`hit` was one number covering five things: resolving candidate handles, the
wire box test, two hatch tests and two mesh tests. `select-commit` now
reports them apart, which immediately reframed the problem — at 186 468
entities the wire box test is 55 ms of 206, the hatch tests are 103, and
handle resolution is 47.
Two changes alongside it, both in the crossing scan.
Skipping a wire already in the selection was keyed by hashing its name, once
per triangle and once per glyph inside the box. A bitmap over wire indices
answers the same question with an array index. The name set stays behind it,
because several wires can share one entity's name and the output dedups by
name; a wire whose name is already in that set now gets tested once more
before being dropped, which costs one projection and changes no output.
The degenerate-wire loop that ends both the box and the lasso scans tested
`seen.contains(wire.name)` before the structural tests beside it. `||`
short-circuits, so with the name lookup last a wire with two or more points —
very nearly all of them — is dropped without hashing anything. That loop
walks every candidate, so it was one string hash per wire in the box.
A window over a whole drawing spent 407 ms gathering candidates and 259 ms
testing them, of 825 ms total, at 186 468 entities.
**Gathering** ran eight spatial queries because that is what hover and
snapping need between them. An area selection reads five: the wires and their
segments, plus the fill triangles, pick triangles and glyphs that
`indexed_box_crossing_hits` uses to catch hatches and text inside the box.
The three that exist only for snapping are skipped.
That was worth 148 ms. The rest came from the queries themselves.
`SpatialGrid::query` sorts its result twice — once over the entry indices, to
remove the repeats an entry collects for spanning several cells, and once
over the values. Over a box covering the drawing that is two O(n log n)
passes across 4.4 M elements to remove a handful of duplicates.
`query_unordered` returns the same set in cell order with the duplicates left
in, and reserves the space it needs instead of growing a 17 MB vector in
steps. Gathering went from 515 ms to 69 ms on a synthetic set at that size,
and from 407 ms to 27-40 ms in the application.
Everything an area selection does with the result already dedups and does not
read the order. Click picking keeps the sorted `query`, where scan order
decides which of two overlapping entities a click lands on.
**Testing** projected both endpoints of every segment in the box, then threw
the result away for any wire already selected. A circle or a polyline
contributes one segment per tessellated span, so at 24 spans per wire that is
23 projection pairs out of 24 doing nothing. Skipping a wire once it is in
took a 4.4 M-segment scan from roughly a second to 42 ms.
The overlay path — active after any edit, so most of a working session —
needed the same treatment, including its own merge: `extend_indexed` sorts
and dedups every category, which would have put back the sorts this removes.
`extend_indexed_area` keeps the dedup on `wire_indices`, and must: the window
branch of `box_hit` walks it directly, so a wire left in twice would be
selected twice.
Tests cover the equivalence in both directions: the area query matches the
full one as a set in every category an area selection reads, and the merge
dedups `wire_indices` and nothing else.
Selecting a whole drawing was unusable on a 186 468-entity file. Four costs
scaled with the selection where they did not have to.
Every selected handle triggered a walk of the entire document to find LEADERs
pointing at it. On the file this came from, selecting 471 583 entities in a
585 786-entity drawing did not finish inside eight minutes. A reverse index
built once per geometry epoch answers the same question; a test asserts it
returns exactly what the walk returned, including the case of two leaders on
one annotation.
Group expansion asked the selection about every group: for each selected
handle it scanned each group's own member list. Asking each group once
whether it holds anything selected turns that around.
Selecting and deselecting went one entity at a time, and `deselect_entity`
rebuilt the ordered list with a `retain` per handle, so removing N of M
walked the order list N times. Both now take a slice.
Grips were built for every selected entity. AutoCAD stops at GRIPOBJLIMIT,
and the DWG header does not carry the variable, so its default of 100 stands
in for it.
