The last four truck crates are gone from the manifest. What they were doing
falls into three parts, and each now has one answer instead of two.
NURBS evaluation. truck was carrying B-spline curves and surfaces for the
SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview
and ACIS spline-surface faces. The kernel now has both, over one de Boor
written across however many coordinates a control point holds — so a plane
curve and a space curve cannot drift apart, and a surface is the same
algorithm applied twice. The rational and the polynomial cases stop being
separate types: weights absent means polynomial.
The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was
built into truck topology purely so it could be sampled back into points.
They are sampled through `entities::curve` now, which is where each one's
geometry is already defined once and what EXTRUDE and REVOLVE read — so a
circle drawn on screen and a circle handed to the Model tab come from the
same definition. That retires four of TruckObject's variants and the module
is renamed for what it does.
SWEEP and LOFT. Both only ever produced a mesh, so both are built from point
lists: a band of quads per span, and a lid where a profile closes. Lofting
profiles of different densities resamples them by distance rather than by
index, so a circle lofted to a square no longer twists.
Two things worth noting for anyone reading the old comments. The tolerance
globals that lived in the tessellation module were never about truck at all —
they are the per-frame chord height, and they move to `curve_tol`. And the
rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE
no longer holds: those read the curve directly and never look at this channel.
The two `automation` test failures are unchanged from before this and are not
caused by it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Section marks and drawing-view borders are now real acadrust entity
types instead of Unknown-with-extras, so the renderer dispatches on the
variant directly, the arrow-direction resolver reads the active viewport
off the ViewBorder entity, and selection / properties show "Section
Symbol" and "View Border" instead of "Unknown". View borders are
non-plotting and tessellate to nothing; both count toward the lossy
Save-As warning since they round-trip via their raw records.
Bumps acadrust for the entity promotion.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Lights, camera views and the geographic-location marker had no on-screen
representation. Add display glyphs for all three:
- Lights render through a new EntityType::Light: a cone/flashlight for spot
lights, a wire sphere for point lights, a sun for distant lights, sized in
screen space (fixed-world fallback).
- Camera views (perspective VIEW records) and the GEODATA "daisy" marker are
synthesized into the model-space resident wire set from the document, since
they are not entities.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
A helix loaded from a DWG (AcDbHelix) previously fell through to the
fallback: it did not render, had no grips, could not be moved, and showed
only a Type row. Add src/entities/helix.rs which drives all of these
through the embedded spline (render/grips/transform) and exposes the
generating parameters — base point, turns, turn height, height, base/top
radius, turn slope, twist, constrain — as the Geometry group per the
properties spec. Wire Helix into the to_truck / grips / apply_grip /
geometry_properties / apply_geom_prop / apply_transform dispatch lists.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Pull in this session's acadrust work — the HELIX / ACAD_TABLE read+write,
underlay reader/writer/definition, spline tolerances & tangents, etc. The new
EntityType::Helix variant breaks three exhaustive matches; add its arm to
entity_type_name, the UI-name / DXF-name maps and entity_type_key.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Groundwork for making the Properties panel conform to the per-entity group/row
spec (PROPERTIES.md). The panel already renders a Vec of sections, but each
entity could only express a single geometry section.
Change PropertyEditable::geometry_properties (and the EntityTypeOps enum
dispatch) to return Vec<PropSection>, update the two impl macros, and flatten
in properties_sectioned so the panel shows [General] + the entity's groups.
Every entity builder is wrapped to return its existing section as a one-element
Vec — pure mechanical change, no rows or titles altered, panel output identical.
Enables Phase 2: rewriting each entity's groups/rows to match the spec.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Now that geometry reaches the GPU/CPU as absolute coordinates via the
double-single relative-to-eye path, world_offset is always [0,0,0]. Strip
the parameter that was threaded through the whole tessellation / block-
expansion / fallback / camera-decode chain and the ExpandCtx field that
carried it — ~340 references across 20 files, all subtracting zero.
- truck_tess: to_local / to_local_low / tessellate_* drop the offset arg;
to_local is now a pure double-single split.
- tessellate: offset_to_ds → points_to_ds (pure DS split); tessellate(),
tessellate_entity(), fallback_geometry(), solid_wire_fallback(),
entity_aabb(), expand_insert(), expand_block_meshes(), the dimension
helpers (vec3_local, dimension_snap_pts, …), text_support, leader,
multileader, image_model, xclip and camera_from_view all lose the param.
- block_cache: ExpandCtx loses its world_offset field.
