- layouts.json: append the 6 missing ops (CreateDimensionRadius/Diameter/Angular,
CreateAttributeDefinition, CreateTable, CreateDimensionAngular2Ln); regenerate
binding_schema.json + api_reference.md wire vocabulary (all 28 ops).
- Helix bounds: bound the evaluated spline control polygon (was a degenerate
single-start-point AABB).
- points_aabb: empty -> Geometry::Empty('entity has no points to bound'), not
UnknownId (the entity exists; don't misclassify as stale/deleted).
- mass_properties: accuracy-first fine tessellation + graceful degradation to the
approximate meshes.metrics value when the cold-tess budget is exhausted (large
distinct-solid batches no longer hard-fail).
- IMPLEMENTATION.md: Volume/Centroid rows + accuracy paragraph + test count (618)
consistent with the final design.
- 618 host lib + 8 crate + 3 consistency green.
- mass_properties: query path now uses fine mesh_body(0.1, 1e-4) for near-analytic
volume/centroid; the render-mesh metrics cache (coarse display LOD) no longer
shadows query accuracy. Memoized per (handle, epoch); cold-tess budget kept.
- IMPLEMENTATION.md: accuracy item done.
- Test accurate_volume_centroid_sphere_and_cube (sphere within 0.5% of 4/3*pi*r^3,
centroid at centre, cube exact) -> 617 host lib green.
Capture the rendered canvas during the clean frame instead of requesting synchronous GPU buffer readback. Preserve embedded previews and allow saving when canvas readback is denied. Add a browser save and reopen regression check.
Fixes#1021
Switching to a Layout re-tessellated the whole model — `memo_miss=186455`,
2034 ms — to arrive at geometry identical to what was already in the memo.
The only thing that differed was colour.
`local_wires_for` already knows this: it stores the raw colour and drops
its background argument with `let _ = bg_color;`, noting that
`Batches::finalize` applies `adapt_to_bg` last, "so the cache no longer
has to rebuild on BACKGROUND / layout-switch". The tessellation memo's
guard had not been told, and still mixed the background in, so every
entry was discarded on a switch.
`finalize` now records what its colour resolution consumed — the raw
colour, the raw glyph colours, and the three flags it branches on — as
`WireModel::bg_adapt`, and `resolve_colors_for_bg` replays it for another
background. The guard drops the background, so a memo entry serves any
layout.
The resolution recomputes from the recorded raw colour rather than from
the resolved one, which makes it idempotent and therefore safe over a set
that mixes memo hits with freshly tessellated misses. Re-adapting the
resolved colour would not be safe: `adapt_to_bg` snaps a near-white colour
to pure black on a light background, and pure black comes back pure
*white* on a dark one, losing the tint. A test pins that asymmetry so the
raw colour is not optimised away later.
The contract is tested against the real `finalize` rather than a copy of
its logic: for every background pair, building under one and resolving for
the other lands exactly where building under the other would have.
`bg_adapt` is `None` for wires built anywhere else, and the resolution
skips them, so nothing outside the block cache changes colour. It is also
`None` when the resolution would be a no-op — a preserved colour with no
canvas fill looks the same under every background — which keeps the common
case at no cost.
Ordering is unchanged: the pass runs inside the builder, before
`append_scene_markers` and `apply_refedit_fade`, both of which have their
own separate background dependency.
`wires-build` gains `colors=` so the pass has a number of its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Switching to a Layout stops the main thread long enough that the
compositor decides the application has stopped responding and offers to
kill it. The switch itself is not the problem — `layout-switch` reports
about 10 ms — it is the frame after it, which rebuilds the whole wire set.
That frame now has a cheap one in front of it. `layout_settling` is set
when the switch takes, and while it holds, the viewport is replaced by a
centered "Preparing layout…" on the canvas background. No shader widget
means no scene primitive, so `prepare` has nothing to do and the frame
costs nothing. A `window::frames` subscription clears the flag, which is
the guarantee this needs: that callback runs once a frame has actually
been presented, so the notice is on screen and the compositor has been
answered before the expensive frame starts.
The deferral is of the *frame*, not the switch. Two callers depend on the
switch having completed when it returns — one calls `fit_all` immediately
after, another compares `current_layout` — so deferring the switch itself
would have broken both.
This restarts the compositor's timer immediately before the slow frame and
replaces a stale window with something that says what is happening. It
does not make the slow frame fast: if the rebuild still exceeds the
compositor's timeout the dialog can return, and the durable fix is the
2 s `memo_miss` behind it, which is a separate change.
