Since text became SDF-only (the legacy stroke-text path was removed), all
text — standalone TEXT/MTEXT and dimension text — rendered on-screen only as
GPU glyph quads carried on `WireModel::text_verts`. The CPU PDF/print exporter
draws only wire stroke `points` and hatch fills, so it silently dropped every
glyph: dimensions and text were missing from exported PDFs and prints
(present in v0.7.6).
Reconstruct vector text in the exporter instead of resurrecting the stroke
path, so the SDF render path and its caching are untouched:
- sdf_atlas: `GlyphAtlas::export_table()` snapshots each baked glyph's vector
geometry (outline strokes + fill triangles, glyph space) keyed by its tile
`uv_min`, re-resolved through `Face` so it honours the current TEXTFILL.
- pdf_export: a new `emit_text` pass walks each wire's `text_verts` (one
6-vertex quad per glyph), recovers the glyph geometry by `uv_min`, and
affine-maps it into the quad — `DrawLine` polylines for stroke (LFF/SHX)
fonts, filled triangles for TrueType, plus solid decoration bars. Runs under
the same rotation/scale/clip CTM as the wires, so it covers model space,
paper space and windowed plots, and every SDF-text kind (text, dimension,
multileader, table, tolerance).
Text embedded in complex linetypes is SDF-only with no stroke fallback and
stays out of scope.
Tests: a unit test asserts a stroke glyph emits vector ops within the glyph's
world bbox; an integration test drives a real TEXT + linear DIMENSION through
scene.entity_wires() -> export_pdf and checks text reaches the file. Verified
bug-first: with emit_text disabled the end-to-end test fails with the reported
symptom (text adds no content).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Frequent entity-only edits (MOVE/ROTATE/SCALE/MIRROR/ALIGN, COPY/ARRAY,
draw-add, ERASE) captured a full ~800k-entity CadDocument clone (~46ms) on
every edit — the last big per-edit cost after the incremental-render work.
They now record only the touched entities' before/after images:
- Scene self-records through the five mutation primitives when a recording is
open (UndoRecording + is_recording_undo guard, zero cost off-path).
- apply_entity_delta installs one side per handle (in-place / re-insert with
the original handle / remove) plus a per-handle cache reseed, then a single
bump_entities so the incremental caches patch instead of a full re-tess —
undo/redo of a small edit is fast too, not just the edit.
- HistorySnapshot is now Full | Delta; a Delta is self-inverting and moves
between the undo/redo stacks without re-capturing. Commands that touch
non-entity state (new layer, group, *D block, viewport) fall back to the
full snapshot via per-command predicates, and a poison flag debug-asserts
any mis-scope.
remove_entity leaves the handle dangling in its owner block record's
entity_handles (harmless on its own, a lookup miss is skipped), so a
re-insert strips stale entries first — otherwise add_entity would list the
handle twice and the DXF/DWG writer would emit the entity twice.
Round-trip tests cover transform/erase/add/copy (do->undo->redo equality,
handle preservation, no duplication).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Three cuts to the per-edit cost, on top of the incremental wire arena:
- Enable OCS_WIRE_GPU_PATCH by default (kill-switch OCS_WIRE_GPU_PATCH=0), so the
in-place / append-tombstone arena — validated on the reference drawing (wire
block ~300ms + 265MB upload -> ~2ms) — is on for everyone; a bail always falls
back to the identical batched path.
- Resident patch: an all-Modified edit never reorders, so reassemble by walking
the recorded assembled order (~10k handles) instead of scanning the whole
document (~800k) to re-derive draw order. Add/Remove still scan (positions
change). ~14ms -> <1ms on a move.
- SDF text: a new content id misses the glyph cache every edit, but if no
text-bearing entity (Text/MText/Dimension/MLeader/Leader/Table/attribute/INSERT)
changed since the last build the glyphs are identical, so reuse them. ~23ms -> 0
on a plain-geometry edit.
A move/edit on this 800k-entity drawing now spends ~50ms (dominated by the undo
document clone) instead of ~85ms, and the wire GPU upload is gone.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
draw_depth_map rebuilt on every geometry_epoch bump — an O(document) walk (all
objects for SortEntitiesTable, all entities grouped-by-block and ranked), ~45ms
per edit on a 788k-entity drawing, and it runs on every viewport snapshot.
But draw order depends only on each block`s entity COUNT (the rank denominator),
the entities` handles, and the SortEntitiesTable — none of which a Modify (move /
rotate / scale / colour / hide) changes (owner and type are preserved, and the map
ignores visibility). Gate the cache on the journal: an all-Modified edit keeps the
map; only Add / Remove (count change) or a table change (a `full` delta) rebuilds
it. So the common move/edit now skips the walk entirely.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The single-batch arena required a set with no mesh/solid edges, so any drawing
with a 3D solid or mesh (this one: 1693 mesh-edge wires of 12200) disqualified the
WHOLE set — every edit fell back to build_wire_buffers re-uploading ~265 MB
(4.4M instances), stalling ~1s per edit on a shared-memory GPU.
Split the resident set into a regular-2D arena and a mesh-edge arena (the wires
that need the draw loops mesh-edge skip/black treatment), one WireArena each,
passed as &[&WireModel] subsets (no clone). Both patch incrementally; the mesh
arena carries is_3d_mesh_edge so the existing draw loop handles it. A changed
handle absent from an arenas subset is a no-op for it, so each edit touches only
the batch it belongs to. Result: the wire block drops from ~300ms + a 265 MB GPU
upload to ~2ms.
