Sphere faces drew as complete balls. ACIS parametrises a sphere about
any pole, so a vessel's dished head is commonly bounded by a circle that
is no line of latitude in that frame, and a theta/phi bounding box of
such a boundary covers nearly the whole ball. Derive the window
analytically instead: when a face's loops are circles lying on the
sphere, re-pole the frame onto their common axis, where each seam is an
exact latitude at acos(d / R). One ring bounds a cap, two bound a zone;
the material side comes from the boundary winding, reusing the helper
the torus path already had.
Separately, the longitude wrap flag was resetting the colatitude window
to the whole meridian. A cap centred on the pole covers every longitude
while still ending at its seam, so that reset grew every cap back into a
ball. Trim the two angles independently and rename the flag theta_full
so the split reads at each use, including the silhouette generator,
which skipped the colatitude test the same way.
Cone faces took their height span from the first boundary loop alone. A
lateral face closed off by one rim and one pierce curve -- a pipe branch
meeting its run -- carries its two ends on different loops, so the tube
was sized to whichever came first and the leg above the junction went
undrawn. Read every loop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
Scope revolution spans to face boundaries and preserve pierced cylinders and rational spline lofts so valid bodies no longer produce stretched or missing shells.
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
Two rendering defects surfaced on the budweiser benchmark drawings, both
tied to a drawing's annotation scale.
Annotative scale representations. A drawing may materialise each annotation
scale as its own object (here a block insert per scale, on a "0 @ <scale>"
layer, each carrying a per-object AcDbContextData bound to one scale).
Nothing filtered them, so every scale drew at once — a 1× copy stacked
under a 10× one. Add annotative::annotative_offscale and apply it in the
three paths that expand block content: the wire block-defn cache, the
resident/top-level visibility gate (model space only — paper viewports use
their per-viewport frozen scale layers), and the exploded-insert hatch/fill
walk (filtered before normalize strips the handle). An object is shown when
a representation matches the current scale; the off-scale ones are hidden.
When the current scale is unsupported by any representation, fall back to
the base "1:1" copy instead of hiding everything (the object must not
vanish) or showing everything (the copies must not stack).
Model-space linetype scale. PSLTSCALE (a paper-space flag) was applied to
model-space linetypes via the annotation scale, so a drawing saved at e.g.
CANNOSCALE 10:1 drew its linetypes 10× off. Thread a `paper_space` flag
through tessellate_entity and gate the PSLTSCALE factor on it, so it only
scales linetypes for content shown inside a paper-space viewport; model
space keeps LTSCALE × CELTSCALE.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A circle with a complex linetype (embedded shapes/text, e.g. IZOLACE) drew
its dashes and symbols scattered far off the entity at UTM-scale
coordinates. Two defects compounded, both catastrophic-cancellation at a
~1.2M-unit origin:
- The single-entity complex-linetype path fed apply_along the wire's HIGH
double-single half only (`base.points`), an absolute f32 quantised to
~0.1 at 1.2M. Walking the pattern along those points blew the shape /
dash positions up to ~1e308. Reconstruct the absolute f64 path from
high+low, re-origin it at the first vertex, walk apply_along in that
local frame, then lift each result wire back to world with
shift_wire_to_world (now pub(crate)) — the same local-frame trick the
MLINE complex-linetype path already uses. Fixes every entity, not just
circles.
- The circle was tessellated with truck's circle_arc (arc-through-three-
points), whose fit cancels catastrophically at 1.2M and returned a ~3%
radius wobble with uneven segments. Tessellate directly as a cos/sin
polyline (adaptive segment count from the curve tolerance); adding a
small ±r term to the centre stays precise, and the Lines path RTE-splits
it. Arc and polyline bulges share the circle_arc root and remain to fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three defects made a leader's arrowhead render as one stray line far
longer than the leader itself, at UTM coordinates:
- The arrowhead was drawn even when it is larger than the first leader
segment it sits on. A DIMASZ sized for a bigger plot (here 6 units on a
~1-4 unit pointer) painted a stroke longer than the whole leader.