- Remove the now-dead offset_snap_pts and the unused set_grid_snap.
Behaviour is unchanged (the offset was zero everywhere); the compiler
verifies every call site.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Solids were missing from the entity transform dispatch, so move / rotate /
scale / mirror were silently no-ops on a 3D solid (only its wires shifted)
and a pasted solid stayed at its original location. Add a Transformable impl
for Solid3D/Region/Body/Surface (delegating to acadrust, which now composes
the move into the ACIS body placement) and register them in the dispatcher.
Also make cross-drawing paste land at the cursor: the clipboard centroid is
measured in the source drawing's offset-relative frame, so correct the paste
translation by the source/target world_offset difference (zero within one
drawing). Bumps acadrust for the solid-geometry transform fixes.
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]>
ACAD_SURFACE entities now load and render. Their NURBS faces are
tessellated by building a truck BSplineSurface from the ACIS `spline-surface`
control net and knot vectors, then sampling its parametric grid — reusing the
same NURBS kernel the Model tab already builds on. Analytic faces
(plane/cone/sphere/torus) continue through the existing tessellator.
- New spline_tess.rs: parse the ACIS `nubs` block (degrees, knots with the
clamped end-multiplicity fix, control grid) into a truck BSplineSurface and
mesh it.
- tessellate_surface + Surface wired through the mesh-build, fallback-wire,
and entity-classification paths.
- Bump acadrust to the commit that adds the Surface entity.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Two ways to extend the current selection by entity type + layer:
* `Select Similar` (right-click → Select Similar, or `SELECTSIMILAR` /
`SELSIM`): for every (type, layer) pair in the current selection, add
every entity in the active layout that matches the pair. The seed
selection stays selected; matches already selected are not
double-counted.
* `Quick Select` (right-click → Quick Select…, or `QSELECT` / `QS`):
opens a centred floating panel with Object-type and Layer pick_lists
(populated only with values that actually exist in the active layout)
and an "Append to current selection" checkbox. `(Any)` in either slot
skips that filter. Apply replaces the selection (or extends it with
Append on) and reports the match count on the command line. Cancel,
Esc, and outside-click all dismiss without applying. When opened with
a selection present, the panel pre-fills both filters from the first
selected entity so QSelect doubles as an editable Select Similar.
Scoped to entities owned by the active layout's block-record so a paper
layout's QSELECT never reaches into model-space entities (and vice
versa). Entity-type names live in a single `entity_type_name` helper in
`entities::traits` to keep the UI strings and the filter keys aligned.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Lengthen / Radius / Arc Length need a number after the pick. Stash
`grip_pending` on the picked action, push prompt to command line,
route next `CommandSubmit` parse into `apply_grip_menu_value`.
Escape cancels.
- `Grippable::grip_menu_value_prompt` returns label when action
wants value; `apply_grip_menu_value` runs the edit. Dispatched
via `EntityTypeOps`.
- Line: Lengthen extends either endpoint along line direction.
- Arc: Radius sets radius; Arc Length redrives end angle from
`value / radius`; Lengthen extends start / end angle the same
way.
Phase 2 of the grip overhaul: when the cursor dwells on a selected
entity's grip the overlay opens a popup menu with entity-specific
options (Stretch / Add Vertex / Remove Vertex / Convert to
Arc-Line / …). Picking an item dispatches `apply_grip_menu`; the
default `Stretch` entry is a no-op that lets the user click the
grip to start the normal drag.
- `GripMenuItem` + `GripMenuAction` (full vocabulary covering
stretch, add/remove vertex, convert to arc/line, reverse arrows,
text-position variants, hatch parameters, tangent direction).
- `Grippable` trait gains `grip_menu` + `apply_grip_menu` with
trait-default `Stretch`-only impls so every existing entity gets
the popup for free.
- `EntityTypeOps` dispatches both methods across the same entity
list as the existing grip / property machinery.
- `OpenCADStudio` carries `grip_hover` (dwell tracker) +
`grip_popup` (open menu). `update_grip_hover` runs from
`ViewportMove`: hit-tests grips, refreshes the dwell timer, and
opens the popup after 600 ms. Cursor drift past 80 px or a grip
click dismisses it.
- `view.rs` paints the popup as an absolute-positioned column of
buttons at the grip's screen anchor; each button publishes
`Message::GripMenuPick(idx)`.
- `LwPolyline` overrides `Grippable` manually (skips the standard
macro) so its vertex grip exposes Add/Remove Vertex and its
segment-midpoint grip exposes Add Vertex + Convert to Arc/Line.
