Paper-space entities (wires, hatches, wipeouts) live in sheet
coordinates (~mm scale) and do not need the model-space centring
shift. world_offset was incorrectly subtracted from their coordinates,
displacing all paper-space geometry away from the paper sheet.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
hatch_model_from_dxf(), solid_hatch_model(), and wipeout_boundary_2d()
were converting DXF world-space coordinates directly to f32 without
subtracting world_offset. After the world_offset change moved all wire
geometry to local space, hatches/solids/wipeouts rendered at the wrong
position (displaced by the centroid offset, up to ~4M m for Turkish UTM).
All three functions now accept world_offset and apply it to every
boundary vertex before the f64→f32 cast.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Three root causes caused all geometry and UCS arrows to disappear:
1. TruckObject::Lines and TruckObject::Text variants returned world-space
f32 coordinates without applying world_offset, so fit_all() computed
bounds spanning from local space to UTM world space (~4 M m), placing
the camera impossibly far from all visible geometry.
2. Ray/XLine entities with unnormalized direction vectors (common in some
DXF exporters) produced astronomically large far-point coordinates
(up to 1e28) that overwhelmed the camera fit even after the offset fix.
Fixed by normalizing the direction vector before multiplying by
DISPLAY_EXTENT.
3. Origin-stuck corrupted entities (coordinates ≈ 0 in world space become
≈ -world_offset in local space) pulled the fit_all() bounds far from
the actual drawing. Fixed by computing local_extent_max from EXTMIN/EXTMAX
(10× safety margin) and skipping points outside that range in fit_all().
Additional hardening: wire_gpu.rs now skips ±inf segments (not just NaN),
and snap_pts/key_vertices in all TruckObject variants are offset-corrected.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Subtracts the DXF header extents centroid (world_offset) from all coordinates
in f64 BEFORE casting to f32. This eliminates the ~0.5 m ULP error that occurs
at 4,000,000 m UTM coordinates and caused geometry to disappear on zoom-out.
- Scene: adds world_offset field + compute_and_set_world_offset() method
- tessellate.rs: threads world_offset through all f64→f32 conversions
(legacy_geometry, dimension_geometry, solid_wire_fallback, multileader)
- truck_tess.rs: to_local() helper already in place from prior session
- mod.rs: tessellate_entity() and entity_aabb() apply world_offset
- update.rs: compute_and_set_world_offset() called after doc load
- cmd_result.rs / solid3d_cmds.rs: pass correct offset to truck tessellators
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Spline: if flags.closed/periodic and B-spline endpoints don't meet,
add an explicit closing Wire segment to eliminate the visual gap.
- Hatch BoundaryEdge::Spline: evaluate the B-spline at 16 uniform
parameter samples (de Boor via truck BSplineCurve) instead of
plotting raw control points as a polyline; falls back to control-
point polyline for degenerate knot/degree inputs.
- Ellipse arc key_vertices and LWPolyline midpoint grips committed
separately; this commit wraps the spline-related fixes.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Block sub-entities with ByBlock color now inherit their INSERT's resolved
color instead of rendering as the default white. ByBlock linetype inherits
the INSERT's linetype pattern, and ByBlock lineweight inherits the INSERT's
effective line weight.
Implemented via render_style_for_block_sub(), called in tessellate_entity()
when expanding INSERT exploded entities.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Standalone hatches and hatches from block inserts were rendered
regardless of entity invisible flag, layer off/frozen state, or
whether the owning INSERT belongs to the current layout block.
- Filter self.hatches by invisible, layer, and belongs_to_visible_block
- Skip INSERT entities that are invisible, on a hidden layer, or outside
the current layout block before exploding their contents
- Skip individual hatches produced by explode that are invisible or on
a hidden layer
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
paper_canvas_wires() now returns Arc<Vec<WireModel>> backed by
paper_canvas_cache (epoch-keyed). Pan/zoom frames hit the cache and
return a pointer copy; only geometry changes rebuild the wire list.
Completes the paper-canvas caching chain (L+M): sheet cache →
projected-per-viewport cache → full canvas Arc cache.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add two epoch-keyed caches to eliminate per-frame work in paper-space layouts:
paper_sheet_cache — caches wires_for_block(layout_block) as Arc<Vec<WireModel>>.
