Commit Graph
471 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 295d3b1b5d feat(ucs): per-viewport UCS applied inside floating viewports
Extend UCS support to in-viewport (MSPACE) editing through the existing
single-converter structure: one active_ucs drives every UCS-aware system,
now in the Model tab AND inside a floating viewport.

- Single predicate DocumentTab::editing_model_space() (Model tab or active
  viewport) replaces the model-only gate in ucs_wire_affine,
  ucs_rotation_angle, ucs_grid_basis, viewcube_ucs_mat, the coordinate
  readout and the cursor-plane pick.
- Per-viewport UCS: refresh_active_ucs() sets active_ucs to the pane's UCS
  on every transition (the entered viewport's own UCS from its
  ucs_origin/x_axis/y_axis/ucs_per_viewport fields, the header model UCS in
  the Model tab, none in plain paper); persist_active_ucs() writes changes
  back to the viewport entity or the header so they round-trip. Wired into
  EnterViewport/ExitViewport, layout switch, load and the UCS command.
- Visuals: grid_views now returns each pane's handle so every content
  viewport's grid aligns to its own UCS; the UCS icon draws inside the
  active viewport projected through the viewport camera.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 17:23:29 +03:00
Hakan SevenandClaude Opus 4.8 a66d873e51 feat(viewport): unify in-viewport editing on the model-space path
Replace the leaky paper-projection approach to MSPACE editing with one
coordinate adapter that routes all interaction through the viewport's own
camera — the exact camera+rect the GPU draws the content with.

- Add Scene::viewport_edit_frame(canvas) -> (camera_for_viewport,
  viewport_screen_rect): the unified adapter. Inside a floating viewport
  the viewport is the active pane, so snap/pick/grip/preview/DYN run in
  model space and land on the pixels the GPU draws. Tracks pan/zoom/twist
  exactly (twist handled by camera_from_view); crop is pixel-preserving so
  full-rect projection + cursor offset matches.
- Route snap-move, click-pick, grip-drag, grip hit-test, grip render,
  hover (HoverDwellTick), selection (single/box/poly/cycle) and command
  entity-pick through it via pick_view / cursor_model_point helpers and an
  edit_cam-aware "active pane = viewport rect" override, so the existing
  tile offset plumbing just works. Fixes wrong-object hover/selection and
  stale snap after pan/zoom.
- DYN: project anchors with the viewport camera and shift to canvas space
  so the guide/labels sit correctly (also fixes a latent tiled-model bug).
- Separate grid snap from object snap entirely: new Snapper.grid_snap_on
  flag, Grid removed from the osnap mode set, evaluated independently of
  the osnap master. Object snap never catches grid; grid corners are
  picked only when grid snap is on, at lowest priority. Default off.
- grip.rs: project_rte + grips_to_screen_rte / find_hit_grip_rte taking
  (view_rot, eye) so grips project through the composed view.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 17:06:59 +03:00
Hakan SevenandClaude Opus 4.8 4aa8e6681f wip(viewport): render UTM viewport content; _f64 cleanup; paper hit-test
Checkpoint on the way to unified in-viewport editing.

- Drop the _f64 transition suffixes: pick_on_plane / pick_on_target_plane /
  paper_to_model are single f64 functions (wrappers removed).
- Paper-space hit-test/snap projects viewport content with points_low, and
  projects its aabb / key_vertices / snap_pts into paper coords so click
  picking and snap candidates land on the visible sheet geometry.
- camera_for_viewport + paper_to_model + EnterViewport agree on an absolute
  drawing-centre view (normalize_active_viewport_view) so UTM viewports
  render instead of aiming at the origin.
- model_to_paper inverse; dynamic-input anchors map model→paper before the
  paper camera projects them, so the guide no longer tessellates a 512 MB
  buffer (clicking the first in-viewport LINE point) — crash fixed.

Known-incomplete (next: unify on the model-space path via one coordinate
adapter): in-viewport snaps stale after pan/zoom (paper_projected_cache not
keyed on the viewport view), grips don't show, command preview misplaced.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 14:53:38 +03:00
Hakan SevenandClaude Opus 4.8 60d4712179 fix(paste): UTM-precise paste/block base via f64 centroid
entities_centroid summed the f32 points (double-single HIGH half) alone, so
at UTM scale (~5.7e6) it both quantized each term ~0.5 m and lost low bits
across the running total — drifting the paste base and PASTEBLOCK's block
base metres off, which placed the wrapped block at the wrong spot/scale.

