Single-click selection only tested wire-edge proximity, so clicking a
solid's face missed — only its thin projected edges were selectable.
Add mesh_click_hit: project each mesh triangle to screen and test the
cursor against it (front-most wins), wired as a fallback after the wire
and hatch hit-tests. Works for any meshed solid.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
At deep zoom-out, entities that projected to under ~5 px were dropped
from the scene entirely (and text below 2 px-baseline followed the
same path). The objects disappeared visually AND fell out of
window / crossing selection, and any prior selection highlight stopped
rendering once the zoom transition crossed the LOD threshold. #19.
Two changes:
1. `tessellate_entity`: replace the sub-5-px `return vec![]` cull, the
sub-2-px text-baseline `return vec![]`, and the empty-greek fall-out
with a new `lod_stub_wire` helper. The stub is a 2-point AABB
diagonal carrying the same `selected` flag, ACI, and AABB as the
entity — so the entity stays visible as a 1-pixel speck, tracks its
highlight colour across LOD changes, and remains hit-test'able.
2. `box_hit` / `poly_hit`: when a wire has no `points` but a finite
`aabb` (greek text emits only fill_tris), fall back to the AABB
rectangle as the hit-test shape. Defense in depth so future fill-
only wires don't silently drop out of selection.
Closes#19
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two related click bugs:
1. `point_in_polygon` treated NaN points (the path separators used by
multi-path hatches with islands / holes) as regular vertices,
producing spurious closing edges between sub-paths. The cursor
inside a real hatch failed the test → the click iterator moved on
to the NEXT hatch in HashMap order and silently returned the wrong
one. Rewrite the ray-cast to reset the previous-vertex / path-start
state at every NaN, so each sub-path closes against its own first
vertex and contributes its parity flip correctly.
2. Clicking on a hatch *inside* a block was either missing entirely
(after the visible_hatches_for_click filter) or returning the
block-defn source hatch handle (misleading — that handle isn't the
thing the user sees). AutoCAD selects the parent Insert when a
sub-entity of a block is clicked. Add `Scene::insert_hatches_for_click`
which walks the same explode path `synced_hatch_models` uses and
tags every exploded sub-hatch with its parent Insert handle, plus
`hit_test::click_hit_insert_hatch` which iterates that list. The
click resolver now tries wire → MSPACE hatch → insert-internal hatch
in order, so clicking on a block-internal hatch selects the Insert.
Box / lasso select paths are unchanged — wire hit-test already picks
up Inserts, and dragging a box over block-internal hatches is rare
enough not to need its own resolution path yet.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:
1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
arc tessellation ran the whole arc-center computation in f32. With
vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
into the sampled arc points and showed up as visibly wavy / jagged
hatch boundaries on edges that crossed the long axis of the drawing.
Re-run the full bulge → arc math in f64; only cast at the to_xy
call that feeds the (also f64) boundary buffer.
2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
precision when `xz` was at offset-rel WCS magnitude and perp_step
was sub-cm. Move the precision-critical bits out of f32 by keeping
each hatch's anchor in f64 on the model side: `HatchModel` now
carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
vertices are stored as small offsets from it. The GPU vertex shader
adds `origin` back inside the view_proj multiply for clip position
(sub-pixel-lossy at large hatches but invisible); the `xz` varying
that the fragment shader uses for in_polygon + pattern math stays
in hatch-local space at full f32 precision.
For pattern alignment across adjacent hatches with the same family,
the GPU pipeline snaps the anchor to the family's perp/along grid
in f64 before sending it down. Snap uses the same QCAD-PAT
convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
shader's check_family uses — an earlier attempt used the world-frame
`(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
no alignment.
Trade-off: pattern phase is "global modulo per-family-grid" rather
than tied to WCS (0,0). Same hatches still align with each other;
the absolute phase relative to the WCS origin may differ from the
pre-fix behaviour on small drawings.
Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.
The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two layout-related fixes:
1. Sheet viewport (id=1) was rendered as a grey rectangle border in
paper-space layouts. It is the paper boundary, not a user viewport,
and should not appear. Now filtered via is_content_viewport() before
tessellation. The redundant id==1 color branch is removed.
2. Box crossing-selection (right-to-left drag) only detected wires whose
vertex points fell inside the selection box. Large entities like viewport
frames could be visually crossed without any corner inside the box and
would not be selected. Added segment-box edge intersection tests so any
wire segment that crosses the selection rectangle boundary is included.
Fixes part of #10
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>