Two correctness points folded in from adversarial review:
- mesh-edge wires are stamped draw_depth 0 (matching WireGpu::from_run) so their
hidden back edges dont peek through the shaded fill; the mesh arena also always
bails on append (all its wires share depth 0, so relocation would reorder
coincident edges).
- buffers are capped at wgpus 256 MB limit — a batch larger than one buffer
returns None so the caller chunks it via the batched path (fixes a create_buffer
panic on the 355 MB regular batch).
Still behind OCS_WIRE_GPU_PATCH (default off). OCS_PERF prints the per-edit wire
timing + outcome.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The in-place-only arena still fell back to a full batched rebuild on add/remove —
re-uploading the entire wire instance buffer, which on a drawing whose wires
expand to millions of segments (~265 MB) stalls ~1s per add/remove on a
shared-memory GPU. Only move/edit avoided it.
Add append/tombstone so add/remove patch the instance buffer too: a new or
segment-count-changed entity bump-allocates a slab at the tail (buffers carry
1.5x headroom); an erased entity is tombstoned (blanked at const slot 0). The
huge instance buffer only grows/blanks by the changed entity.
Three correctness points make add/remove safe (each verified by an adversarial
review, findings folded in):
- draw_depth_map normalises each entity`s z-bias by the block entity count, so a
structural change re-scales every entity`s bias. Keep a CPU mirror of the const
array; on any structural change refresh every slab`s draw_depth and re-upload
the small (~1 MB) const buffer, leaving the instance buffer untouched.
- a tail-appended entity draws last, which only mis-orders wires whose overlap
resolves by submission order rather than the z-bias: transparency, and 3D-solid
fallback edges (Solid3D/Region/Body/Surface are excluded from draw_depth_map, so
their opaque edges share depth 0). `append_unsafe` bails to a full rebuild when
the set contains either.
- an in-place edit also flushes its consts to the GPU (a colour change is not
structural, so the whole-buffer refresh would otherwise skip it).
Still behind OCS_WIRE_GPU_PATCH (default off); every uncertain case returns false
and the caller does the identical full rebuild, so correctness never rides on the
fast path.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
hide_selected, end_isolation and register_solid_model called bump_geometry() —
a full-drawing invalidation (clears the tessellation memos, bumps block_epoch) —
even though each touches a known, bounded set of handles. On a large drawing
hiding a few objects then re-tessellated everything still visible.
Report the exact changed handles via bump_entities instead: hide/reveal mark
just the affected entities Modified so the resident set drops or re-adds only
those, and register_solid_model reports its one solid (also making a bulk
register loop O(n) rather than O(n^2)). No block-definition changes are
involved, so skipping block_epoch is correct.
Deliberately left on the full path: layer freeze/off (block sub-entity layer
visibility legitimately needs block_epoch), viewport-scale (annotation-key
sensitive), isolate (already cheap — keeps few), and undo/redo/style/file-open.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
On a geometry edit the resident set gets a fresh content id, so the batched wire
path (build_wire_buffers) re-emits and re-uploads EVERY wire instance — the whole
buffer even when one line moved. Behind the OCS_WIRE_GPU_PATCH flag (default off,
native only), add a persistent per-entity instance arena: one long-lived
VERTEX|COPY_DST instance buffer + its WireConst storage, with a per-entity slab
table. An in-place edit (move / rotate / scale / colour — same segment count)
becomes a queue.write_buffer of just that entity`s slab.
Scope is deliberately IN-PLACE ONLY. draw_depth_map normalises each entity`s
draw-order z-bias by the block`s entity count, so an Add or Remove re-scales EVERY
entity`s z-bias — which a per-slab patch can`t honour — and a segment-count change
relocates the entity. patch() returns false for any of those (and for mesh-edge /
scissored sets), and the caller falls back to the identical full batched rebuild,
so correctness never rides on the fast path. An adversarial review of an earlier
append/tombstone design surfaced exactly these draw-order hazards; restricting to
in-place removes them while keeping the common interactive-edit win.
The Scene hands the changed handles to the arena via model_wire_gpu_patch,
recorded by try_resident_patch for the Model block and matched by content id in
prepare(); scissored paper viewports and mixed 2D/3D sets keep the batched path.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
On a geometry-only edit the resident wire set was rebuilt from scratch: every
memoized entity deep-cloned into a fresh Vec (mod.rs clone-all) and the whole set
re-sorted by draw order — O(total wires) on each single-entity change even though
the per-entity tessellation memo already reused everything.
Add try_resident_patch: when the cached set is only a journal-replayable gap
behind and uniquely held, move its wires out (Arc::try_unwrap), group them into
per-entity runs, re-tessellate only the changed entities, and reassemble in
document order with the same stable draw-order sort. Unchanged entities are MOVED,
not deep-cloned; only the changed handful are re-tessellated (into the memo, so a
later full build still reuses them). It bails to the identical full build whenever
an assumption does not hold — no cache entry, journal not replayable (full delta /
ring overflow), the Arc still shared, a wire not named with its handle, or an
entity`s wires not contiguous — so correctness never rides on the fast path.
A changed entity is classified through the shared resident_entity_visible (also
now used by the full build) so it is included/excluded exactly as a rebuild would.