It now reconstructs each vertex's absolute f64 from points + points_low and
accumulates in f64. clipboard_centroid is DVec3; the PASTECLIP commit delta
is fully f64; define_block_from_owned_entities takes an f64 base so the
block-local fold (Translate(-base)) stays precise. The interactive ghost
anchors (PasteCommand, InsertBlockCommand) still take the f32 cast — display
only; the committed geometry is f64.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 10:42:58 +03:00
Hakan SevenandClaude Opus 4.8 dd1f2e49bb fix(render): UTM-precise UCS icon + fallback outlines (hatch etc.)
Two UTM-scale rendering defects.

- UCS icon jittered: it projects only axis DIRECTIONS but went through the
  full view_proj, whose ~5.7e6 translation cancels catastrophically in f32.
  Feed it the rotation-only view_proj_rte instead (translation dropped).

- Fallback outline geometry (hatch boundary, viewport/insert/ole2frame
  frames, Solid3D edge wires) built absolute f32 points with an empty
  points_low, so at UTM the outline sat ~0.5 m off its own fill (the hatch
  fill renders precisely via the world_origin-relative HatchModel pipeline).
  FallbackGeometry now carries absolute f64 points + key vertices; the
  tessellate dispatcher splits them into the double-single high/low pair the
  relative-to-eye wire pass needs, so outlines land exactly on their fills.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 10:09:19 +03:00
Hakan SevenandClaude Opus 4.8 ef55b49db5 refactor(paste): one finalize path; carry XCLIP through all three pastes
Consolidate the duplicated paste logic and extend XCLIP-carry to every path.

- finalize_paste(): single shared step for PASTECLIP and PASTEORIG —
  merge deps + block defs + xdictionary graphs, add clones (optionally
  transformed), tessellate solids. A new cross-drawing concern is now wired
  once instead of re-implemented per command (the gap that lost the clip on
  PASTEORIG in the first place).
- recreate_clipboard_ext_roots() + recreate_ext_subtree(): PASTEBLOCK now
  recreates each entity's xdictionary graph and stamps the new root onto the
  wrapped entity before defining the block, so the block's nested insert
  keeps its spatial filter.
- block_cache: a nested insert's clip is baked into NestedRef.clip_poly at
  build time (the spatial filter isn't reachable at expand time) and applied
  on expansion — the clipped wires are finalized in an isolated batch set,
  clipped, and carried out via Batches.extra_wires. Single-instance only;
  arrays of clipped nested inserts fall through unclipped.

All three paste paths (PASTECLIP / PASTEORIG / PASTEBLOCK) now preserve an
XCLIP clip across a cross-drawing paste.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 09:53:28 +03:00
Hakan SevenandClaude Opus 4.8 6667042372 fix(xclip): precise clip + carry clip across cross-drawing paste
Clipped blocks were broken at UTM and lost their clip when pasted into
another drawing.

- Clip geometry: world_clip_polygon_f64 keeps the boundary in absolute f64;
  clip_wires now clips in a frame relative to the boundary's first vertex
  (small coords → exact f32 Sutherland–Hodgman) and re-splits the result
  into the double-single high/low pair the relative-to-eye renderer needs,
  so the clipped block draws correctly and no longer poisons ZOOM Extents.
- ZOOM Extents (fit_all): the outlier reject compared absolute UTM
  coordinates against a centre-RELATIVE span (local_extent_max), rejecting
  the whole drawing → no-op. Made the reject distance-from-median-centre.
- Cross-drawing paste: clipboard now snapshots each copied entity's whole
  xdictionary object graph (ClipboardDeps.ext_objects) and recreates it on
  paste with fresh handles + remapped references, re-pointing the pasted
  entity's xdictionary at the new root. Wired into PASTECLIP and PASTEORIG.
  Fixed handle allocation (allocate_handle, not the non-advancing
  next_handle) so the dictionary chain doesn't collapse onto one handle.
- Updated hit_test / plugin_host tests for the eye-relative + DVec3 signatures.

Known gaps: PASTEBLOCK does not yet carry the clip (clip would need to live
inside the new wrapper block definition); hatch-clip path still f32.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 09:33:55 +03:00
Hakan SevenandClaude Opus 4.8 bca8958025 fix(snap): f64-precise computed snaps + UTM-tolerant cull + f64 previews
Computed snaps (midpoint/nearest/perpendicular/intersection/extension/
apparent/grid) reconstructed the snap point from f32 `wire.points`
(absolute high half), so at UTM-scale they landed ~0.5 m off the geometry
while endpoint/center (sourced from f64 key_vertices/snap_pts) stayed
correct. Now they rebuild each vertex from points + points_low (the
double-single low residual) and run the geometry in f64:
- snap() cursor + geometry helpers (nearest_on_segment, perp_foot,
  seg_intersect_xy, extension_snap) are DVec3; wp_f64() reconstructs each
  vertex; midpoint uses f64 key_vertices directly (was downcast to f32).
- snap callers pass the precise DVec3 cursor.