Only `en-US` is validated against at build time; Greek is filled in too
since it is in use here, and the rest fall back until translated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`view-detail` located the first paper frame's cost precisely: 7826.9 of
7832.8 ms in `grid`. Once, on the first frame after a layout switch —
every other frame in a 2769-frame session reports it at 0.0.
That is the largest single cost in a layout switch, larger than the model
re-tessellation and the arena rebuild combined, and it is not geometry
work at all. `grid_overlay` itself only wraps a canvas; `grid_segments`
runs later, in `draw`. So the time is in `grid_views` or in the per-view
parameter build, and reading the two does not settle which: both reach
helpers that can fall back to a full document walk, and neither obviously
fires for this drawing.
`grid-detail views= params= bg= n=` splits it, and reports only when the
block costs at least a millisecond so the quiet frames stay quiet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first Model→Layout switch costs ~9.2 s, and the largest single piece
of it is `view` at 5810 ms — iced widget-tree construction, not the scene.
The scene work that follows it in `prepare` (two `wires-build` calls plus
`frame-prepare`) accounts for 3377 ms, and the log's ordering shows the
two are sequential, not nested: `view` prints before any of them.
`view` being one number could not say which part of a 1950-line
`view_main` that is. It now reports eight sections — viewport_3d,
model_input, grid, selection_overlay, viewport_mouse, viewport_stack,
active_vp_rect, chrome — plus the preamble as `head`.
The marks go through a closure over a `RefCell` rather than one binding
per section: two of the sections sit inside a nested block, where
per-section bindings are out of scope by the time the report runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reuse the application library from the binary entry point instead of compiling the module tree twice. Keep desktop-only transports and caches out of web builds, remove unused test code, and check executable targets in CI.
The first hover over the canvas after opening a large drawing froze the
UI for a second:
hover-detail query=0.2 handles=986.1 ... candidates=253
hover-dwell 986.6ms
`interaction_handle_index` and the insert-hatch map it reads are built
lazily, and first use is that hover. Neither can move to the loader
thread: they read `hatches`, `meshes` and `block_meshes`, which are
installed on the real `Scene` only after the loader has finished.
Build them at the end of the open instead, where the user is already
waiting. This does not make the work cheaper -- open grows by roughly the
second the hover used to cost -- but a second inside an operation that is
already seconds long reads very differently from a second-long freeze on
a mouse move.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Add 'i ' prefix to EntryKind::Info and coordinate set_step_prompt deduplication to satisfy WCAG 1.4.1 across all 22 themes
- Drop unused _desk parameter from crosshair_background and clean up its call sites
- Document AutoCAD-standard context-based crosshair drafting surface architecture in crosshair_background
- Add doc comments documenting deliberate alpha omission in canvas_is_light and backlog scope in is_wide
- Add dropdown_popup_width helper in common.rs replacing magic formula heuristics
- Implement is_wide range table to count East Asian Wide/Fullwidth (CJK) glyphs double for localized strings
- Calibrate unit scale factor to 0.68 * font_size preserving existing width behavior at font size 11
- Apply shared calculation across viewport controls and ribbon dropdowns
- Update unit tests to verify width calculation on standard and CJK labels
- Raise accessible_accent default threshold from 2.0 to 3.0 (WCAG 1.4.11 UI state indicators)
- Raise EntryKind::Info command line history threshold from 3.0 to 4.5 (WCAG 1.4.3 normal text)
- Update themed_check_cell to verify >= 3.0:1 contrast across both weak popup panel and strong highlighted rows
- Replace fully-qualified accessible_accent_threshold calls inside closures with use imports
- Add comprehensive 9-suite theme accessibility contrast test suite covering all 22 themes across core surfaces
- Add canvas_is_light helper based on WCAG luminance (> 0.5)
- Ensure crosshair_background always returns sheet white in paper space
- Update resolve_selection_base_color to resolve user ACI -> light-canvas palette -> theme palette
- Add light_canvas_color with curated deep-green/deep-blue pairs for light surfaces
- Extract selection_fill_alpha with 1.35x contrast compensation on light surfaces
- Thread canvas_bg through draw_marquee and poly selection
- Note deliberate limitation for desk-spanning marquee edge case
- Add test coverage for paper space, ClassicDark, custom light bg, and fill alpha clamping