Adds a differential-oracle test: the patched resident set equals a from-scratch
rebuild (same wires, same draw order) after add / move / erase, and asserts the
patch path actually runs for every edit (a resident_patch_hits counter) rather
than silently always falling back.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The pick/snap spatial index (entity_index) rebuilt its whole quadtree on every
geometry_epoch bump, and annotation_affects_wires re-scanned every entity to
decide whether any is annotative — both O(document) on each single-entity edit.
Drive both off the delta journal. entity_index now replays the changes since its
cached epoch and applies them to the existing quadtree (which already supports
insert/remove/update, out-of-root items falling into overflow): Removed drops the
handle, Added/Modified update its AABB or move it to the unbounded list, and only
a full/overflow delta triggers the old full rebuild. annotation_affects_wires
stays warm unless an annotative entity changed (PSLTSCALE toggles arrive as a
full delta and still recompute).
Adds a differential-oracle test asserting the incrementally-patched index equals
a from-scratch rebuild after add / move / erase.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Every geometry mutation previously bumped a monotonic geometry_epoch and each
derived cache compared its stamp and, on a miss, re-walked the whole document —
so drawing or moving one line rebuilt every hatch / image / mesh / wipeout model
even though none of them changed.
Add a per-mutation delta journal: bump_entities(&[(Handle, ChangeKind)]) records
exactly which handles changed (Added / Removed / Modified), folding the memo drop
and the epoch bump into one call a site cannot forget. A bounded ring keeps the
recent deltas; replay_since(last_epoch) coalesces the changes past a consumer or
returns None (full rebuild) when a spanned delta is `full` or the consumer fell
off the ring. bump_geometry / bump_geometry_no_blocks push a `full` delta so the
journal is never missing a step.
Route the common single-entity ops through it: add (Added), update (Modified),
erase (Removed), move/rotate/scale/mirror (Modified), copy (Added). Gate the four
per-category model caches on category relevance — an edit whose handles are not in
a category leaves that category cache warm; a removal is treated conservatively
(the erased handle can no longer be classified), and the mesh cache also
invalidates on any INSERT edit since it carries the instanced block meshes.
Net: a plain-entity edit no longer rebuilds the hatch/image/mesh/wipeout model
sets. The resident wire clone-all and the GPU re-upload are still whole-set — the
journal is the groundwork for making those per-entity next. Adds 6 journal unit
tests (replay, coalescing, full-fallback, ring overflow, category gate).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Each pipeline slot owned its own gpu_wires: every paper viewport and every
Model tile rebuilt an identical resident wire set into its own GPU vertex
buffers and its own handle index. With N content viewports drawing one shared
tessellation that is N copies of the (potentially huge) wire buffers in VRAM
plus N batch+index builds on every content change — the issue-131 memory
exposure multiplied by the viewport count.
A wgpu::Buffer is internally ref-counted, so sharing a WireGpu by Arc shares
its GPU allocation. Make Pipeline.gpu_wires an Arc<Vec<WireGpu>> (and
wire_handle_index an Arc<map>), turn upload_wires into build_wire_buffers(&self)
that returns those Arcs, and add MultiPipeline.wire_buffer_cache keyed by
wire_content_id. prepare() builds an entry once on a cache miss and hands Arc
clones to every slot with that id — so N viewports (and, since one MultiPipeline
backs all panes, N panes) upload the wire vertices exactly once between them.
Camera uniforms and scissor stay per-slot, so the draw still issues one call per
viewport with the right view; only the geometry is deduplicated. The shared Vec
is never mutated in place — only reassigned on a content change — so the sharing
is sound.
The cache drops entries no slot still references (Arc::strong_count == 1) once it
passes a small bound, so a live buffer (held by any pane) is never evicted.
Model multi-tile gets the same dedup for free, and two panes showing the same
model now share buffers.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Model space held a full, camera-independent, un-culled wire set with a
stable content id, so pan/zoom re-drew without re-tessellating or
re-uploading and idle frames collapsed to a single blit. Paper did none of
that: the sheet was camera-keyed (full re-tess every pan/zoom), content
viewports re-baked per zoom step with their own frustum cull + LOD, and a
per-frame wire_force_nonce forced a GPU re-upload every frame AND poisoned
render_signature so paper never hit the single-blit scene cache.
Route every space through one Scene::resident_wires_for(block, anno, frozen):
the full, un-culled, LOD-free set per (block, ambient bg, anno, frozen) key,
held resident and stamped with a stable WIRE_CONTENT_GEN id. Model tiles,
BEDIT, the paper sheet (a thin border-drop + printable-area dressing over the
resident base) and paper content viewports all share it. When annotation is
inert (PSLTSCALE off and no annotative entity, cached per epoch) the per-
viewport scale is normalized away so every viewport reuses one tessellation.
Result: paper pan/zoom does zero re-tessellation and zero wire re-upload, and
paper now hits the single-blit scene cache exactly like model. Deletes
wire_force_nonce, the per-viewport height/view wire cache, and view_cull_aabb.
Tradeoff (deliberate, matches model): no cull/LOD anywhere.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Selecting a block and running BEDIT (command, ribbon button, or a
double-click on the block) opens a block-editor "space" tab, named after
the block, alongside Model/Layout in the status bar. The tab draws ONLY
the block record's own entities in block-local coordinates; edits are
live on the definition, so every INSERT updates. Save Block / Discard
buttons (side toolbar) finish the session; Discard restores the on-entry
snapshot. Space switching is locked while a block is open, and BEDIT and
REFEDIT are mutually exclusive.