Snap capture at deep zoom: the wire-AABB cull compared a sub-millimetre
snap radius against f32 bounds quantized by ~1 ulp (~0.7 m at 5.7e6),
wrongly excluding wires under the cursor. Pad the cull by the bound's own
f32 quantization so it never rejects an in-range wire.

Rubber-band previews (line/circle/arc/ellipse/rect/polygon) built f32
absolute points with an empty points_low, so the wire pass (relative-to-
eye) drew them ~0.5 m off the cursor at UTM. Add WireModel::solid_f64,
which splits f64 points into the double-single high/low pair; previews now
track the cursor exactly.

Known: snapping at extreme zoom on large drawings spikes CPU (per-move
snap cost) — deferred.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 04:26:05 +03:00
Hakan SevenandClaude Opus 4.8 4f7a98a2ad feat(f64): command layer compiles on DVec3
Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.

- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
  in full f64; others via point methods), modify, annotate, insert, view,
  inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
  wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
  non-critical, casting at the DVec3 boundary; key draw commands store f64.

Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 03:51:50 +03:00
Hakan SevenandClaude Opus 4.8 3da71698b1 wip(f64): convert command layer to DVec3 (in progress)
Migrate the command/snap/grip/cursor chain from f32 Vec3 to f64 DVec3 so
picked points, snaps and grip drags stay precise at UTM-scale coordinates
(f32 quantizes to ~0.5 m there).

Done so far:
- command/mod.rs: EntityTransform, CmdResult points, CadCommand point
  methods, TangentObject already DVec3 (radius f64).
- snap: SnapResult.world DVec3; world_to_screen/try_pt DVec3.
- GripApply -> DVec3; grip find/state (GripEdit) f64; camera
  pick_on_plane_f64 / pick_on_target_plane_f64; scene paper_to_model_f64.
- update.rs click + mouse-move + grip-drag pipelines route precise DVec3
  to on_point/on_preview_wires/on_entity_pick; ortho/polar cast at the
  UcsXform boundary only.
- cmd_result dispatch, transform helpers, dimension/arc/circle/multileader
  apply_grip, circle/arc/ellipse/shapes draw commands, array modify.

Tree does NOT compile yet (~236 errors remain across modify/annotate/
insert command files + entity apply_grip impls); committed at user request
to checkpoint progress.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 03:32:11 +03:00
Hakan SevenandClaude Opus 4.7 96aaf2a293 feat(snap,pick): eye-relative CPU projection — drop full view_proj at UTM
Route the remaining absolute-coordinate CPU projection through the
relative-to-eye path so it no longer multiplies by a view_proj matrix
carrying a ~1e7 translation (which cancels catastrophically in f32 after
world_offset removal):
- camera pick_on_plane / pick_on_target_plane delegate to
  unproject_on_plane_f64 (rotation-only inverse + f64 eye)
- snapper (world_to_screen), hit_test (click_hit / mesh / hatch), the
  scene mesh/solid hit methods, grid + UCS axes, and polar_constrain_near
  all take view_rot + eye and project relative-to-eye
- compute_grid_step measures the per-unit scale via the rotation-only
  matrix (no eye term needed)

view_proj remains only for conservative CPU frustum-cull / scissor and the
screen-space viewcube / UCS-icon directions. NOTE: SnapResult.world and
the command-point chain are still Vec3 (f32) — a ~0.5 m quantization at
extreme UTM zoom remains; the command layer goes f64 next.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-06-23 23:33:21 +03:00
Hakan SevenandClaude Opus 4.7 52882749eb feat(overlay): relative-to-eye CPU projection for grips and grid (P5)
Route the on-screen chrome that projects absolute world coordinates
through the f64 relative-to-eye helpers so it stays glued/jitter-free at
UTM scale after the world_offset removal: grips (grips_to_screen) and
grip hit-testing (find_hit_grip) now project from the f64 GripDef.world
via Camera::project_f64; the model grid and its UCS axes carry the camera
eye (DVec3) + rotation-only matrix and a f64 origin, projecting each line
relative to the eye. Snap-marker / OST-point / compute_grid_step still use
the f32 path (single points / spacing — negligible) and can follow.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-06-23 22:57:31 +03:00
Hakan SevenandClaude Opus 4.7 ccc933e7b0 refactor(scene): remove the world_offset field (P7)
Delete the world_offset field from Scene and DerivedCaches and the
load-time assignment; every reader now uses a zero origin. Geometry is
absolute and the double-single relative-to-eye pipeline keeps it precise,
so the coarse origin is gone. world_offset_from_centers still derives
local_extent_max (camera/cull span) but returns no offset. The remaining
`world_offset: [f64;3]` function parameters are now always zero — dead
plumbing left for a later mechanical sweep; behaviour is unchanged.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-06-23 22:42:33 +03:00
Hakan SevenandClaude Opus 4.7 ddf6344dbe feat(render): double-single vertices for the mesh pipeline
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]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 c0f3d0de5e feat(render): double-single fills for the face3d pipeline
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]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 97d6993768 refactor(wire): add WireModel.points_low parallel buffer (empty default)
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]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 091b8e1805 refactor(camera): store orbit target in f64
Foundation for relative-to-eye rendering: the pivot the camera orbits
must stay precise at large offset-relative coordinates so the derived eye
(which the RTE path subtracts per vertex) is exact. `Camera::target` is
now DVec3 and `eye_f64()` exposes the full-precision eye; `view_proj`
still casts to f32 at the matrix, so behaviour is unchanged for now.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 e39c4b4424 fix(clipboard): refresh blocks/meshes on PASTEORIG and PASTEBLOCK
PASTECLIP recreated missing block definitions, tessellated pasted solids,
and refreshed the layer panel after a paste; PASTEORIG and PASTEBLOCK did
not. A block pasted through either of those rendered empty because its
definition was never recreated in the target drawing.