AutoCAD omits the arrowhead when it does not fit the first segment, so
gate the arrow on `arrow_size <= first_segment_len`.
- Leader geometry was built as absolute f32. At UTM coordinates (Y ~ 4.5M,
f32 ulp ~ 0.5) the oblique arrow tick's small cross-slope quantised
away, collapsing the 45-degree tick into a flat horizontal line. Build
the path and arrow in absolute f64 — the arrow around a local origin so
append_arrow's f32 math stays precise — then RTE-split into the double
single (points_low / fill_tris_low) at the end.
- The `_Oblique` / `_Archtick` arrowhead block mapped to ArrowKind::Tick
with the full DIMASZ, but the tick emitter draws `size` to either side
(half-length semantics, matching DIMTSZ). Pass half so an oblique
arrowhead sizes to DIMASZ like every other arrowhead, not double.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The wipeout pass ran after the wire pass with no draw-order bias, so
the mask erased its own boundary frame (and everything else at its
plane regardless of draw order). The mask uniform now carries the
entity's draw-order depth (uniform grows 80 → 96 bytes) and biases its
clip-z like every other pipeline, and the frame wire rides a
+half-rank override — the later mask pass fails the depth test at the
frame's pixels, so the boundary stays visible, while entities drawn
above the wipeout are no longer erased.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The embedded solid display-cache wires are body-local (unplaced), and
R2013+ AcDs-backed solids used to misparse them into garbage points near
the origin — a clipped region rendered a stray fragment at (0,0,0). When
the ACIS payload parses, the mesh pipeline (fill + feature edges +
isolines, all body-placed) is the authoritative render, so the wires now
only serve as a last resort for unreadable ACIS data.
acadrust bump brings the decoded wireframe section and real reference
points: solids/regions report the file's stored bounding-box centre (or
a geometry-derived one) instead of (0,0,0), which feeds OCS grips,
Position properties and insertion snaps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Clipped INSERTs cut their content correctly but never showed the
boundary itself. When the header XCLIPFRAME is 1 or 2 (visible), a
closed ring over the world-space clip polygon now rides the insert's
resolved colour and line weight. The frame is deliberately not clipped —
it is the boundary — and carries no snap points.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The SAB reader tokenizes an ACIS transform record's matrix rows and
translation as Position triplets, while SAT text yields 13 individual
floats. body_transform() collected only float tokens, so every binary-SAB
solid/region (R2013+ AcDs payloads) lost its placement and rendered at
the body-local origin. Flatten Position tokens into the numeric run.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Xref merge now inserts entities in the source block's chain order and
carries SortEntitiesTable objects across (remapped to merged handles).
draw_depth_map values become [depth, half] so exploded block/xref fills
and wide-polyline band wires both compose child depth as
insert_depth + in-block rank x half, recursing into nested inserts with
the same divisor - bands and fills from one block interleave by the
block's internal order instead of stacking at the insert's single depth.
Band batches split per rank via WireModel.depth_override; thin wires
stay merged. The wire arena falls back to a full rebuild when a slab
carries mixed depths so refreshes don't flatten band overrides.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Images, OLE frames, wipeouts, underlays, paper-space viewports and
drawing-view borders were selectable only on their outline. Each now
carries an interior pick surface (pick_tris over its rectangle, or the
triangulated clip polygon for a clipped underlay), ranked below edge
and fill hits so content drawn inside still wins the click. The
layout's own sheet ("overall") viewport is excluded — identified by
the Layout object's viewport link, since DWG files carry viewport
id = 0 and some center the sheet viewport off-origin — or it would
swallow every click over the real viewports beneath it. Drawing-view
borders draw nothing normally; they emit an invisible pick-only wire
whose rect outline appears while selected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Section marks and drawing-view borders are now real acadrust entity
types instead of Unknown-with-extras, so the renderer dispatches on the
variant directly, the arrow-direction resolver reads the active viewport
off the ViewBorder entity, and selection / properties show "Section
Symbol" and "View Border" instead of "Unknown". View borders are
non-plotting and tessellate to nothing; both count toward the lossy
Save-As warning since they round-trip via their raw records.
