Commit Graph
6 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 5.5 f537aff75c feat: node graph overlay; move to opencadcodec/opencadkernel/opencadgraph
The codec and kernel repositories and crates are renamed opencadcodec and
opencadkernel. Inside OCS they are depended on under short keys, so code
reads `codec::`, `kernel::` and the new `graph::` (opencadgraph, the node
graph engine). File-format and protocol spellings stay as they were: the
ACIS product id `acadrust`, the ACADRUST_* switches and the plugin
version keys `acadrust_version` / `acadrust_source`.

A button left of MCP on the command line opens a translucent node graph
over the viewport, with a palette of object, input, math, logic, list,
text and geometry nodes added by click or drag. An object node owns
drawing entities and its rows are the Properties panel's own rows for
them: the single-object page is extracted from refresh_properties as
entity_property_sections, values use the control protocol's
property_json, and writes go through set_property_value with a property
target override, so the panel, MCP and the graph share one read/write
path. A list reaching an object row makes one entity per element. Each
graph action is one undo step; the canvas pans and zooms.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 07:34:23 +03:00
Karim Jerbi 652f4d6bbc feat(blocks): implement Block Definition dialog (BLOCK/BMAKE) with on-screen sequencing
Implement the complete Block Definition dialog window launched via BLOCK
and BMAKE commands, featuring standard CAD layout, workflows, and entity
creation pipelines.

- Dialog UI & Layout:
  - 2-column compact CAD grid with synchronized vertical heights (580 × 390px).
  - Editable combobox with existing block names, invalid character validation,
    and inline redefinition badge.
  - Multi-line text editor widget for block descriptions (replacing single-line input).
  - Quick Select (QSELECT) button integration restoring dialog state upon completion.
  - Confirmation guard when attempting to redefine an existing block definition.
  - Centered radio buttons, clean coordinate inputs, and accessible keyboard shortcuts.

- Base Point & On-Screen Workflow:
  - BlockOnScreenCommand strictly enforces prompt sequencing: Base point is
    prompted before object selection.
  - Dynamically recalculates world_to_block and block_to_world affine transforms
    when base point is specified on-screen, preventing stale (0,0,0) normalization.
  - Supports Retain, Convert to block (INSERT placement), and Delete modes.

- Explode Enforcement:
  - Guarded EXPLODE command to prevent decomposing blocks flagged as non-explodable.

- Dynamic Themed Icons:
  - Added pick_point.svg, select_objects.svg, quick_select.svg, and warning_triangle.svg.
  - Routed all icons through the semantic theming engine so line work (#B4B6B9)
    and accents (#6DB7ED) adapt automatically to the active theme.

- Tests:
  - Added unit tests for retain/convert/delete modes, redefinition, explodable flag,
    on-screen base point transform recalculation, and command sequencing.
2026-09-22 17:05:15 +01:00
Hakan Seven 3e6693b93f feat(locale): localize full interface 2026-08-02 22:09:25 +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 7fe7e0230d refactor(scene): group modules into role-based subfolders
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]>
2026-06-16 11:33:46 +03:00
Hakan Seven d2fdac7f1e first commit 2026-03-22 14:56:27 +03:00