Both paths now call merge_clipboard_blocks (so referenced/nested block
definitions exist) and populate_meshes_from_document (so pasted ACIS
solids tessellate); PASTEORIG also refreshes the layer panel.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 19:50:58 +03:00
Hakan SevenandClaude Opus 4.8 33314a5889 feat(ucs): orient text-bearing annotations to the active UCS
New annotations now place their text and reading geometry along the
active UCS X axis (identity = world), so they read square to the user's
coordinate system instead of world-horizontal:

- TEXT / MTEXT: rotation defaults to the UCS X angle
  (DocumentTab::ucs_rotation_angle, model space only).
- Linear dimensions: measure along the UCS axis the span is nearest, and
  bake the UCS X angle as the text rotation so the value reads square
  even under a style that forces horizontal text. DIMCONTINUE / DIMBASELINE
  derive their axis from the base dim's rotation (any angle), not a
  world H/V test.
- LEADER: the MText annotation rotates to the UCS, and the hookline runs
  along the leader's horizontal_direction (set to UCS X), used by the
  renderer instead of world horizontal.
- MLEADER: context.text_direction = UCS X drives both the text rotation
  and, in the renderer, the text side and dogleg/landing direction.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 18:18:35 +03:00
Hakan SevenandClaude Opus 4.8 0c2a97e17e feat(ucs): build axis-aligned shapes in the active UCS
Commands that construct geometry with implicit axis directions ignored
the UCS, so a rectangle drawn under a rotated UCS came out world-aligned.
Give commands the UCS and build square to it:

- CadCommand::set_ucs(Mat4) (UCS→wire affine, default no-op); the host
  pushes the current UCS via App::push_ucs_to_cmd before each point /
  preview / text dispatch (DocumentTab::ucs_wire_affine, identity outside
  model space). New axis-aligned commands just override set_ucs.
- RECT (two-corner) and RECT_CEN (center) place their derived corners on
  the UCS axes (ucs_box_corners / ucs_box_around_center).
- ARRAYRECT row/column offsets run along the UCS axes.