Implementation: a Scene.block_edit_block override at the top of
current_layout_block_handle scopes render/pick/new-entity ownership to the
edited block while current_layout stays "Model" (so the pervasive
Model-vs-paper code keeps model behaviour). The model render/pick paths
that hardcoded model_space_block_handle (wire tile set, hatch render +
pick, block-instance meshes) are made binding-aware so the block isolation
actually takes effect and model content does not leak in. Entering fits
the camera to the block (fit_all already scopes via the binding). Renaming
the block tab renames the block itself — new Scene::rename_block re-keys
the record, updates the Block marker and repoints every INSERT reference.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer
hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never
rendered on the web build — the pick highlighted the boundary and the command
then appeared to cancel (issue #204).
Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs
the variable-length boundary / family / dash arrays into one RGBA32F data
texture read with textureLoad, instead of the fixed-size uniforms of the
wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS
(1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and
arbitrarily complex line patterns — renders on the web. The fill algorithm
(in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex
transform) is identical to the desktop path; only the array ACCESS changes.
Pattern phase is anchored at world_origin with the boundary stored raw, and
scale / gradient-range clamped, to match the desktop batched renderer exactly.
Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched;
the new module and pipeline are gated on target_arch = "wasm32".
Also silence the resulting (and pre-existing) wasm-only dead-code warnings for
native-only paths so both the native and web builds compile clean.
Closes#204.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Dashed/dash-dot lines could end in a gap ("empty space at the end"),
especially inside paperspace viewports. The dash pattern was only centred
on each wire, which makes the two ends symmetric but does not force them
onto a solid dash.
Implement AutoCAD "A" (aligned) linetypes: the line begins AND ends on a
solid dash, interior dashes stay nominal, and the two end dashes stretch
symmetrically to absorb the remainder (so parallel lines share an
identical interior). wire_distances computes the end-dash length D and
total length L for a dash-first pattern (D = (L - k*P + a) / 2); the GPU
in_dash walk force-lights the two end regions and phases the interior to
resume right after the start dash. Lines shorter than one pattern period
draw solid.
Only alternating dash-first patterns are aligned; gap/dot-first,
consecutive-dash, NaN-break (plinegen=false) and solid lines keep the
prior behaviour. Native and web (wasm) shaders kept in sync.
Refs #13.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Make objects genuinely annotative — carrying real per-scale
representations that interoperate with other CAD apps — rather than just
a native flag. `create_annotation_context` synthesizes the extension-dict
chain (AcDbContextDataManager -> ACDB_ANNOTATIONSCALES -> per-scale leaf)
from the entity's placement; the editable Annotative toggle now covers
Text and block references as well as MText/MLeader; and a new
"Annotation Object Scale" dialog (OBJECTSCALE) adds/removes an object's
per-scale memberships. Requires the acadrust ObjectContextData encoder
(Cargo.lock bump).
Also fixes a render bug where objects carrying an *empty*
ACDB_ANNOTATIONSCALES (a single-representation marker with no per-scale
reps) were treated as annotative and (mis)scaled by the annotation factor
in scaled paper viewports, ballooning the text: an object is now
annotative-by-context only when its scale collection is non-empty, so
such objects render at their base geometry.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Pipeline slots are addressed by list index, but the renderer drops
off-canvas viewports from the list, so a slot can be reused by a
different viewport across frames — e.g. when the first paper viewport
scrolls off the canvas the second slides into its slot and inherits its
stale, differently frustum-culled GPU buffers. The text upload is gated
on a geometry-epoch change (unaffected by the index shift), so the
survivor rendered the gone viewport's text and its own vanished.
Give each viewport a stable identity, remember which one last used a
slot, and reset all cache keys when the occupant changes so wires, text,
hatches, meshes and Face3D re-upload for the new viewport. No cost in the
steady state — the reset fires only when a viewport enters/leaves view.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
HATCH/GRADIENT/BOUNDARY pick-inside now resolves the click against every
enclosing outline, fills the smallest-area one, and emits inner outlines as
NaN-separated holes. DXF export writes one boundary path per ring.
Co-authored-by: KarimJerbi <[email protected]>
Some DWGs written by other programs leave the root named-objects
dictionary unrecoverable: the header pointer names a non-dictionary and
the real NOD child dicts are owned by a table-control handle, so nothing
has owner==NULL. Navigating the root then silently no-ops, and
registering a new named-object entry (page setup, annotation scale, CTAB)
against the missing root orphans it — it never round-trips.
Add shared annotative::root_named_dict_handle(): resolve the header
pointer, else adopt the richest owner==NULL dict, else synthesise a fresh
root and write it back. Route ensure_plotsettings_dict, add_scale's
scalelist-create branch, and set_saved_active_layout through it. Resolve
the plot-settings dict via the PlotSettings owner when the header pointer
is stale, mirroring scalelist_dict_handle.
Verified page setups survive a DWG save/reload on the repro file with
layouts intact.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Double-click rename did nothing and ratio edits were lost when switching
scales — and on drawings saved by other programs nothing could be edited
at all.
- Fallback scales were virtual (no Scale objects), so edit/rename no-oped;
materialize the standard set into real staged objects when the manager
opens, reverted on close unless applied.