Bumps acadrust for the entity promotion.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The section mark's appearance now comes entirely from file data instead
of invented conventions:
- Arrow direction: resolved through the drawing-view graph — the
symbol's parent AcDbViewRep, the section view (owner of the section
definition), each view border's active viewport — by projecting the
section camera's sight onto the parent camera's basis, using the same
yaw/pitch/twist convention the viewport renderer does. Only when the
chain is unavailable (DXF, older files) does a geometric fallback
apply.
- Broken cutting line: driven by the style's plane-line / end-segment
flags rather than hard-coded.
- Arrowhead: resolved through the shared dimension/leader arrow table
from the style's arrow block handle; a null handle gives the standard
ClosedFilled default.
- Label gap: the style's identifier offset.
Bumps acadrust for the style and view-graph decode.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Draw decoded section symbols (AcDbSectionSymbol) as their "A-A" cut mark:
the cut line through both endpoints extended past each end by its signed
tick, a short perpendicular barb at each tip, and the identifier glyph.
The mark now appears on the layout alongside the drawing views instead
of being silently dropped.
Bumps acadrust to pick up the section-symbol decode.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A wide polyline with per-vertex varying widths rendered at its widest edge
(uniform-width ones were already exact). Draw the true taper instead.
`WireModel.taper_widths` carries a per-point full band width. The wire
instance (native slim + web fat) gains per-endpoint `world_hw_a/b`, and both
wire shaders interpolate `mix(hw_a, hw_b, which_end)` so each segment's band
narrows/widens linearly — depth-tested, and the linetype dash still applies.
Alignment (widths must match the tessellated points) is solved by building
both together: a new `TruckObject::TaperedLines(points, widths)`, filled by
`common::tapered_band_points` (straight = endpoints, arc = 16 samples with the
width lerped along it). to_truck routes a varying-width polyline here —
LwPolyline before the PLINEGEN split, Polyline2D at its return — while a
uniform-width one keeps the constant-band Contour path unchanged. `world_width`
stays the widest edge as the PDF-stroke + zoom-floor fallback.
Blocks fall back to the constant-widest band (`LocalWire` carries no
taper_widths).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extends the wide-polyline shader band to the two cases the first pass left on
the hatch pipeline.
Polyline2D:
- A flat wide Polyline2D now draws its band from the centre-line wire
(`world_width`), same as LwPolyline (`polyline_band_width` handles both).
- A thickened wide Polyline2D extrudes a solid 3-D tube. `thick_wide_band`'s
body moves to a shared `common::thick_band_tube(origin, fills, thickness,
normal, to_wcs)`; LwPolyline delegates to it and Polyline2D calls it from
its thickness path. Tube edges read black for both kinds.
- The model-space wide-band hatch loop is deleted (both kinds now wire/tube).
Blocks:
- Block-internal wide polylines draw the shader band too. `LocalWire` carries
`world_width`; `emit_wire` scales it by the insert transform (average of the
X/Y axis image lengths) so the band tracks a scaled insert, and the scaled
width joins the batch `style_key`. `push_block_wide_fills` (the block hatch
band) is removed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A wide polyline's flat band was drawn by the hatch pipeline: a solid fill
with only draw-order depth. It ignored the entity linetype (the width
"crushed" the dash pattern) and showed through 3-D geometry in a tilted view.
Draw the band from the polyline's own centre-line wire instead. A new
`WireModel.world_width` (drawing units) makes the wire vertex shader expand
the quad by `world_half_width / world_per_pixel` (clamped to a hairline), so
the band is sized in world units and tracks zoom. Because it is now a wire:
- the GPU dash shader dashes the band by arc-length — the linetype applies;
- it is depth-tested at the polyline elevation — no draw-order see-through;
- no CPU band triangles or per-dash geometry are generated.