RECT_ROT, POLYGON, and ELLIPSE already take their orientation from picked
points, so they need no change.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 17:30:42 +03:00
Hakan SevenandClaude Opus 4.8 d63602161f fix(ucs): resolve typed dynamic-input values in the active UCS
The dynamic-input boxes displayed deltas/angle in the UCS, but
dyn_resolve_point still resolved the typed (and live) values on the world
axes, so committing a typed coordinate ignored the UCS. It now rotates
the cursor delta into the UCS, interprets the typed cartesian/polar
values in that frame, and maps the relative result back to world via
UcsXform::vec_to_wcs — display and commit now agree. Absolute first-point
fields (no base) stay world; identity UCS is unchanged.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 11:33:55 +03:00
Hakan SevenandClaude Opus 4.8 481adba66b fix(ucs): grid axis lines and grid snap follow the active UCS
Two leftovers from the UCS grid work:
- The coloured X/Y/Z axis lines (draw_axes) were drawn at the world
  origin along world axes; they now run through the UCS origin along the
  UCS axes, matching the grid lines.
- Grid snap rounded the cursor on the world XYZ lattice; it now rounds in
  the UCS grid frame (to-UCS, round, back-to-world) so it lands on the
  grid the user sees. The UCS origin (wire space) + rotation reach the
  snapper via DocumentTab::ucs_grid_basis; identity outside model space.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 11:27:34 +03:00
Hakan SevenandClaude Opus 4.8 2509396ba0 fix(ucs): object snap tracking rays follow the active UCS
OTRACK alignment rays (0°/90° and polar steps, plus the polar pencil from
the last point) were built along world X/Y. They now rotate with the
active UCS via a Mat4 passed into otrack_snap (scene.viewcube_ucs_mat() —
the UCS in model space, identity in paper), so tracking lines and the
intersection lock align to the user's coordinate system like ortho,
polar, and the grid. sync_ucs_to_scene now reuses UcsXform::rotation_mat.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 11:17:55 +03:00
Hakan SevenandClaude Opus 4.8 98142ee4af fix(ucs): snap ViewCube face views square to the active UCS
Clicking a ViewCube face rotated the gaze into the UCS frame but derived
the up vector from world X/Y/Z, so the snapped view landed world-aligned
(most visibly Top, where the UCS shares world Z and only the in-plane
roll differs). snap_to_direction now takes the UCS basis and picks its up
from the UCS axes, so a face snap lands square to the user's coordinate
system. Identity UCS reproduces the world-aligned snap.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 11:12:43 +03:00
Hakan SevenandClaude Opus 4.8 b676874a6f feat(ucs): dynamic-input deltas and angle in the active UCS
The on-canvas dynamic-input boxes measured relative X/Y deltas and the
polar angle in world axes. They now read in the active UCS plane (via
UcsXform::vec_to_ucs on the offset-invariant delta), matching the UCS
ortho/polar constraints and coordinate readout. Identity UCS reproduces
the world-frame values; absolute first-point fields are unchanged.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 10:13:47 +03:00
Hakan SevenandClaude Opus 4.8 d78ed60582 feat(ucs): orient the ViewCube to the active UCS
The ViewCube showed world Front/Top/Right. It now composes the camera
rotation with the active UCS (scene.viewcube_ucs, synced from the tab's
active_ucs), so its faces follow the user's coordinate system in model
space. Render uniform, hover/click hit-test, and the click→snap direction
all go through scene.viewcube_ucs_mat() so they stay in lock-step;
identity outside model space leaves paper-viewport navigation unchanged.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 10:10:47 +03:00
Hakan SevenandClaude Opus 4.8 88bf2e57dc feat(ucs): align the model grid to the active UCS
The grid ruled along world X/Y/Z through the world origin. It now rules
along the active UCS axes through the UCS origin (passed in render/wire
space), so it lines up with the user's coordinate system. Paper space
stays plain WCS; identity UCS reproduces the old world-aligned grid.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 10:03:35 +03:00
Hakan SevenandClaude Opus 4.8 746a2c97be feat(ucs): ortho/polar constrain in the active UCS plane
Ortho and polar drawing constraints snapped to world X/Y; under an active
UCS they now snap to the UCS axes, routed through the shared UcsXform
(identity = unchanged world-XY behaviour). Applied at all three input
sites (grip drag, command point, command preview). Typed coordinates
already flow through the converter via ucs_to_wcs / ucs_rotate_vec.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 10:00:53 +03:00
Hakan SevenandClaude Opus 4.8 4aa1e90dcf feat(ucs): central WCS↔UCS converter; adopt file UCS, drive readout + icon
Introduce one bridge between WCS (how geometry and the file are stored)
and the active UCS (the coordinate system the user works in), so every
UCS-aware system routes through it instead of re-deriving axis math.

- UcsXform (app/helpers.rs): the converter — to_wcs/to_ucs (points),
  vec_to_wcs/vec_to_ucs (directions), axes(), is_identity(). Orthonormal
  axes, so the inverse is the transpose. The old ucs_to_wcs / ucs_rotate_vec
  free fns now delegate to it (one implementation).
- DocumentTab::ucs_xform() builds it from the tab's active_ucs (None = WCS).
- DocumentTab::adopt_active_ucs_from_header() loads the document's saved
  current UCS (header model-space UCS) into active_ucs on open, so the file's
  coordinate system is live immediately; called from both load paths.
- Status-bar coordinate readout reports the cursor in the active UCS.
- UCS icon tripod projects the active UCS axes, so it rotates to the UCS
  instead of always showing world X/Y/Z.

First slice of routing the app's coordinate systems through the converter;
input/picking, grid, ViewCube, and the remaining readouts follow.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 09:57:39 +03:00
Hakan SevenandClaude Opus 4.8 44d2df9361 fix(view): unify model VPORT / paper VIEWPORT view handling
Model-space tiled VPORTs and paper-space floating VIEWPORTs each carried
their own copy of the saved-view→camera math, so a fix to one drifted
from the other (the recurring grid/twist regressions). Route both, plus
the View-table and sheet-viewport paths, through one decoder and fix the
bugs that the duplication hid.