The remaining two commits are measurement: `select-commit` reports the phases
of a selection separately, which is what showed the bulk paths had been added
to the press-drag branch while a click-move-click window goes through a
different one entirely.
Ports FreeCAD's planegcs 2D geometric constraint solver to Rust as a new
crates/ocs_gcs workspace member, and wires it into the document/scene model
as a persistent SketchConstraintSet: Coincident, Horizontal/Vertical,
Parallel/Perpendicular, Equal, Tangent, Distance, Angle and Radius
constraints that re-solve live (including mid-drag, not just on release),
render glyphs and a DOF badge, flag conflicts with a one-click resolver
pill, and round-trip through save/load via an XRecord blob.
Also includes docs/command_reference.md (a statically generated reference
of every registered command and its prompt sequence) and
docs/named_parameters_design.md + docs/backlog.md, which hand off the next
queued feature (a named-parameter/expression table) and consolidate every
deliberate scope-down and open gap found along the way, so a fresh session
has a complete starting point.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
The first measurement showed four consecutive edits at ~192 ms each with
a handler cost of 0.55 ms. That is below the `update` line's 5 ms
threshold, so the log reports the latency but not what asked for it —
and whether a live command preview is bumping the geometry epoch on every
mouse move is exactly the question the numbers raise.
`nav-prepare` now carries the message label alongside the op.
Co-Authored-By: Claude Opus 5 <[email protected]>
Drawing a point in a large drawing feels slow, and nothing currently
measures the thing the user actually waits for. `update` times the message
handler, `wires-build` and friends time the rebuild, but the span between
them — press to the frame that shows the new geometry — has no number.
Navigation already has exactly that plumbing: `record_nav_perf` stamps an
instant when the input arrives, `prepare` and `encode` pick it up, and
`nav-prepare` / `nav-render` report `input`, `build`, `prepare` and
`elapsed` from the original event.
`NavPerfOp::Edit` reuses it. `update` snapshots `geometry_epoch` before
dispatch and stamps the sample when it moved, so any message that changed
geometry — a drawn point, a grip commit, an undo — reports its full
latency rather than only the handler's share.
Diagnostic only: `record_nav_perf` sets a pending sample and nothing else,
so no LOD or settle behaviour changes.
Nothing is optimised here on purpose. Four call sites feed the snapper
along different branches, and picking one to instrument before knowing
which dominates is how the earlier rounds of this work were wasted.
Co-Authored-By: Claude Opus 5 <[email protected]>
Capture the rendered canvas during the clean frame instead of requesting synchronous GPU buffer readback. Preserve embedded previews and allow saving when canvas readback is denied. Add a browser save and reopen regression check.
Fixes#1021
Switching to a Layout re-tessellated the whole model — `memo_miss=186455`,
2034 ms — to arrive at geometry identical to what was already in the memo.
The only thing that differed was colour.
`local_wires_for` already knows this: it stores the raw colour and drops
its background argument with `let _ = bg_color;`, noting that
`Batches::finalize` applies `adapt_to_bg` last, "so the cache no longer
has to rebuild on BACKGROUND / layout-switch". The tessellation memo's
guard had not been told, and still mixed the background in, so every
entry was discarded on a switch.
`finalize` now records what its colour resolution consumed — the raw
colour, the raw glyph colours, and the three flags it branches on — as
`WireModel::bg_adapt`, and `resolve_colors_for_bg` replays it for another
background. The guard drops the background, so a memo entry serves any
layout.
The resolution recomputes from the recorded raw colour rather than from
the resolved one, which makes it idempotent and therefore safe over a set
that mixes memo hits with freshly tessellated misses. Re-adapting the
resolved colour would not be safe: `adapt_to_bg` snaps a near-white colour
to pure black on a light background, and pure black comes back pure
*white* on a dark one, losing the tint. A test pins that asymmetry so the
raw colour is not optimised away later.