- On third-party DWGs the mutators walked the root named-objects dict ->
ACAD_SCALELIST, which can be unreachable, and matched dictionary keys
that are internal ids (*A1, A0) rather than scale names. Locate the
scale-list dict robustly and match scales by object name + handle.
- Rename rows inline via double-click; repair a dangling current-scale
header pointer on staged rollback.
- Stage text/mleader style-manager edits on switch so they persist like
the scale manager.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Replace the scale popup's inline delete/add affordances with a single
"Manage scales..." row that opens a proper manager, matching the style
managers: it reuses the shared style-manager palette and chrome (toolbar +
list + editor frame), so it looks and behaves like the Text / Dim / MLeader
managers.
The manager lists the drawing's annotation scales (name + ratio, the current
one checked) and edits them through a Name / Paper units / Drawing units
editor: New adds a scale from the fields, Apply renames / re-ratios the
selected one, Delete removes it (never the current scale), and Set Current
makes the selected scale the model-space annotation scale. Backed by
Scene::add_scale / remove_scale / edit_scale on ACAD_SCALELIST.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The drawing's annotation-scale list (ACAD_SCALELIST) is now editable, so the
set of scales offered by the status-bar scale pill can be grown or trimmed:
- Scene::add_scale / remove_scale create or drop a Scale object and its
SCALELIST dictionary entry (creating the SCALELIST dictionary, and
registering it in the root, for drawings that carry none).
- SCALELISTEDIT gains ADD <ratio> / DELETE <name> alongside the existing
listing (e.g. `SCALELISTEDIT ADD 1:50`).
- The scale popup (model space) grows a delete affordance on each non-active
scale and a "+ Add scale..." row that primes the command line. The current
annotation scale is protected from deletion.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The Annotative row becomes an editable toggle for the two entity types that
carry a native per-object annotative flag — MTEXT (is_annotative) and
MULTILEADER (enable_annotation_scale). Turning it on flags the object
annotative (it then scales with the current annotation scale in model space);
turning it off clears the flag AND removes the per-object annotation context
(the AcDbContextDataManager -> ACDB_ANNOTATIONSCALES leaf subtree) plus the
legacy annotative XDATA markers, via scene::annotative::set_entity_annotative /
clear_annotation_context, so the object stops resolving annotative instead of
staying on through a stale context. The shared SCALE objects are left intact.
Style-derived types (text/dimension/leader/table/insert) keep a read-only
Annotative row — their state comes from the assigned style, and making a single
object annotative there needs a per-object context object (a dedicated
acadrust ObjectContextData writer) which is out of scope here. Verified an
existing annotative DWG round-trips its 134 per-object contexts through a
save/reload unchanged, so the far more common open-and-save path is unaffected.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
When writing a hatched region with holes to DXF/DWG, every NaN-separated ring was created with BoundaryPath::external(), so consumers treated inner loops as outer islands instead of holes. Only the first (outer) ring should carry the external / outermost flags; hole rings are left unflagged. A picked big-minus-small hatch now persists with the small rectangle as a real hole.
Adds a regression test asserting only the first boundary path is flagged external.
The HATCH/GRADIENT/BOUNDARY "pick inside" mode returned the first outline containing the click point, so the result depended on draw order and any nested boundary was ignored. For a small rectangle inside a big one, clicking inside the small shape would hatch the whole big rectangle (or the small one, depending on which was drawn first), and clicking in the gap between them always hatched the full big rectangle with no hole.
Resolve the click against every enclosing outline and choose the smallest-area one as the fill. Any other outline fully contained by that ring but not containing the click point becomes a hole. The boundary is emitted as NaN-separated rings, which the GPU and CPU rasteriser already fill via even-odd, so pattern, solid, and gradient hatches all render the correct region (the small shape, or the big-minus-small ring) regardless of draw order. DXF export now writes one boundary path per ring so nested hatches persist with real holes.
A legacy leader's Lines & Arrows / Text / Fit rows are now editable
per-object overrides of its dimension style, stored in the standard
ACAD_DSTYLE XDATA record (new src/entities/dim_override.rs codec). Arrow
block, arrow size, dim-line lineweight, text offset, vertical text
position and overall scale each prefer an override over the style; the
renderer honours arrow size / block / overall scale and the dim-line
lineweight, so an edited leader redraws at its new arrow and weight.
XDATA edits go through a new dispatch::set_entity_xdata, which registers
the application in the APPID table (the DWG writer drops records for an
unregistered app) and drops that app's stale verbatim EED block (which
otherwise wins over the structured record on a DWG save), so edits and
clears round-trip. The hyperlink editor moves onto this path too.
Dim-line colour stays read-only: it would live in the leader's
override_color, which the file layer doesn't serialise, so making it
editable would silently lose the pick on save. Picking "Closed filled"
writes an explicit null-handle arrow override rather than clearing, so
it sticks even when the style's arrow differs; an unparseable numeric
entry is ignored instead of wiping the stored override.
Note: the DXF entity writer only emits XDATA for hatches, so these
overrides (and hyperlinks) currently persist on DWG save but not DXF —
an acadrust-side gap to close separately.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The General-group Hyperlink row becomes an editable text field; committing a
value writes the standard PE_URL XDATA record (an empty value clears it). Adds
scene::view::dispatch::set_common_xdata, which rebuilds an entity's XDATA to
replace or remove a single application record — ExtendedData only appends, so a
plain add_record would leave a stale duplicate the reader would pick first.