`world_half_width` rides in `WireConst` (native, replacing a pad) and the web
`WireInstance` (loc 14); both wire shaders branch on it. The tessellator sets
`world_width` from the LwPolyline width on the Contour / SegmentedLines arms,
and the model-space fill loop no longer emits a hatch band for any LwPolyline.
Pick still uses the band polygon (`pick_tris`).
Blocks keep the hatch band: `LocalWire` carries no `world_width` (finalize
zeroes it), so a scaled insert still scales its band correctly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Entering a thickness (DXF 39 extrusion) on a wide polyline now works end
to end:
- The properties Thickness field is a General-group common prop, so it is
routed to apply_common_prop (set_entity_thickness) instead of the
geometry setter, which ignored it — the value was silently dropped and
reverted to 0.
- A wide polyline extrudes its whole band into a 3-D tube (outer + inner
walls with top and bottom caps), not just its centreline.
- The tube is real 3-D geometry, not a flat draw-order hatch: it renders
solid in every view mode with true depth, so nothing shows through the
walls. The flat 2-D band fill is skipped for a thickened polyline.
- A fill whose triangles span depth keeps its real depth (no draw-order
bias), so the extrusion's own edge wires stay in front of the surface
and remain visible instead of only the silhouette.
- The corner and cap edge lines read black, framing the coloured tube.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rectangular paper viewports now go through the same GPU stencil clip as
non-rectangular ones: viewport_clip_boundary_ndc returns the four rect
corners (a full-target mask) instead of nothing, so the render path has
no rect/non-rect special case — every content viewport carries a clip
boundary and draws with stencil reference 0xFF.
With a single clip path, the old per-wire / -image / -wipeout scissor
mechanism is fully dead and removed: compute_*_scissors, the
*_pixel_scissors buffers, the project_scissor helper, the per-pass
set_scissor_rect blocks, the vp_scissor field threaded through
WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu /
ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the
scissor grouping in build_wire_buffers, and the is_arena_eligible gate.
Net -245 lines across 54 files.
Rectangular viewports still clip exactly via their own render rectangle;
the stencil mask is a redundant full-target no-op there, kept only so
the clip code path stays uniform. XCLIP keeps its CPU wire clip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Lights, camera views and the geographic-location marker had no on-screen
representation. Add display glyphs for all three:
- Lights render through a new EntityType::Light: a cone/flashlight for spot
lights, a wire sphere for point lights, a sun for distant lights, sized in
screen space (fixed-world fallback).
- Camera views (perspective VIEW records) and the GEODATA "daisy" marker are
synthesized into the model-space resident wire set from the document, since
they are not entities.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The DISPSILH silhouette for a cone anchored its `CurvedGen::Cone.base` at
the face's h_min (the base rim) but stored `radius` as the surface's h=0
root radius. The silhouette builder treats `radius` as the radius AT
`base`, so its base line landed at the wrong radius and its top line
(`radius + span·tan_a`) overshot the apex — a visibly wrong outline in
wireframe, and wrong lines drawn over the (correct) shaded fill. Store the
radius at the base instead (`radius + h_min·tan_a`). Cylinders (tan_a=0)
and root-based cones (h_min=0) are unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The `fill_is_3d` classifier tagged only PolyfaceMesh / PolygonMesh as real
3-D surfaces (fill routed to the 3-D buffer, drawn shaded-only). The
modern subdivision Mesh was missing, so its face fill fell into the 2-D
overlay buffer that draws in every view mode — showing the shaded faces in
wireframe. Add `EntityType::Mesh` to the classifier.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extends the proxy-graphics decoder past the door/wall's absolute polylines
so an ACAD_TABLE preview renders in full:
- type 29 transform: a 4x4 local->world matrix now applies to every
following primitive (identity for the door/wall, which are absolute).
- type 9 shell: vertices + a face list -> each face as a closed boundary
(the table's cell rectangles).
- type 32: a normal-tagged polyline (grid lines).
- type 38 text: position + direction (its length is the glyph height) +
UTF-16 content and font, drawn as glyph strokes (simplex.shx and kin are
single-stroke fonts, so the outline is the character).
