perf(snap): keep snap/hover responsive on block-heavy drawings

Snap and hover hit-testing scanned the whole model wire set every cursor move; a heavily block-instanced drawing explodes to millions of wires, so this stalled for over a second per move. Add a cached spatial grid (wire_grid) keyed on the geometry epoch and query only the cursor neighbourhood via Scene::hit_test_wires_near. Gate the O(in-range segments squared) intersection passes on the in-range POINT count, not the wire count — a handful of curved wires, each hundreds of tessellated points, blew the quadratic up while the wire count looked modest. Give zero-size entities away from the origin (POINTs) a real cullable AABB, and fall back to a block sub-wire's own world points when its entity bounding box is degenerate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Hakan SevenandClaude Opus 4.8 committed 2026-07-09 01:00:51 +03:00
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commit e1c19d8af3
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@@ -883,13 +883,21 @@ impl Snapper {
// instead compare pairs of in-range segments — O(k²) — which hangs when the
// aperture spans the whole drawing. Count the in-range wires once and gate
// only those pairwise passes; the single-wire snaps always run.
const MAX_PAIRWISE_CANDIDATES: usize = 1_500;
let allow_pairwise = wires
.iter()
.filter(|w| wire_in_range(w))
.take(MAX_PAIRWISE_CANDIDATES + 1)
.count()
<= MAX_PAIRWISE_CANDIDATES;
// Intersection / ApparentIntersection compare every in-range segment
// against every other — O(total in-range segments²). Gate on the
// in-range *point* (≈ segment) count, not the wire count: a handful of
// curved wires, each hundreds of tessellated points, blows the
// quadratic up even though the wire count looks modest. (A dense survey
// cursor cell held ~1k wires / ~240k points → 15 s pre-gate.)
const MAX_PAIRWISE_POINTS: usize = 3_000;
let mut in_range_pts = 0usize;
for w in wires.iter().filter(|w| wire_in_range(w)) {
in_range_pts += w.points.len();
if in_range_pts > MAX_PAIRWISE_POINTS {
break;
}
}
let allow_pairwise = in_range_pts <= MAX_PAIRWISE_POINTS;
let mut try_pt = |world: glam::DVec3, snap_type: SnapType| {
let screen = world_to_screen(world, view_rot, eye, bounds);