WireModel/LocalWire/BatchEntry key_vertices are now Vec<[f64; 3]>;
tessellation keeps them in f64 (no f32 cast at offset subtraction),
producers (dimension, leader, multileader) build them from the acadrust
f64 source, the block-cache transform keeps f64, and the face3d Face3D
quad path splits them into the double-single (high, low) pair. Consumers
(snap endpoint/midpoint, xclip) read via f32 at the leaf. Still
offset-relative (inert); endpoint/midpoint snap is no longer f32-capped.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
WireModel/LocalWire/TruckEntity snap buffers and the producers/consumers
now carry snap candidates as DVec3 (offset_snap_pts, dimension/multileader
producers, block-cache transform, pick/xclip, snap module). Still
offset-relative, so behaviour is unchanged — this just lets the snap
transport survive the upcoming switch to absolute coordinates without an
extra f32 quantization. The snap module still resolves in f32 (as_vec3 at
entry), matching today's precision.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).
With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Table / PolyfaceMesh / greek-text / mleader-background fills go through
the face3d pipeline; their vertices were single f32 and quantized at UTM
scale. WireModel now carries a fill_tris_low residual (filled by the
tessellate Lines path), Face3DVertex gains position_low (location 3), and
face3d.wgsl reconstructs the eye-relative position from the pair. 3DFACE
quads built from key_vertices use a zero residual (no low source).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Raster-image quad corners derive from a large f64 insertion point plus
small u/v spans; the single-f32 cast quantized them at UTM scale. The
ImageModel now keeps a corners_low residual, ImageVertex carries pos_low
(location 2), and image.wgsl reconstructs the eye-relative position from
the high/low pair.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Vertices now carry the low residual alongside the high half all the way
to the GPU: tessellation splits the offset-relative f64 coordinate into
(high, low) f32 (TruckTessResult::Lines/Point, the Text path, Lines /
SegmentedLines, and the block-cache instance transform), WireModel and
the block batch carry a paired points_low buffer, WireInstance gains
pos_a_low/pos_b_low (locations 10/11), and wire.wgsl reconstructs
rel = (pos_high - eye_high) + (pos_low - eye_low).
This is the piece the camera-only RTE was missing: at UTM-scale
coordinates the single-f32 vertex was quantized to ~0.5 m, so it snapped
each time the eye crossed an f32 boundary on pan. With the low half the
position is exact and the cross-drawing-paste jitter is gone.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Foundation for double-single positions: WireModel now carries an
index-paired f32 residual buffer (`points_low`) next to the existing
`points` high half. Empty means "all-zero residual", so every existing
constructor (interactive draw, previews) is unchanged in behaviour;
tessellation from CAD f64 will fill it in the next steps so vertex
precision survives at UTM-scale coordinates.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).
Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Neutralise vendor references in comments to plain behavioural descriptions
(object acquisition / object snap). Remove the PICK_HIGHLIGHT and
PICK_HIGHLIGHT_DIM wire colours: their only consumer was the stripped
storm-sewer add-on, and the retained plugin acquisition pathway draws the
ObjectPick snap glyph and per-command hover previews instead, so the
constants are dead.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Remove accidental dead code (unused imports, the superseded paste tool()
helper, a never-read TORIENT handles field, a duplicate let binding, an
unneeded mut) and mark intentional-but-unwired scaffolding with
allow(dead_code): the web-only save_to_bytes, the plugin loadable() probe,
the planned PICK_HIGHLIGHT colours, the DynFieldSpec label, and the layout
ribbon helpers. Native build is now warning-clean apart from the upstream
nom/quick-xml future-incompat notices.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
First step toward a web build: the library now compiles for
wasm32-unknown-unknown with --no-default-features.
- Add a `solid3d` feature (default on) gating truck-meshalgo /
truck-shapeops / lzma-sys. These pull vtkio → xz2 → lzma-sys (C),
which cannot cross-compile to wasm. Without the feature the 3-D
solid path (tessellation, booleans, ACIS import) becomes no-ops;
2-D CAD is unaffected. Native builds keep the feature by default.
- Move native-only crates (ureq, open) to non-wasm target deps and
add cfg shims: update-check is a no-op on wasm, and a new `sys`
module provides open_url + handle_path (rfd FileHandle → PathBuf;
synthesizes a name-based path on the web).
Native build + all 75 tests unchanged. Browser runtime wiring
(entry point, trunk, real file I/O) is a follow-up.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Match the `*_model` naming of the sibling render models (wire_model,
hatch_model, mesh_model, image_model). Also realign the related Scene
API for consistency: model_solids → solid_models, add_model_solid →
add_solid_model, register_model_solid → register_solid_model.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
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]>