Decoder unification:
- New camera_from_view(direction, target, center, height, twist,
  world_offset): the single saved-view→Camera decoder. camera_from_vport
  (tiled), camera_for_viewport (floating, + auto-fit), and the View-entry
  / sheet-viewport apply paths all delegate to it. Tiled vs floating now
  differ only in field source and the floating auto-fit fallback.

Twist round-trips on layout switch and file save:
- camera_from_view applies roll = -twist; the write path was dropping it,
  so model→paper→model (and reload) reset the view to raw orientation.
- New Camera::roll() recovers the camera roll; sync_camera_to_document,
  write_camera_view_entry, and vport_from_camera now store -roll as the
  view twist on the *Active VPort, the OpenCADStudio_Camera_Model View
  entry, the per-tile VPorts, and the paper sheet viewport.

Rotation-aware frustum cull:
- New view_cull_aabb(): the entity-cull rectangle is built from the
  camera's right/up basis (so a twisted/rotated view's rotated rectangle
  is enclosed) instead of world X/Y axes; returns None for tilted views
  to disable the flat-XY cull rather than wrongly hide geometry. Applied
  to the model-tile and paper-viewport cull sites.

Paper viewport scale:
- The floating-viewport auto-fit overlap test summed view_target +
  view_center raw; under a twist view_center is a DCS offset, so the sum
  landed far from the real WCS centre and wrongly tripped the auto-fit,
  rendering content at the wrong zoom. It now tests the decoded
  (twist-folded, wire-space) target. The CPU projection path derives its
  scale from that same camera, locking hit-test/snap to the GPU render.

Grid enumeration:
- ViewportInstance gains grid_on; the two grid-view collectors collapse
  into one grid_views() derived from the same active_viewports() list the
  renderer uses, so the grid overlay can no longer drift from the views
  on screen.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 09:35:06 +03:00
Hakan SevenandClaude Opus 4.8 10e4c18ba7 chore: silence native and wasm build warnings
Gate target-specific code so neither build warns about the other's items:
native-only helpers (view, window icon, file dialogs, file association, plugin
host/guard/registry, self-update) are cfg'd to non-wasm; the wasm-only font
fallback (script_of / cjk_lang / request) is cfg'd to wasm. Drop an unused mut,
allow the few genuinely-conditional dead items (mesh_click_hit, GPU layout
helpers, parity stubs), and gate the embedded PlotSettings-unrelated dead
constants. Both targets now build clean (only the unavoidable nom/quick-xml
future-incompat dependency notice remains).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 02:03:34 +03:00
Hakan SevenandClaude Opus 4.8 26479b6faa fix(grid): independent, clipped grid per viewport
Grid (and grid-snap) state was shared through the global show_grid flag, so
toggling it in model space also turned it on in paper space, and a floating
viewport's grid painted across the whole paper — and beyond the 3-D view when
zoomed in.

- Store grid/snap per view: a model tile in model space, the active floating
  viewport or the layout's sheet viewport in paper space, round-tripped via the
  viewport status flags.
- adopt_view_display on layout switch and viewport enter/exit so the live
  toggle follows the view you are in.
- Render one grid per view (paper_viewport_grid_views): the sheet over the
  paper, each floating viewport clipped to its screen rectangle.
- Clamp the grid clip to the widget so an overflowing viewport rectangle never
  paints grid outside the 3-D view.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-22 00:18:01 +03:00
Hakan SevenandClaude Opus 4.8 ba834fb166 fix(layout): faithful paper-space round-trip and page setup (#156)
Builds on the acadrust viewport/PlotSettings round-trip fixes:

- Write the sheet viewport's view position into view_center (DCS) with
  view_target at the origin, matching AutoCAD; the old view_target form shifted
  the layout.
- PAGESETUP now writes paper size, rotation, origin and units onto the Layout's
  embedded PlotSettings (not just a side object), and bumps geometry, so an edit
  shows on the sheet immediately and survives a save.
- Draw the printable-area guide (paper inset by plot margins, rotation-aware) as
  a dashed rectangle, matching AutoCAD's layout view.
- Plot/PDF export falls back to the Layout's embedded PlotSettings via
  effective_plot_settings(), so a loaded file's rotation/origin/scale apply.