Previously paper_sheet_wires() re-tessellated all paper-space entities (title
block, annotations, viewport borders) on every mouse-move frame. Now it is an
O(1) Arc clone. entity_wires_arc() reuses the same cache so a geometry-change
frame triggers only one tessellation pass even when both the GPU renderer and
the Iced canvas are active.
paper_projected_cache — caches projected+clipped wires per viewport handle.
viewport_content_wires() now uses model_wires_for_viewport_arc() for the
tessellation step (already O(1) via viewport_wire_cache) and stores the
projection+clip result keyed by (vp_handle, epoch). Navigation frames
(pan/zoom on the paper sheet) are O(N_viewports) Arc/slice copies instead of
O(N_entities × N_points × N_viewports) tessellate+project work.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add `aabb: [f32; 4]` field to WireModel (world-space 2-D bounding box).
In tessellate_entity() set each wire's AABB from e.as_entity().bounding_box()
via new entity_aabb() helper; Insert sub-entities each get their own AABB.
Preview/interim wires and any entity returning a zero-extent default box get
UNBOUNDED_AABB so they are never pre-rejected.
Replace the chord-sphere heuristic in Snapper::wire_in_range() with a proper
AABB vs snap-circle overlap test. The new check is four scalar comparisons and
correctly handles closed curves (circles, arcs) which the chord-sphere approach
had to special-case.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Option I: add per-viewport Arc wire cache so paper-space viewport rendering
no longer re-tessellates model content every frame.
Option J: hit_test_wires() returns Arc<Vec<WireModel>> — O(1) pointer copy
in model space instead of a full Vec clone on every mouse move during commands.
paper_canvas_hatches/wipeouts() now route through the epoch caches added in F.
Option K: add world_snap_r + wire_in_range() pre-check to Snapper::snap().
All Endpoint/Midpoint/Nearest/Perpendicular/Intersection loops skip wires
whose chord sphere is outside the snap circle using O(1) scalar comparisons,
eliminating O(entities × vertices) matrix multiply cost when zoomed in.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add Arc<Vec<...>>-backed epoch caches for hatches, wipeouts, images, and
meshes — the same pattern used for wires. build_primitive() now returns
an O(1) Arc refcount bump on navigation frames instead of rebuilding
every collection from scratch.
Also wrap ImageModel.pixels in Arc<Vec<u8>> so cloning an ImageModel is
O(1) regardless of image resolution.
Navigation frames no longer copy pixel data, tessellated hatch boundaries,
or mesh geometry — all per-frame CPU work on unchanged geometry is now
eliminated.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Extract tessellate_one body into a Send-compatible free function
tessellate_entity, then drive it with rayon::into_par_iter() in
wires_for_block(). Spreads file-open and post-edit tessellation across
all CPU cores. Navigation frames are unaffected (Options A/B cache
eliminates per-frame tessellation entirely).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Replace the O(objects) linear scan inside wires_for_block() with a
sort_cache keyed by geometry_epoch. On a cache miss the index is built
once by scanning all document objects; subsequent calls within the same
epoch do an O(1) HashMap lookup (block_handle → entity→sort map).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:
Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.
Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.
geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
White paper fill was calculated from entity bounding boxes (paper_entity_extents),
so adding a viewport caused the paper to visually shrink to the viewport's bounds.
Now paper_limits() (layout min/max limits) is used directly, and the unused
paper_entity_extents() function is removed.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- paper_entity_extents() computes the bounding box of actual DXF entities
so the white fill always matches the drawn title-block / frame borders,
regardless of whether Layout min/max_limits match entity positions
- Falls back to paper_limits() (→ A4 297×210) when layout has no entities
- Removed paper_boundary_wire: the white fill now acts as the visual paper
edge so the near-white wire (invisible on white) was redundant
- LayoutCreate sets limits to A4 landscape immediately after add_layout()
to override acadrust's imperial default (12×9)
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- paper_limits() falls back to A4 landscape (297×210mm) even when no
Layout object exists in the document
- paper_bg_color default changed to white [1,1,1,1] (paper surface color)
- PaperCanvas::draw() fills canvas with dark desk color first, then draws
the paper area rectangle in paper_bg_color so the sheet is clearly
visible against the desk background
- view.rs container background uses the fixed desk color instead of
paper_bg_color so it no longer conflicts with the paper-surface color
- BACKGROUND RESET for paper space now resets to white instead of dark gray
- Removed unused PaperSheet variant, paper_sheet() constructor,
build_paper_sheet_primitive() and associated match arms (dead code
after 2D canvas replacement)
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- viewport_screen_rect now mirrors PaperCanvas::draw()'s camera-based
to_px transform instead of using a fixed paper-limits scale, so the
3D overlay lands exactly over the drawn viewport border at any zoom/pan
- blue border frame (stack layer above the shader) makes the active
viewport boundary always visible even when it fills the canvas
- space-mode pill in MSPACE now dispatches LayoutSwitch("Model") so
clicking it jumps to full Model Space instead of just exiting to PSPACE
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Paper space is now rendered as a 2D vector canvas (iced::widget::canvas)
instead of a 3D shader widget. This allows direct interaction with
paper-space entities (title blocks, viewport borders, annotations)
without needing to enter MSPACE first.
