Commit Graph
8 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 47a4bf19b3 fix(select): pick 3D solids by clicking their body, not just edges
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]>
2026-05-31 19:47:07 +03:00
Hakan SevenandClaude Opus 4.7 8355e5a278 fix(scene): keep low-LOD objects visible and selectable
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]>
2026-05-20 06:07:04 +03:00
Hakan SevenandClaude Opus 4.7 c815be9c6f fix(hit_test): correct hatch selection — NaN-aware ray-cast + block-insert resolve
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]>
2026-05-16 13:02:57 +03:00
Hakan SevenandClaude Opus 4.7 172c538159 fix(scene): hatch boundary + pattern precision for large-WCS drawings
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]>
2026-05-16 08:41:23 +03:00
Hakan ca07268c7c cargo fmt 2026-05-12 10:36:15 +03:00
Hakan Seven 45f9f96c93 perf: implement L–S performance improvements
- L: pre-project wire endpoints to screen before ApparentIntersection pair loops
- O+S: tight per-segment AABB cull + move a0/a1 Vec3 outside inner snap loop
- P: epoch-cached entity→block reverse map replaces O(E×B) scan
- Q: lazy per-point projection in hit tests eliminates per-wire Vec<Point> alloc
- R: HatchModel.boundary Arc<Vec> so clone is pointer bump not heap alloc
2026-05-06 22:42:22 +03:00
Hakan SevenandClaude Sonnet 4.6 ebef467720 fix: hide sheet viewport border and improve crossing selection
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]>
2026-05-01 21:12:14 +03:00
Hakan Seven d2fdac7f1e first commit 2026-03-22 14:56:27 +03:00