and rename the flag theta_full
so the split reads at each use, including the silhouette generator,
which skipped the colatitude test the same way.
Cone faces took their height span from the first boundary loop alone. A
lateral face closed off by one rim and one pierce curve -- a pipe branch
meeting its run -- carries its two ends on different loops, so the tube
was sized to whichever came first and the leg above the junction went
undrawn. Read every loop.
Co-Authored-By: Claude Opus 5 <[email protected]>
Add a searchable block palette with previews, file import, collision-safe nested definitions, and dependency/table-record import. Keep palette thumbnails current across drawing switches and block-definition edits.
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
- Keep the floating panel near the selection and inside the viewport
- Persist the toggle and hide the panel without a selection
- Show only Material in 3D Visualization
Scope revolution spans to face boundaries and preserve pierced cylinders and rational spline lofts so valid bodies no longer produce stretched or missing shells.
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
Keep Layout output on the selected physical sheet and preserve hatch lineweights and plot styles through paper, viewport, and nested block paths.\n\nRefs #607