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>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-24 03:51:50 +03:00
1 parent 3da71698b1
commit 4f7a98a2ad
84 files changed
+358 -336

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@@ -6,7 +6,7 @@
// Step 2: If first point picked, pick second point to define angle vector.
use acadrust::Handle;
use glam::Vec3;
use glam::{DVec3, Vec3};
use crate::command::{CadCommand, CmdResult, DynField};
use crate::scene::model::wire_model::WireModel;
@@ -122,7 +122,7 @@ impl CadCommand for TorientCommand {
}
}
fn on_point(&mut self, pt: Vec3) -> CmdResult {
fn on_point(&mut self, pt: DVec3) -> CmdResult { let pt = pt.as_vec3();
match self.step {
Step::AngleOrFirstPoint => {
self.step = Step::SecondPoint { first_point: pt };
@@ -157,7 +157,7 @@ impl CadCommand for TorientCommand {
}
}
fn on_preview_wires(&mut self, pt: Vec3) -> Vec<WireModel> {
fn on_preview_wires(&mut self, pt: DVec3) -> Vec<WireModel> { let pt = pt.as_vec3();
if let Step::SecondPoint { first_point } = self.step {
vec![WireModel::solid(
"rubber_band".into(),