feat(draworder): cross-type draw order + context menu

DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-05-30 21:29:01 +03:00
1 parent 14a981dc87
commit 09e7e90aae
19 files changed
+469 -36

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@@ -3006,6 +3006,7 @@ impl OpenCADStudio {
if sel.right_down {
if !sel.right_dragging {
sel.context_menu = sel.last_move_pos;
sel.draworder_submenu = false;
}
sel.right_down = false;
sel.right_press_pos = None;
@@ -3379,6 +3380,29 @@ impl OpenCADStudio {
Task::none()
}
Message::DrawOrderSubmenuToggle => {
let i = self.active_tab;
let mut sel = self.tabs[i].scene.selection.borrow_mut();
sel.draworder_submenu = !sel.draworder_submenu;
Task::none()
}
Message::DrawOrderPickRef(above) => {
let i = self.active_tab;
self.tabs[i].scene.selection.borrow_mut().context_menu = None;
let to_move: Vec<_> = self.tabs[i].scene.selected.iter().cloned().collect();
if to_move.is_empty() {
self.command_line
.push_error("DRAWORDER: select entities first.");
} else {
use crate::command::CadCommand;
let cmd = super::commands::DrawOrderRefCommand::new(to_move, above);
self.command_line.push_info(&cmd.prompt());
self.tabs[i].active_cmd = Some(Box::new(cmd));
}
Task::none()
}
Message::SelectSimilar => {
let i = self.active_tab;
self.tabs[i].scene.selection.borrow_mut().context_menu = None;