Bumps acadrust to pick up the viewport-status and PlotSettings round-trip fixes.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 23:47:36 +03:00
Hakan SevenandClaude Opus 4.8 a72df6a805 feat(command): surface one-shot commands in command-line autocomplete
File/view/layer/style/undo-redo and similar one-shot commands dispatch a
single action instead of installing an interactive CadCommand, so they had no
module to register from and never appeared in autocomplete. Add a consolidated
CommandRegistration covering all 132 user-typeable one-shots (NEW, OPEN, SAVE,
SAVEAS, PLOT, PURGE, UNDO, REDO, ZOOM, LAYER, XREF, …). Internal dispatch
tokens the user never types (REFEDIT_BEGIN, REFCLOSE_SAVE, REFCLOSE_DISCARD)
stay excluded.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 12:24:34 +03:00
Hakan SevenandClaude Opus 4.8 8c48233dcf merge: TEXTEDIT command + TEXTEDITMODE sysvar (#130)
Merge PR #130 (KarimJerbi) and resolve review findings:

- Conflict (settings.rs): keep current persisted-settings layout, append
  texteditmode field.
- Conflict (command/mod.rs): keep both new CmdResult variants — main's
  live-entity ops and the PR's text-edit suspend/resume.
- Bug: invalid TEXTEDITMODE value no longer aborts via the Measurement
  arm; it now re-prompts with the error and stays active.
- Dedup: single parse_texteditmode() helper replaces the value parsing
  duplicated across commands.rs, settings.rs and textedit.rs.
- Strip trailing whitespace.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 12:05:54 +03:00
Hakan SevenandClaude Opus 4.8 038052f5f9 feat(block): fade context, free editing and a Save/Discard toolbar in REFEDIT
In-place block edit now reads more like a dedicated editor:

- Fade everything except the edited entities toward the background (wires,
  block instances and 3D solid meshes) so the block stands out while the
  surrounding drawing stays visible for context.
- Don't leave a command active on enter — the user edits the block's geometry
  freely (move, grips, draw, erase) and finishes explicitly.
- Show the right-edge vertical toolbar with clickable Save (REFCLOSE_SAVE) and
  Discard (REFCLOSE_DISCARD) buttons while a session is active, so the edit
  can be ended without typing.

The fade clears on save/discard, restoring full brightness.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 11:46:43 +03:00
Hakan SevenandClaude Opus 4.8 9f447308a6 feat(block): double-click to edit a block in place (#136)
Double-clicking a block reference (its wire or its solid body) now enters
in-place block edit (REFEDIT), so its geometry can be modified and the change
reflects in every instance on REFCLOSE.

Also drop REFEDIT's "non-uniform scale not supported" restriction: the
session now carries the INSERT's full forward/inverse affine (OCS, rotation
and non-uniform / mirrored scale) and applies it via the entity transform,
instead of a uniform scale + rotate + translate sequence. Mirrored blocks
(e.g. x_scale = -1) are editable now.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 07:43:59 +03:00
Hakan SevenandClaude Opus 4.8 cd10aa0363 fix(select): click the front-most solid across top-level and block bodies
Clicking a block whose body is a solid tried top-level solid meshes first
and block-internal ones only as a fallback, so a stray solid behind the
block always won and the block couldn't be picked. Merge both into one
depth-sorted hit-test (solid_click_hit) keyed by the solid's own handle or
the parent INSERT, so the front-most body wins regardless of kind.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 07:24:31 +03:00
Hakan SevenandClaude Opus 4.8 ae9940929c fix(select): box/lasso-select blocks whose body is a solid
Box/lasso only tested top-level solid meshes, so a block whose visible body
is a solid (its mesh lives in the per-INSERT instanced cache, and it has no
wires to catch) was never picked up by a window/crossing/lasso. Add
block_mesh_box_hit / block_mesh_poly_hit that test each INSERT's instanced
block solid meshes and resolve a hit to the parent INSERT, and wire them
into the selection paths.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 07:03:56 +03:00
Hakan SevenandClaude Opus 4.8 d5f1348f1b fix(3d): box/lasso-select 3D solids and refresh them after a transform
Box, window, crossing and lasso selection only tested wires and hatches, so
3D solids (which render as meshes) could never be selected that way. Add
mesh_box_hit / mesh_poly_hit that project the solid mesh and test it against
the box / lasso (window = all vertices inside, crossing = any vertex inside
or the region sitting inside the solid), and wire them into the selection
paths.

