Commit Graph
7 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 7fe7e0230d refactor(scene): group modules into role-based subfolders
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-16 11:33:46 +03:00
Hakan SevenandClaude Opus 4.8 25715d1b03 fix(grips): compute grip positions in f64 so they sit on the wire
Grip markers drew visibly offset from the entity on large-coordinate
(UTM-scale) drawings: every Grippable impl cast the f64 entity coordinates
to f32 BEFORE the world-offset subtraction, and at 1e7 magnitude an f32
holds ~0.9 drawing units of rounding error. The wires subtract the offset
in f64 first (precision-preserving), so the grips landed up to ~1 unit
away from the geometry they belong to.

GripDef.world is now DVec3: producers fill it straight from the f64
entity data, refresh_selected_grips subtracts the world offset in f64,
and only the small offset-local result is cast to f32 for screen-space
projection (grips_to_screen / find_hit_grip) and drag state.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-11 00:04:37 +03:00
Hakan Seven 5755c2e130 refactor(grip): square-only marker set + oriented stretch handles
Phase 1 of bringing the grip vocabulary in line with the standard
CAD convention: drop the per-position-type shape encoding (Diamond
for translate, Circle for parameter) and use a plain square for
every endpoint / vertex / centre grip. The behavioural midpoint vs
vertex distinction stays — it lives on `GripDef::is_midpoint` and
drives `Translate` vs `Absolute` in the grip-edit dispatcher — only
the marker shape collapses.

- `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond /
  Circle are gone.
- `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction
  vector consumed by `Rectangle` to orient the box along its
  segment.
- `entities::common` exposes `square_grip`, `center_grip` (same
  square marker, flagged as translate), `rectangle_grip(id, world,
  dir)` for oriented mid-segment handles, and a kept-for-Phase-2
  `triangle_grip`.
- `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir`
  through to the canvas painter; the Rectangle path rotates the
  box around the grip centre using the world-XY direction (flipping
  the sin for screen-Y).

Every existing `diamond_grip(id, w)` call becomes `center_grip(id,
w)` — the visual change is square-replacing-diamond at line
midpoints / arc midpoints / circle centres / ellipse centres /
viewport / hatch loop centroids / dimension grips / image corners /
multileader / ray / underlay / ole2frame / solid3d.

`LwPolyline` grows a stretch handle on every segment (straight or
arc), drawn as the new oriented rectangle. The grip-edit path
translates both segment endpoints for straight segments and
adjusts the arc bulge from the new midpoint for arc segments.
2026-05-29 02:07:34 +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 Seven 288ccff95a fix(render): preserve f64 precision until world_offset subtraction
Entity converters were casting WCS coordinates to f32 before the renderer
subtracted world_offset, which destroyed sub-unit precision on drawings
sitting at large coordinates (typical UTM-style CAD files). The multileader
case made it visible — glyphs warped under rotation — but every entity
that emits TruckObject::Lines/SegmentedLines/key_vertices/fill_tris was
affected.

Type changes (in src/scene/acad_to_truck.rs):
- TruckObject::Lines / SegmentedLines: Vec<[f32; 3]> → Vec<[f64; 3]>
- TruckEntity::key_vertices / fill_tris: f32 → f64

All ~17 producer files updated to keep WCS coordinates in f64 right up to
the TruckEntity boundary. The consumer in scene/tessellate.rs now performs
`(x - ox) as f32` (f64 subtract, then cast) for points, key_vertices, and
fill_tris — preserving precision near the camera origin even when the
drawing sits at million-unit coordinates.

catmull_rom_pts (multileader spline) is now f64; the scene path widens its
offset-relative f32 ctrl points to f64 around the call and narrows back at
the output.

Notes:
- Table layout still uses glam::Vec3 (f32) internally; widened to f64 only
  at the TruckEntity boundary for type compatibility. Separate cleanup to
  switch its internal math to f64 is tracked.
- snap_pts and tangent_geoms remain f32 — they are UI feedback (snap
  candidates, tangent hints) and the precision is sufficient there.
2026-05-12 23:47:40 +03:00
Hakan Seven 048bb41aef feat(render): solid fill for PolyfaceMesh and PolygonMesh entities
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.

- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
  to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
2026-05-06 23:24:26 +03:00
Hakan SevenandClaude Sonnet 4.6 6f19b4fd81 feat: add Underlay entity support (PDF/DWF/DGN)
- New src/entities/underlay.rs: TruckConvertible (clip boundary polygon
  or cross marker), Grippable (insertion + boundary vertex grips),
  PropertyEditable (position, scale, rotation, contrast, fade, flags),
  Transformable (translate, mirror, scale, rotate)
- Wire EntityType::Underlay into all four match arms in traits.rs
- UNDERLAY command: FADE/CONTRAST/ON/OFF/CLIP ON|OFF/MONO ON|OFF
  subcommands to edit selected underlay entities
- Entity type name map entry for UNDERLAY

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-06 14:43:44 +03:00