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]>
Match the entity Properties panels to the standard CAD layout and
web-verified behaviour:
- Text: combined Justify (horizontal x vertical) dropdown; Position and
Text-alignment rows become editable/grayed by justification; drop the
Annotative-scale row.
- MText: combined Justify; editable Direction, Line space distance
(back-solves the factor) and Line space style; Defined width/height
gated on column mode.
- MLeader: regrouped to match the palette - drop the Leader Structure
group (fold landing rows into Leaders), gate Text vs Block on content
type, full 9-value attachment label set, resolve handle-backed rows
(style, text style, arrowhead, linetype) to names.
- Leader: Lines & Arrows / Text / Fit are resolved from the dimension
style (arrowhead, arrow size, dim-line lineweight/colour, text gap,
vertical text pos, overall scale); Current Vertex navigator; combined
Type; Geometry group after General; no 3D-Visualisation group.
- General: rename "LT Scale" to "Linetype scale"; show ByLayer
transparency by name. Add shared num_prop helper for conditionally
editable numeric rows.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Text and dimensions vanished on a text-heavy, multi-font DWG. The global
SDF glyph atlas was a fixed 1024² page shared across drawings; once full,
pack() returned None and every further (font, char, bold) glyph was
silently skipped — so late-baked glyphs (dimension text especially) never
rendered.
Initialise the atlas at 2048² (covers real multi-font/CJK drawings with
no growth, so no stale UVs) and add a grow_height() fallback that doubles
height, appends zeroed rows, rescales cached entries' V/solid_uv and marks
the texture dirty (up to MAX_ATLAS_PX = 8192) rather than dropping glyphs.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Files saved while a paper layout was active reopened in Model space
because the loader hardcoded the current layout to "Model" and never
consulted the space recorded in the file.
The active space is a standard part of the format and acadrust already
round-trips it: $TILEMODE (header.show_model_space) for model-vs-paper,
and the CTAB current-tab variable for the exact layout name.
- Read: on open, pick the current layout from CTAB (when it names a
layout that exists), else $TILEMODE (Model, or the first paper layout).
- Write: Scene::sync_active_space_to_document() mirrors the active layout
back into the document (show_model_space + CTAB). It runs from
set_current_layout, so every active-layout change — the status-bar tab,
the Layout Manager's Set Current, create / rename / delete, and
undo/redo — keeps the document in sync for the next save.
$TILEMODE is the guaranteed mechanism (read and written for both DXF and
DWG); CTAB refines the exact tab when the variable is present.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Completes the f64 migration on the CPU data path: the only f32 left now
is the GPU/render/screen layer, which is architecturally required (wgpu
vertex buffers and iced are f32; f64 vertices would double memory).
- EntityTransform::Rotate.angle_rad and Scale.factor are now f64 (the
transform was already applied in f64 around the DVec3 center, so this
only preserves the typed angle/factor). apply_standard_transform and
apply_standard_scale take f64.
- CmdResult::ExtrudeEntity.height and AlignSelected.{angle_rad,scale}
are f64; the EXTRUDE height parses as f64.
- defaults.rs (last-used construction values: circle radius/diameter,
rotate angle, scale factor, offset/fillet/chamfer distance, array
spacing/counts/angle) moved from Cell<f32> to Cell<f64>. Array counts
round-trip through u32 (exact below 2^53).
- Consumers in circle/array/fillet/offset/rotate/scale/align/solid3d and
dimension.rs rotate_point/scale_point follow. `as f32` is kept only
where a value feeds a WireModel rubber-band/ghost (the preview path is
screen-space f32).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Three commit helpers narrowed a typed/picked point back to f32 before it
reached the persisted entity, so the coordinate was quantized to the f32
grid (worse at large/UTM extents):
- Scene::create_block_from_entities took the base point as glam::Vec3, so
the block's local-space translation and the replacement INSERT's
insert point were f32. Param is now DVec3 (matching the sibling
define_block_from_owned_entities); the command_driver handler no longer
downcasts with as_vec3().
- The MTEXT and TEXT in-place editors stored `pos` as Vec3 and built the
committed insertion_point from it, quantizing a new label's position
and re-quantizing an existing one on edit. Both `pos` fields are now
DVec3.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The HATCH/GRADIENT/BOUNDARY commands built the persisted hatch through
the render-side boundary (f32 offsets from world_origin), and with a
zero world_origin that meant absolute f32 - so a typed boundary vertex
of 2000.8 was stored as 2000.8020, and at UTM scale the fill landed far
from its boundary.
HatchModel.boundary stays f32 (the GPU render contract). Added
HatchModel.boundary_wcs: Option<Arc<Vec<[f64;2]>>>, an exact absolute-WCS
boundary set only by the draw commands. Scene::add_hatch persists from
boundary_wcs when present (exact f64 -> DxfHatch), else falls back to the
f32 + world_origin reconstruction used by DXF-rebuilt hatches. manual_pts
is now Vec<DVec3>; make_hatch takes the f64 boundary, stores the exact
copy and derives the RTE render rep. The committed render model is
rebuilt from the DXF entity, so nothing renders the command model's f32
boundary. This also fixes command hatches mis-placing at large
coordinates (world_origin was [0,0]).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Rewrite the in-app MTEXT editor to run on acadrust's structured
MTextDocument model end-to-end: load via parse_mtext, edit a flat Cell
model, serialize via to_mtext_string. Retires the hand-rolled format-code
string handling, the parallel visible_spans parser, the composed_value
prefix, and the Edit-raw-code tab.
