forked from 1b-agent/opencadstudio-upstream
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 <noreply@anthropic.com>
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@@ -5,7 +5,7 @@ use acadrust::EntityType;
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use crate::command::{CadCommand, CmdResult};
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use crate::modules::{IconKind, ModuleEvent, ToolDef};
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use crate::scene::model::wire_model::WireModel;
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use glam::Vec3;
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use glam::{DVec3, Vec3};
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pub const ICON: IconKind = IconKind::Svg(include_bytes!("../../../assets/icons/dim_angular.svg"));
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@@ -56,7 +56,7 @@ impl CadCommand for AngularDimensionCommand {
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}
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}
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fn on_point(&mut self, pt: Vec3) -> CmdResult {
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fn on_point(&mut self, pt: DVec3) -> CmdResult { let pt = pt.as_vec3();
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match self.step {
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Step::Vertex => {
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self.step = Step::FirstRay(pt);
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@@ -98,7 +98,7 @@ impl CadCommand for AngularDimensionCommand {
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CmdResult::Cancel
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}
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fn on_mouse_move(&mut self, pt: Vec3) -> Option<WireModel> {
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fn on_mouse_move(&mut self, pt: DVec3) -> Option<WireModel> { let pt = pt.as_vec3();
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match self.step {
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Step::Vertex => None,
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Step::FirstRay(vertex) => Some(preview_wire(vec![vertex, pt])),
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