The contract is tested against the real `finalize` rather than a copy of
its logic: for every background pair, building under one and resolving for
the other lands exactly where building under the other would have.
`bg_adapt` is `None` for wires built anywhere else, and the resolution
skips them, so nothing outside the block cache changes colour. It is also
`None` when the resolution would be a no-op — a preserved colour with no
canvas fill looks the same under every background — which keeps the common
case at no cost.
Ordering is unchanged: the pass runs inside the builder, before
`append_scene_markers` and `apply_refedit_fade`, both of which have their
own separate background dependency.
`wires-build` gains `colors=` so the pass has a number of its own.
Co-Authored-By: Claude Opus 5 <[email protected]>
Switching to a Layout stops the main thread long enough that the
compositor decides the application has stopped responding and offers to
kill it. The switch itself is not the problem — `layout-switch` reports
about 10 ms — it is the frame after it, which rebuilds the whole wire set.
That frame now has a cheap one in front of it. `layout_settling` is set
when the switch takes, and while it holds, the viewport is replaced by a
centered "Preparing layout…" on the canvas background. No shader widget
means no scene primitive, so `prepare` has nothing to do and the frame
costs nothing. A `window::frames` subscription clears the flag, which is
the guarantee this needs: that callback runs once a frame has actually
been presented, so the notice is on screen and the compositor has been
answered before the expensive frame starts.
The deferral is of the *frame*, not the switch. Two callers depend on the
switch having completed when it returns — one calls `fit_all` immediately
after, another compares `current_layout` — so deferring the switch itself
would have broken both.
This restarts the compositor's timer immediately before the slow frame and
replaces a stale window with something that says what is happening. It
does not make the slow frame fast: if the rebuild still exceeds the
compositor's timeout the dialog can return, and the durable fix is the
2 s `memo_miss` behind it, which is a separate change.
Only `en-US` is validated against at build time; Greek is filled in too
since it is in use here, and the rest fall back until translated.
Co-Authored-By: Claude Opus 5 <[email protected]>
The first hover over the canvas after opening a large drawing froze the
UI for a second:
hover-detail query=0.2 handles=986.1 ... candidates=253
hover-dwell 986.6ms
`interaction_handle_index` and the insert-hatch map it reads are built
lazily, and first use is that hover. Neither can move to the loader
thread: they read `hatches`, `meshes` and `block_meshes`, which are
installed on the real `Scene` only after the loader has finished.
Build them at the end of the open instead, where the user is already
waiting. This does not make the work cheaper -- open grows by roughly the
second the hover used to cost -- but a second inside an operation that is
already seconds long reads very differently from a second-long freeze on
a mouse move.
Co-Authored-By: Claude Opus 5 <[email protected]>
Pan and even plain cursor movement over the canvas ran at ~8 fps on a
large drawing. Nothing rendered was responsible: the GPU idled at 0-8%,
encoding no scene at all changed nothing, and vertices, pixels and draw
calls could each be cut without moving the number. `view` was the frame
-- 110 ms of it against 3-6 ms on a small drawing -- and inside `view`
it was the status bar.
The status bar builds the selection-filter menu, which asks for the
distinct entity type names in the layout. That call cloned the layout's
entire handle list (1 166 357 handles, ~9 MB), then did a map lookup, a
String allocation and a BTreeSet insert for each one. About 107 ms of a
110 ms frame, to produce roughly twenty names, for a menu that is only
visible when opened.
Cache the result against geometry_epoch and the layout block, since it
only changes when entities are added or removed, and make the scan
itself borrow the handle list rather than clone it and collect &str,
allocating only for the names it returns.
The immediate-mode UI rebuilds every widget on every mouse move, which is
fine as long as nothing in that path is O(document). This was.
Co-Authored-By: Claude Opus 5 <[email protected]>
Refresh stale depth bounds after geometry edits, allow orbiting through camera poles, and preserve hidden-line occlusion for selected solids.\n\nFixes #957
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)