Selection and copy:
- double-click selects the word, triple-click selects all (click-counting)
- Ctrl+A selects all text
- Ctrl+C copies the selected text to the clipboard
Formatting:
- per-selection Bold/Italic/Underline/Overline/Strike/Case/Alignment
- Bold renders as a visibly thicker SDF pen, keyed (family, char, bold)
through the whole text pipeline; the resolved style font name is stamped
so the \f...|b1; code survives serialization
- per-selection font and color changes
- editor color dropdown reuses the Properties panel color selector
Global toolbar defaults (font/color/oblique/width/tracking) fold onto the
document as real span properties instead of a leading code prefix; a
trailing empty paragraph is preserved so Enter at the end keeps its line.
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]>
show_viewcube was excluded from render_signature, so toggling a static (cached) view produced an identical signature — the frame was skipped and the last GPU cube pixels stayed as stale cache. Add vp.show_viewcube to render_signature so the toggle invalidates the cache and re-renders, clearing the cube. The 2D overlay is iced UI and re-laid-out correctly, which is why only it hid.
Prebaked hatch fills anchored each pattern family at its authored
base point minus world_origin. On UTM-scale drawings that offset is
~1e6, which broke the fill two ways:
- the shader consumes x0/y0 as f32, so ~0.5 m quantization shredded
the pattern phase; and
- it evaluated the pattern that far from its origin, where the
multi-family aggregate patterns (AR-CONC, AR-SAND, GRAVEL, ...) —
effectively quasi-periodic — dissolve from their interlocking
stones into scattered dashes.
Boundaries were unaffected throughout; they ride the double-single
relative-to-eye path.
Fold the origin's offset from world_origin down to a small,
coherence-safe remainder on a `spacing * 64` grid, applied as one
common fold so every family keeps the relative phase that forms the
stones. Because the origin grip / Origin X/Y edit shifts every base
point by the same delta, the sub-grid remainder tracks it 1:1, so the
grip still moves the fill; a grid crossing needs a full `spacing * 64`
drag and is never hit by realistic alignment drags.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Ortho and the running object-snap set were app-global (settings.txt only) and
Isolate/Hide was a session-only view state, so none survived save/reopen and
none were per-drawing. Bind all three to the file like AutoCAD:
- Ortho -> header.ortho_mode ($ORTHOMODE); running OSNAP <-> header
.object_snap_mode ($OSMODE bitmask) via a new SnapType<->bit map in settings
(osmode_from_snaps / snaps_from_osmode, round-trip tested). The header is the
per-drawing store, live state mirrors the active drawing: adopt header->live
on open and tab-switch, stamp live->header on save and when leaving a tab, a
fresh drawing inherits the current values, and SETVAR ORTHOMODE/OSMODE now
also update the live state. settings.txt stays as the boot/new-drawing
default; the per-file header overrides it on open.
- Isolate/Hide now set each entity's persisted invisible flag (DXF code 60,
which acadrust round-trips in DXF and DWG) in addition to the session set;
End Isolation clears it. The set is reseeded from invisible entities on load
and after undo/redo, the commands are undoable and mark the tab dirty. The
renderer already skipped invisible entities, so no render change was needed.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
When the viewport got too narrow the top-left render-mode bar and the
top-right ViewCube overlapped. Hide them adaptively, measuring the render
bar's real width rather than guessing:
- Wrap the render bar in DensitySwap, which measures its natural width every
frame and swaps it for an empty spacer once it no longer fits the tile. Add
report_width0 so it publishes that measured width to render_bar_w.
- Compute viewcube_visible from that measured width: the cube shows only while
bar_w + gap + cube region fits. This one flag drives the ViewCube nav/UCS
widgets, the hover hit-test, and — threaded through build_viewports /
build_viewport_for_pane / viewport_data_for — the GPU cube itself, which
previously ignored the pane flag (show_viewcube was inst.active only), so
the cube stayed while its surrounding widgets vanished.
Result: the ViewCube gives way first, then the render bar once it too has no
room — no overlap, sized to the bar's real width (which varies with the
render-mode label, split buttons and tile count).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
STRETCH picks its crossing window as two corner points. After the first
corner set last_point, Ortho/Polar constrained the opposite corner to an axis
through it, collapsing the window to a line and making selection impossible.
Add CadCommand::window_corner_pick(); STRETCH returns true for its two window
steps, and the viewport skips the ortho/polar (and OTRACK) lock for that point
in both the preview and commit paths — the corners are now free.
Also render the window like a normal box selection instead of a bare green
outline: add SelectionState::preview_box (a hit-test-free marquee), draw it
with the shared draw_marquee helper (green crossing fill + stroke), and drive
it from the command's new window_first_corner(). Cleared on command end.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Command previews (MOVE, COPY, ROTATE, SCALE, STRETCH, MIRROR, ARRAY,
PASTE, INSERT) build ghost WireModels via WireModel::translated/rotated/
scaled/stretched/mirrored, but those helpers moved only `points`, never
`text_verts`, and the ghosts' glyphs were never uploaded — so text
vanished (or froze at its source) during the preview, same root cause as
the grip-drag case.