Changes:
- src/scene/paper_canvas.rs: new PaperCanvas<'a> canvas::Program that
renders paper wires (with linetype dashes), solid/gradient hatch fills,
and wipeout backgrounds using the paper camera's orthographic transform.
- Scene: three new public helpers (paper_canvas_wires, paper_canvas_hatches,
paper_canvas_wipeouts) feed the canvas with the same data the old shader
used, including inactive viewport projections and interim/preview wires.
- view.rs: paper_canvas_view() now wraps PaperCanvas instead of
shader(ViewportPane::paper_sheet(…)). The PaperViewportPane 3D shader
overlay for the active MSPACE viewport is unchanged.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
viewport_content_wires() computed view_right via world_z × view_direction
(cross-product). This gives the OPPOSITE sign to the right vector that
look_at_rh produces for views with a Y component (FRONT/BACK views):
GPU look_at_rh: screen_right = f × up = (−vd) × (rot*Y) = rot*X
Old CPU formula: screen_right = Z × vd ← opposite sign for FRONT/BACK
The mismatch caused the paper-space projection to appear mirror-flipped
after panning/rotating in MSPACE.
Fix: use camera_for_viewport() to obtain the exact same rotation
quaternion the GPU uses, then derive both axes from it:
view_right = rotation * X
view_up = rotation * Y
Also replaces the perspective depth dot-product (mp · vd) with
mp · (rotation*Z) so the depth direction is consistent too.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
orbit_active_viewport was writing cam.rotation*Z directly to
view_direction, but yaw_pitch_to_quat(y,p)*Z has its Y component
negated relative to the snap convention: (cos(p)*sin(y), -cos(p)*cos(y),
sin(p)) vs (cos(p)*sin(y), +cos(p)*cos(y), sin(p)). This caused
camera_for_viewport to reconstruct yaw = π - original_yaw, making every
orbit appear reversed. Fix: negate Y when writing view_direction back.
pan_active_viewport was using the paper-space camera to convert screen
pixels to model-space delta. This gives wrong pan axes for tilted
MSPACE views (e.g. front/side views where cam_up is Z, not Y). Fix:
use camera_for_viewport so the pan axes match the 3-D view orientation,
and update all three view_target components (X/Y/Z) for tilted views.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Add orbit_active_viewport(), snap_active_viewport_to_angles(),
active_view_rotation_mat(), active_viewport_yaw_pitch() helpers so
navigation gestures modify the DXF viewport entity's view_direction
instead of the paper-space camera.
- Fix "already there → flip opposite" check: the previous code used
rot * Vec4::W (always (0,0,0,1) for a rotation matrix); now reads
(yaw, pitch) directly from camera_for_viewport() via the new helper.
- MSPACE right-drag orbit early-returns after writing the viewport
entity, preventing the paper-space camera from also being modified.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
When a paper-space viewport is activated (double-click / MSPACE command),
it is now rendered through its own dedicated PaperViewportPipeline rather
than the CPU-projection approach used for inactive viewports.
Architecture:
- PaperSheet widget (full-canvas): renders paper entities + CPU-projected
content of all viewports *except* the active one.
- PaperViewportPane widget (Fixed w×h, positioned at viewport screen rect):
renders the active viewport with a true 3D camera derived from the
viewport's view_direction/view_target/view_height.
PaperViewportPipeline is a newtype of Pipeline. Having a distinct type
gives it its own Iced storage entry (keyed by TypeId), preventing the
shared prepare() overwrite that broke the earlier per-viewport approach.
Changes:
- render.rs: PaperViewportPipeline, PaperViewportPrimitive newtypes;
build_active_viewport_primitive(); build_paper_sheet_primitive() now
excludes active_viewport from CPU projection.
- viewport_pane.rs: PaperViewportPane<'a> with shader::Program impl.
- mod.rs: viewport_content_wires() gains exclude_vp parameter;
viewport_screen_rect() is no longer dead code.