Also re-tessellate solids after a move/rotate/scale/mirror/copy: the entity
moved but its cached mesh didn't, so the solid stayed drawn at its old
position. Rebuild the mesh caches when a transformed/copied handle is an
ACIS volume.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 06:45:49 +03:00
Hakan SevenandClaude Opus 4.8 c5969b4776 fix(clipboard): keep the paste preview on the cursor across drawings
The preview wires are tessellated in the target drawing's offset-relative
frame, but the centroid driving the preview translation was the source
drawing's, so the ghost drifted by the world_offset difference. Shift the
centroid into the target frame to match the committed paste. Zero within one
drawing.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 06:32:50 +03:00
Hakan SevenandClaude Opus 4.8 de1f1c0e24 fix(3d): move and paste ACIS solids to the right place
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]>
2026-06-21 02:46:56 +03:00
Hakan SevenandClaude Opus 4.8 e45064f8a8 fix(clipboard): carry block-internal layers and refresh the layer panel
Cross-drawing paste recreated layers/linetypes/styles only for the
top-level selection, so objects inside a pasted block landed on layers the
target drawing didn't have. Scan the entities inside captured block
definitions for their dependencies too. Also refresh the layer panel after
a paste so the brought-in layers show in the manager and the dropdown.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 02:12:58 +03:00
Hakan SevenandClaude Opus 4.8 5f3eaa621c fix(properties): recolour solid meshes on a colour/layer change
ACIS solids bake their colour into the mesh, so a property-panel or ribbon
colour (or layer) change left the solid showing its old colour — only the
wires, which resolve colour at render time, updated. Run recolor_meshes
(now covering block-definition meshes too) when property targets are
invalidated, and route the ribbon colour change through the same path.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 02:12:58 +03:00
Hakan SevenandClaude Opus 4.8 a492ea6300 fix(clipboard): tessellate pasted ACIS solids so they render
Paste added the entities but never rebuilt the solid mesh caches, which are
only populated by populate_meshes_from_document (file open, undo, a few
commands). A pasted 3D solid — top-level or inside a recreated block
definition — therefore had no mesh and stayed invisible. Rebuild the mesh
caches after the paste so the solids show up.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-21 01:58:39 +03:00
Hakan SevenandClaude Opus 4.8 fd15dd0aac feat(select): invert selection from the right-click menu
Add an Invert Selection entry to the selection context menu (below
Select Similar): it replaces the current selection with every other
selectable object in the active layout. Candidates come from the visible
wire set, so objects on off/frozen layers stay excluded.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-20 21:31:05 +03:00
Hakan SevenandClaude Opus 4.8 e562738d9e fix(clipboard): carry block definitions across drawings on paste
Copying an INSERT and pasting it into another drawing rendered nothing:
the clipboard snapshotted referenced layers/linetypes/styles but not the
block definition itself, so the pasted reference pointed at a block the
target drawing didn't have.

Capture every block an copied INSERT references — walking nested INSERTs
transitively, skipping model/paper space and xref blocks — and store the
definition's base point plus its owned entities. On paste, recreate any
of those blocks the target drawing lacks via a new define_block_raw
(entities kept in block-local coordinates), before adding the pasted
references. Same-document pastes are unaffected since the blocks already
exist.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-20 21:23:59 +03:00
Hakan SevenandClaude Opus 4.8 af850421b4 fix(join): stitch touching segments into a polyline, any angle
JOIN previously only merged collinear lines or co-circular arcs into a
single Line/Arc and rejected everything else as "not co-linear" — so the
segments of a broken polyline, which meet at vertices but run at angles,
could never rejoin. It also flattened endpoints to the first segment's Z,
silently discarding height.

Rewrite the geometry pass to chain segments wherever their endpoints
touch, regardless of angle: a collinear straight run still collapses to
one Line, a planar chain becomes an LwPolyline (arcs carried as bulges),
and a chain with varying Z becomes a Polyline3D, preserving height.
Open/closed is detected from the endpoints; a selection that isn't a
single connected chain, or holds an unsupported entity / tilted arc, is
refused with a clearer message.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-20 21:08:23 +03:00
Hakan SevenandClaude Opus 4.8 082018756e fix(hover): defer rollover pick until the cursor stops
The rollover hit-test now sweeps wires, hatches, block-internal hatches
and shaded solid bodies, which is O(N) per cursor frame and was freezing
the crosshair on large drawings. Each idle move now clears the live
highlight and arms a dwell timer; HoverDwellTick runs the pick once the
cursor has been still for HOVER_DWELL_MS (120 ms), using the active
tile's bounds so the deferred pick matches the entity actually under
the cursor in tiled viewports.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-20 20:43:33 +03:00
Hakan SevenandClaude Opus 4.8 f860fb39c2 feat(plugin): wrap external-plugin calls in a panic guard
A buggy external plugin that panicked anywhere — during load (version,
register, manifest), during ribbon build / dispatch, or inside an
interactive command (prompt, on_point, on_enter, on_object_pick) — took
the host down with it (#134). Run every cdylib entry point under
catch_unwind so the host stays up: the plugin's call is treated as
inert (load fails, dispatch returns "didn't handle it", interactive
hooks resolve to Cancel) and a "Plugin <hook> panicked: …" line lands
in the command line on the next tick. (#145)

Scope is Rust panics across the cdylib boundary, not genuine UB —
real isolation (segfault-proof) still requires out-of-process plugins.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-20 20:17:37 +03:00