Transform text_verts alongside points in all five helpers (shared
map_text_verts, reconstructing + re-splitting the double-single world
position), and gather preview_wires' glyphs into the per-frame
preview-text buffer in the render path. This covers every command
preview automatically. The grip-drag else branch no longer sets
preview_text explicitly (the render gather handles it); the grip-slide
fast path keeps its own scene.preview_text channel (empty preview_wires,
so no double-draw).
MIRROR honours MIRRTEXT: on -> true glyph mirror via mirrored(); off ->
readable relocation via translated().
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Dragging text by a grip hid it until release. The dragged entity is
hidden from the base wire set and shown as a preview overlay, but its
SDF glyph quads (text_verts) were never uploaded for the preview, so
the text vanished mid-drag.
Add a per-frame preview_text GPU buffer (sibling to preview_wires). A
rigid whole-entity move of pure text (TEXT/MTEXT, Square insertion grip)
slides the drag-start glyphs by the drag delta instead of re-shaping the
run every move; reshape grips (MTEXT width), dimensions and wire
entities re-tessellate and feed the same buffer.
Also fold preview_text into render_signature: a pure-text slide leaves
preview_wires empty, so without it the scene-render cache froze the
dragged text at its first frame (grip moved but text stayed, then
jumped to place on release).
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Three defects in ACIS curved-wall (cone-surface) tessellation, all seen
in a Villa Savoye model:
- Balloon: sample_ellipse_arc ignored the edge's own sense relative to
its curve (distinct from the coedge/loop sense). A reversed edge winds
the ellipse about the opposite normal, so evaluating P(t) with the
stored normal mirrors a short boundary arc across the major axis to the
far side of the circle. That poisoned the face's angular-span estimate
and swept the whole 2pi revolution, drawing a curved wall as a full
cylinder of the surface radius. Honour edge.sense() (negate the sin
term when reversed) so the arc traces its true vertices.
- Seam: the fallback sampler's angular_range used raw min/max of atan2
angles, so an arc straddling the +/-pi seam read as a 2pi span (false
full circle). Derive the arc from the largest angular gap instead.
- Gaps: truck's rsweep/triangulation degenerates to zero triangles on
some short-arc cylinders (profile through the local origin), leaving a
see-through hole while the rest of the solid renders. Fall back to the
bespoke parametric sampler for just that face, into the same body-local
buffers. Also scale tess_cone_face's angular divisions by the arc span
so a short arc isn't tessellated as densely as a full rim.
Verified against the model: ballooned walls become wall-sized, and a
sweep of all 528 solids shows no empty faces and no triangle explosion.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Opening a DXF whose active viewport is stored uppercase (*ACTIVE),
editing and re-saving produced a file with two full-window model-space
viewports — the file's own *ACTIVE plus a fresh *Active we add on save.
The reserved viewport name is case-insensitive, so the two didn't
collapse and other CAD apps drew them one on top of the other, which
read as the copied objects being linked / "reacting as one".
save_model_tiles_to_vports dropped existing active viewports with a
case-sensitive `name != "*Active"` filter, so an uppercase *ACTIVE
survived and sat next to the new entry. Route every *Active comparison
(save filter + camera/tile restore) through a case-insensitive
is_active_vport_name helper so the file's record is recognised and
replaced instead of duplicated.
Also bumps acadrust to #99f75fe (merged PR #1): the ASCII DXF writer now
emits shortest round-trippable floats instead of the full 16-digit
expansion, halving the round-tripped file size.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
TEXTFILL 1 (default) fills TrueType text; TEXTFILL 0 draws it hollow
(outline only). Settable directly or via SETVAR, 0/1 or ON/OFF. SHX/LFF
stroke fonts are unaffected.
Reuses the existing stroke-SDF path: bake_glyph treats a TTF glyph as a
stroke (outline) field instead of a signed fill field when TEXTFILL is
off. Toggling resets the glyph atlas and re-tessellates text so quads
pick up the re-baked tiles. Persisted in user settings.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Restructure the plot dialog into a style-manager-style master/detail: a
left list of page setups plus a right settings editor. The list shows
<none> (defaults + PDF) and <previous> (the settings the dialog opened
with), then the drawing's layouts (*Model*, *Layout1*, …) and its
standalone named page setups.
- Named page setups live in the ACAD_PLOTSETTINGS dictionary
(src/scene/page_setup.rs: names/get/save/delete/rename, creating the
dictionary if absent); DWG round-trip verified.
- Toolbar New / Copy / Delete | Set current / Preview / Print. Selecting
a row loads it into the editor; Set current writes to the active
layout. Copy duplicates a layout or a setup into a new named setup;
Delete/Rename apply only to named setups.
- Scene::plot_settings_for(name) generalizes effective_plot_settings so
any layout's settings can be loaded; on open the settings are
snapshotted for <previous>.
- Default selection: model space → <none>; a layout → its own setup.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The batched path is the sole hatch renderer and has no family cap, yet it
was named hatch_batched_gpu while the old capped per-primitive renderer
kept the hatch_gpu / MAX_FAMILIES name — which reads as if visible hatch
fills are truncated at 16 families (they are not). Swap the names so the
active renderer is hatch_gpu.rs / hatch.wgsl and the legacy one, now used
only for wipeout masks, is wipeout_gpu.rs / wipeout.wgsl. MAX_FAMILIES now
lives only in the wipeout module. Pure rename; no behaviour change.
Refs #323.
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]>