True-colour (22) and lineweight (23) traits now reach real geometry too.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The preview stream sets a current colour (record type 14, an ACI) before
its geometry; track it and tag each decoded primitive. The Unknown-entity
path groups primitives by colour and draws one wire per colour, resolving a
real index (1..=255) to its RGB and letting ByLayer/ByBlock inherit the
entity colour. So a custom entity's preview now renders in its own colours
(e.g. an ACA door's blue swing) instead of a single flat colour.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A custom entity without its object enabler (an AutoCAD Architecture door,
wall, ...) arrives as Unknown but ships a cached proxy-graphics preview —
the vector fallback AutoCAD itself draws. The old decoder read only a lone
type-6 polyline; generalise it to the real record stream
([total_size, record_count, {record_size, record_type, data}...]) and decode
the geometry records: polyline (6), polygon (7, closed) and circular arc
(4/5, flattened to a strip). Trait records (colour/lineweight/...) are
skipped for now, so the preview draws in the entity's own colour.
The Unknown-entity path now draws every decoded primitive in one wire, so
these objects appear (and become selectable) instead of vanishing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MTEXT background fill flag 0x02 means "use the drawing-window colour" — a mask
that erases geometry behind the text — while 0x01 means "paint background_color".
The fill-colour pick tested 0x01 first, so text flagged 0x03 (both bits, e.g. a
dimension whose DIMTFILL is the drawing background) painted the stored
background_color (a stray grey box) instead of masking. AutoCAD shows no colour
there.
Test 0x02 first: when set, fill with the drawing-window colour (invisible on a
matching canvas) regardless of 0x01; a plain 0x01 fill still paints its colour.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A dimension's definition points are baked into its *D block as POINT entities on
the Defpoints layer. AutoCAD treats them as grip markers and never draws them,
but OCS rendered them through the baked-block path as PDMODE glyphs (a vertical
tick with the drawing's PDMODE 4 / PDSIZE). Two of them sit on the measured
geometry at each extension line's foot, so the tick read as the extension line
running past the geometry — the lines looked too long.
Skip POINT sub-entities when rendering a dimension's baked block; only its lines,
arrowhead blocks and text are geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A SOLID's filled quad and a dimension/MultiLeader text background are flat 2-D
overlays that should draw in wireframe and shaded alike, but face3d_gpu
classified fills by `!fill_tris_low.is_empty()` — and a 2-D fill at UTM scale
carries a double-single low residual for precision just like a real 3-D mesh
face. So the arrowhead fill and the "5;8" cyan text background were routed to
the 3-D buffer and only appeared in shaded mode, vanishing back to nothing on
return to wireframe.
WireModel now carries an explicit `fill_is_3d`: true only for a real surface
(PolyfaceMesh / PolygonMesh face, set in the tessellator), false for every flat
overlay fill. face3d_gpu classifies on the flag, so 2-D fills stay in the
always-visible buffer while keeping their low residual (and UTM precision).
Verified on budweiser: the `_BoxFilled` arrow SOLID and the dim '5;8' MTEXT
background both tessellate with fill_is_3d = false.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A Table whose cells are baked into a *T block (block_record_handle) was rendered
by tessellating the block's sub-entities directly. Those are laid out in
block-local space (origin at the table's top-left corner) — the Table entity
carries the world placement in insertion_point + horizontal_direction, exactly
like an INSERT — so the whole table drew at the world origin instead of its
location.
Each baked sub-entity is now cloned and placed (rotated about the local origin
by the horizontal_direction angle, then translated by insertion_point) before
tessellation, so tessellate_entity produces correctly located, relative-to-eye
geometry. Verified on budweiser handle 9378: its baked lines move from (0,0) to
the insertion point (-1200018.7, -800071.4).
Also bumps acadrust to pull the OLE2FRAME corner-decode fix, which places
OLE2FRAME entities (e.g. handle 3088) at their real corners instead of the
(1,1)/(0,0) defaults.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>