- view.rs: paper_canvas_view() overlays PaperViewportPane when MSPACE
is active.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Iced 0.14 batches all shader prepare() calls before any render() calls.
Multiple ViewportPane widgets sharing the same Pipeline type overwrite
each other's GPU buffers, causing the PaperSheet layer (full-canvas) to
render the last viewport's model content — appearing full-screen.
Fix: paper_canvas_view() now renders a single full-canvas PaperSheet
widget. build_paper_sheet_primitive() is updated to include model-space
content projected through each viewport's view matrix (via
viewport_content_wires()), restoring the original working behaviour.
ViewportPane::Paper mode and viewport_screen_rect() are kept with
#[allow(dead_code)] — a per-viewport wgpu sub-renderer that accumulates
data across frames could revive them in the future.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Remove Scene: shader::Program<Msg> impl; all GPU rendering now goes
through ViewportPane which supports three modes:
Model — full model-space view (unchanged behaviour)
PaperSheet — paper-space entities only, using the paper camera
Paper — model content through a specific viewport's own camera
- Add Scene helper methods (render.rs):
build_primitive / build_paper_sheet_primitive / build_viewport_primitive
update_viewcube_state / viewcube_mouse_interaction
- Add Scene helpers (mod.rs):
paper_sheet_wires() — paper entities without viewport projection
camera_for_viewport() — derive Camera from Viewport entity data
model_wires_for_viewport() — model wires filtered by per-viewport frozen layers
viewport_screen_rect() — paper-space → pixel rect mapping
- Add paper_canvas_view() in view.rs:
Stack of PaperSheet + one Paper widget per Viewport entity,
positioned with Space offsets from viewport_screen_rect()
- Update VIEWPORT_WIDGET_PLAN.md: mark Steps 1–4 done, document remaining work
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Block-definition geometry (entities stored inside named blocks) was
leaking into the viewport when DXF files omit the owner-handle group
code (330) on block-content entities.
The fix tightens `belongs_to_visible_block`: when `owner_handle` is
null, the current layout block-record's `entity_handles` list is used
as the authoritative allow-list before falling back to the older
"not-in-any-other-block" heuristic. This ensures block definitions
are never rendered directly, only when referenced via an INSERT.
Bumps version to 0.1.4.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- Arc rendering now respects the normal vector: when normal.z < 0 the
midpoint is placed on the clockwise side so the curve sweeps the right way
- Removed spurious .to_radians() / .to_degrees() round-trips in arc.rs
(angles are already stored in the unit the trig functions expect)
- apply_grip and apply_transform use consistent angle units
- normalize_insert_entity no longer converts arc angles; the old conversion
was only needed by the now-removed .to_radians() call in to_truck
- Added fix_mirrored_arc: swaps arc start/end angles when the INSERT has a
mirrored scale (x_scale * y_scale < 0) so exploded arcs curve correctly
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Refactors solid3d_tess to share tessellate_sat() across Solid3D,
Region (2D planar ACIS body), and Body (3D ACIS body).
populate_meshes_from_document() and add_entity() now tessellate
all three entity types into GPU MeshModels when ACIS SAT data
is available.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Panel overlay showing all layouts with their active status.
Supports: select, rename, new, delete, reorder (◀▶), set current.
Also adds Scene::swap_layout_order() for tab-order resequencing.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
BOX, SPHERE, and CYLINDER build truck topology solids and tessellate
them into MeshModels stored alongside a Solid3D placeholder entity so
the GPU mesh pipeline renders them immediately.
EXTRUDE picks any closed 2D profile (Circle, LwPolyline, etc.),
attaches a planar face via try_attach_plane, and translational-sweeps
it (tsweep Face → Solid) along Z by the given height.
REVOLVE picks a profile, two axis points, and an angle (default 360°),
then rotational-sweeps the wire (rsweep) around the axis.
Three new CmdResult variants drive the operations:
CommitSolid3D, ExtrudeEntity, RevolveEntity.
Scene::layer_color() added to retrieve the active layer's RGBA color.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
REFEDIT picks an INSERT, extracts the block entities into model space
with the INSERT transform applied (translate + rotate + uniform scale),
and enters an editing session. Any normal modify command works on the
temporary entities.
REFCLOSE SAVE applies the inverse transform, replaces the block
definition, and rebuilds all derived caches (hatch/image/mesh), so
every INSERT of that block reflects the edits immediately.
REFCLOSE DISCARD removes the temp entities without changing the block.
Non-uniform-scale inserts are rejected with an error message.