`apply_grip_menu` performs the edits: vertex insertion at the
chord midpoint inheriting the previous bulge, vertex removal,
and bulge toggle for the arc/line conversion.
Every entity file ended with the same three-trait wrapper block:
impl Grippable for T {
fn grips(&self) -> Vec<GripDef> { grips(self) }
fn apply_grip(&mut self, ...) { apply_grip(self, ...) }
}
impl PropertyEditable for T { ... }
impl Transformable for T { ... }
— 23 lines of pure delegation around five same-named free functions.
Replace with `crate::impl_entity_basics!(T);` (a macro in
entities/traits.rs that expands to the three trait impls).
Applied where the file already follows the free-fn delegation
convention (Arc, Circle, Ellipse, Insert, Leader, Line, LwPolyline,
MultiLeader, Ole2Frame, Point, Spline, Viewport). Files that inlined
the trait method bodies directly (Ray, XLine, Shape, Solid, Tolerance,
MLine, Mesh, Solid3D/Region/Body, Table, RasterImage, Wipeout,
Underlay, Hatch, Polyline, Polyline2D, Polyline3D, Dimension) left
alone — they already skip the indirection. Text/MText/Attribute use
the with-text-style flavour and will move once that variant is needed
beyond the existing two manual impls.
A second macro `impl_entity_basics_with_text_styles!` is included for
the text-like flavour but no entity uses it yet.
Net: -204 lines.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two free helpers in app/commands.rs lived as big match-on-EntityType
blocks: massprop_entity (Circle/Arc/Line/LwPolyline/Ellipse area +
perimeter + centroid, ~140 lines) and entity_text_content /
replace_entity_text (Text/MText/AttributeDefinition/AttributeEntity).
Move each to its own trait in entities/traits.rs and implement
per-entity:
MassPropsCalc — Circle, Arc, Line, LwPolyline, Ellipse
TextContent — Text, MText, AttributeDefinition, AttributeEntity
EntityTypeOps gets dispatch shims that route to the trait via the
existing macro, so callsites just call entity.mass_props() /
entity.text_content() / entity.replace_text(search, rep).
The remaining free helpers in commands.rs (entity_list_details,
entity_extra_info, entity_type_name, build_data_extraction_csv) are
single-command formatting helpers tightly coupled to LIST / EXTRACT /
text-format output. Distributing them as per-entity methods would
inflate every entity file with command-side formatting concerns
without making the command-side any cleaner — left in place.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Each of the five dispatch functions in `entities/traits.rs` was a
hand-written `match self { EntityType::Line(e) => ..., EntityType::Arc(e)
=> ..., ... }` block listing ~35 variants. Adding a new entity meant
adding five match arms across the file.
Replace with a `dispatch!` macro that takes `(self, |e| body, [variant
list], _ => default)`. Each dispatch function keeps its own variant
list (the supported sets differ per trait), but the per-arm
boilerplate is gone.
File shrinks from 386 to 145 lines. Adding a new entity now means
adding one identifier to one (or more) of the variant lists.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The trait isn't deprecating anything — it carries the path entities
take when they're not covered by the truck topology pipeline
(Viewport, Insert, Hatch outline, Ole2Frame). "Fallback" names the
purpose; "Legacy" implied retirement that isn't actually on the
roadmap.
Same rename for LegacyGeometry → FallbackGeometry,
legacy_geometry() → fallback_geometry().
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Each entity's tessellation now lives alongside its definition in
entities/*.rs, attached to the entity type via a local trait:
LegacyTess — Viewport / Insert / Hatch / Ole2Frame
(fallback path for entities not on the truck pipeline)
LeaderTess — Leader
MultiLeaderTess — MultiLeader
DimensionTess — Dimension (carries its dim-only helpers too:
~1700 lines of dim_geometry, dim_text_*, format_*,
tolerance, suppression, etc.)
scene/tessellate.rs keeps only the cross-entity dispatcher plus the
shared dim machinery reused by leader/multileader/dimension
(ArrowKind, DimGeom, append_arrow, arrow_from_block, add_segment,
add_polyline, normalized_or, push_tri, color_or_inherit, entity_z,
offset_snap_pts). Cross-entity arc helpers + aci_to_rgba moved to
scene/tess_util.rs.
scene/tessellate.rs shrinks from ~3300 to 809 lines. Compile clean,
all 9 tests pass.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Closes out the 3D-entity audit. Mesh (modern SubD mesh) gained a full
render impl since it had no TruckConvertible / Grippable / PropertyEditable
hookup at all — it was silently dropped on open. Remaining mesh-style
entities pick up the few fields the parser populated:
- Mesh (SubD): wireframe + face-fan fill_tris rendering, per-vertex grips,
Properties panel surfaces version, subdivision_level, blend_crease,
creased-edge count, vertex / face / edge counts; wired into the
Transformable / Grippable / PropertyEditable / TruckConvertible
dispatch in entities/traits.rs
- Polyline3D: smooth_type, default_start_width, default_end_width,
mesh_m_count, mesh_n_count, smooth_m_density, smooth_n_density
(widths editable)
- PolygonMesh: smooth_type, m/n_smooth_density, elevation, normal
- PolyfaceMesh: smooth_surface, seqend_handle, elevation, normal,
thickness
Solid3D / Region / Body's uid + silhouettes + history_handle were
included in the prior 2D commit since they share the same file.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
OLE2Frame: full TruckConvertible/Grippable/PropertyEditable/Transformable
impls in src/entities/ole2frame.rs — grips on corners + center, properties
panel, translate/scale transforms.
Shape: rotation (DXF code 50) now converted degrees→radians on load in
fix_dxf_dimension_rotations(), matching Dimension and Attribute behaviour.
All ❌ gaps resolved. Remaining: Viewport GPU scissor, LWPolyline plinegen.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- src/entities/shape.rs: diamond marker at insertion point (SHX glyphs
cannot be rendered without the binary .shx file, so a placeholder is used)
- Grips: single insertion-point grip
- Properties: Name, Style (read-only), Insert X/Y/Z, Size, Rotation
- Transformable: translate, mirror, scale, rotate
- Registered in entities/mod.rs, entities/traits.rs, app/commands.rs
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
TruckConvertible renders the 4 perimeter edges as wireframe outline.
The scene injects a solid-fill HatchModel for the filled quad using the
existing hatch GPU pipeline (DXF Z-order: p0→p1→p3→p2).
Grippable provides 4 square corner grips; grip moves rebuild the fill model.
PropertyEditable exposes all 4 corners and thickness. Transformable handles
move/rotate/scale/mirror via the standard entity transform path.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Polyline, Line, CircularArc, EllipticArc, and Spline boundary edges
all get diamond grips at their control vertices. Dragging a grip updates
the underlying DXF boundary vertex and immediately rebuilds the GPU
hatch model via Scene::apply_grip.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
Linear/Aligned: first point, second point, definition point, text position
Radius/Diameter: center (angle_vertex), radius point, text position
Angular2Ln/Angular3Pt: vertex, two extension points, arc def point, text
Ordinate: origin, feature location, leader endpoint, text position
Text position grip shared across all types; measurement recalculated after edit.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- mline.rs: MLine renders center spine + two parallel offset lines at
±scale/2 using the vertex miter directions; vertex grips; scale,
closed and style-name properties
- tolerance.rs: Tolerance renders the GDT text string via font
tessellation at insertion_point with rotation from direction vector;
insertion grip and position properties
- properties.rs: Dimension entity's style_name EditText is upgraded to
a Choice dropdown when document.dim_styles is non-empty, enabling
point-and-click DimStyle assignment without a separate panel
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- raster_image.rs: RasterImage renders as border rectangle + X diagonals
(pixel placeholder); Wipeout renders border or polygon clip boundary;
both support insertion_point grip, brightness/contrast/fade properties,
clipping toggle, and mirror transform (u/v vectors reflected)
- attribute.rs: AttributeDefinition renders default_value (or [TAG] if
empty) as font-tessellated text; AttributeEntity renders the live value;
both support insertion grip, position/height/rotation properties,
and transform operations
- mod.rs + traits.rs: wire up all four new entity types through the full
dispatch chain (to_truck, grips, geometry_properties, apply_geom_prop,
apply_grip, apply_transform)
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
- polyline.rs: TruckConvertible/Grippable/PropertyEditable/Transformable
for all three polyline types; Polyline2D handles bulge arcs via the
same truck Wire path as LwPolyline; Polyline and Polyline3D use
TruckObject::Lines for straight-segment rendering
- ray.rs: Ray renders as base→+1e6; XLine renders as ±1e6; both have
base-point and direction grips; mirror correctly reflects direction
vector; base X/Y/Z and Dir X/Y/Z exposed in properties panel
- traits.rs: dispatch all five new entity types through
to_truck_entity, grips, geometry_properties, apply_geom_prop,
apply_grip, apply_transform
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>