RefEditSession is stored on DocumentTab; undo snapshots bracket the
begin and close operations.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Previously wipeout solid fills were part of the hatch pass (pass 1),
drawn before wires (pass 5), so all wires appeared on top of the
wipeout. This fix moves wipeout fills into a dedicated pass 6 that
runs after wires, so the background-colored polygon correctly covers
the lines/text beneath it — matching AutoCAD behaviour.
- Scene.wipeout_models() separated from synced_hatch_models()
- Primitive.wipeout_hatches populated via wipeout_models()
- Pipeline.gpu_wipeouts + upload_wipeouts() + pass 6 after wires
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Add VP freeze/thaw toggle columns to the layer panel when in a paper
space layout. Each viewport gets its own column (VP 1, VP 2, …) showing
a freeze icon per layer. Clicking toggles frozen_layers on the Viewport
entity and syncs back to the panel.
- scene: viewport_list() → [(handle, label, frozen_handles)]
- LayerPanel: VpCol + vp_frozen per layer, sync_with_viewports()
- Message::LayerToggleVpFreeze(layer_idx, vp_col_idx)
- Sync VP columns on layout switch, VPLAYER cmd, undo/redo, layer ops
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Scene now carries bg_color / paper_bg_color fields (defaults match
previous hard-coded values). synced_hatch_models() reads these instead
of hard-coded constants, so Wipeout fills correctly use the custom
background when BACKGROUND <r> <g> <b> has been set.
BACKGROUND command syncs both DocumentTab.bg_color and scene.bg_color.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
When add_entity receives a RasterImage without a definition_handle,
create an ImageDefinition object in document.objects and link it.
This ensures DWG/DXF files save the IMAGEDEF section correctly so
other CAD programs can resolve image paths on reload.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Wipeout entities now render a background-colored solid fill polygon
(via the hatch GPU pipeline) that masks other hatch fills beneath them.
Fills use model space background (0.11 grey) or paper space background
(0.22/0.24/0.28). Polygon and rectangular clip boundaries both supported.
Selected wipeouts use a translucent blue highlight instead.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- src/io/plot_style.rs: PlotStyleTable and PlotStyleEntry data structures;
CTB reader (deflate/zlib decompressed text format) with ACI→RGB and
ACI→lineweight lookup; CTB writer (zlib compressed); LW_TABLE constant
- src/io/pdf_export.rs: accept optional PlotStyleTable; apply ACI color
and lineweight overrides during PDF rendering
- src/scene/wire_model.rs: add `aci: u8` field to carry ACI index
- src/scene/render.rs: render_style() now returns ACI alongside RGBA
- src/scene/mod.rs + tessellate.rs: propagate aci through wire building
- app: PlotStyleLoad/Loaded/Clear messages and handlers;
PLOTSTYLE LOAD | CLEAR | STATUS command; active_plot_style state on H7CAD
- flate2 added as dependency
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
TruckConvertible renders the 4 perimeter edges as wireframe outline.
The scene injects a solid-fill HatchModel for the filled quad using the
existing hatch GPU pipeline (DXF Z-order: p0→p1→p3→p2).
Grippable provides 4 square corner grips; grip moves rebuild the fill model.
PropertyEditable exposes all 4 corners and thickness. Transformable handles
move/rotate/scale/mirror via the standard entity transform path.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Polyline, Line, CircularArc, EllipticArc, and Spline boundary edges
all get diamond grips at their control vertices. Dragging a grip updates
the underlying DXF boundary vertex and immediately rebuilds the GPU
hatch model via Scene::apply_grip.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Status bar: shows "N VP" pill (with tooltip) when in a paper layout that has
user viewports (id > 1). New Scene::viewport_count() method.
REVCLOUD: closed LwPolyline with arc bumps (bulge = 0.5) along each edge.
Click polygon corners, Enter to close into a revision cloud shape.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
wires_for_block() now looks up the SortEntitiesTable for the current block.
When found, wires are sorted by sort_handle.value() so DRAWORDER F/B results
are immediately visible in the viewport (not just written to DXF).
Entities not in the sort table default to u64::MAX/2 (middle of draw order).
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- viewport_content_wires(): conditional perspective divide using
camera_dist = view_height * lens_length / 24.0 (35mm-film equiv.);
points behind the camera are mapped to NaN for safe clipping
- viewport.rs: expose lens_length, ucs_per_viewport, ucs_origin,
ucs_x_axis, ucs_y_axis as editable properties; handle all new
fields in apply_geom_prop()
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>