Commit Graph
7 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 5 eb513ac5f8 fix(stretch): let the selection stage behave like every other one
STRETCH ended itself when a crossing window caught nothing, so a missed
aim meant restarting the command to try again. A missed aim is not a
decision to stop: say what happened and ask for the corner afresh, the
way a selection that picks nothing leaves MOVE still asking.

Enter now ends the selection stage too. With objects already picked the
window is only there to narrow them, so there is nothing left to choose
— Enter takes a window containing all of them, which stretches every
vertex, which is the whole selection moving. That is what a
pick-selected stretch means. With nothing picked there is nothing to
end, so Enter still cancels. The prompt says so.

Not changed: with a prior selection, a window that misses every vertex
still goes on to ask for the base point. The command holds wires, not
entities, and the entity rules do not follow the wires — a small window
inside a circle catches its centre, and so the whole circle, while no
tessellated vertex is inside. Guarding on the wires would refuse that
stretch.

Closes #676

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:42:16 +03:00
Hakan Seven 3e6693b93f feat(locale): localize full interface 2026-08-02 22:09:25 +03:00
Hakan SevenandClaude Fable 5 dc10c5dfba feat(edit): STRETCH crossing window selects objects implicitly (#338)
Bare STRETCH used to need a separate object-selection round before the
crossing window. Now the window itself picks the objects: with no prior
selection the command emits StretchWindow, the host gathers entities
whose world AABB touches the window (locked layers excluded) and
restarts at the base-point step. Over-selection is harmless since only
points inside the window move. The noun-verb flow (select first, then
STRETCH) is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 22:35:35 +03:00
Hakan SevenandClaude Opus 4.8 57710eec2b fix(precision): keep typed coordinates exact in f64 (#311)
Typed values were quantized to the f32 grid before reaching the
entity (e.g. a length of 2000.8 committed as 2000.8020), worsening
with magnitude. The interaction point layer was all glam::Vec3 (f32).

Two-layer fix:

1. Coordinate backbone -> f64. last_point, last_cursor_world,
   dyn_anchor, dyn_ref become DVec3; UcsXform transforms, parse_coord,
   the ucs helper fns, dyn_resolve_point, the OTRACK typed-distance
   paths, command-line coordinate entry and the coordinate readout all
   compute in f64. Screen/GPU/alignment stays f32 (snap engine, render
   geometry, projection, UCS-icon/viewcube drawing) with casts only at
   those boundaries.

2. Per-command committed storage -> DVec3. on_point already received a
   DVec3, but many command impls narrowed it back to f32 (let pt =
   pt.as_vec3(); Vec<Vec3> fields) and re-widened at build, quantizing
   the committed coordinate. Migrated PLINE, SPLINE, MLINE, LENGTHEN,
   INSERT, 3D primitives, every dimension/leader/mleader, ray, revcloud,
   wipeout, attdef, table, tolerance, array center, mview, plot_window,
   plus the QDIM_PLACE handler and qdim_collect_points. Preview,
   hit-test and rubber-band paths keep f32 at the boundary.

Hatch manual boundaries are left for a follow-up: HatchModel.boundary
is structurally Arc<Vec<[f32;2]>> and needs a model-level widen.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 21:26:40 +03:00
Hakan SevenandClaude Opus 4.8 e015fbe328 fix(stretch): free crossing-window corners from Ortho, draw filled marquee (#291)
STRETCH picks its crossing window as two corner points. After the first
corner set last_point, Ortho/Polar constrained the opposite corner to an axis
through it, collapsing the window to a line and making selection impossible.

Add CadCommand::window_corner_pick(); STRETCH returns true for its two window
steps, and the viewport skips the ortho/polar (and OTRACK) lock for that point
in both the preview and commit paths — the corners are now free.

Also render the window like a normal box selection instead of a bare green
outline: add SelectionState::preview_box (a hit-test-free marquee), draw it
with the shared draw_marquee helper (green crossing fill + stroke), and drive
it from the command's new window_first_corner(). Cleared on command end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 13:32:32 +03:00
Hakan SevenandClaude Opus 4.8 4f7a98a2ad 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>
2026-06-24 03:51:50 +03:00
Hakan SevenandClaude Opus 4.8 3666c7fa69 refactor(modules): rename home module to draw, restore first-tab order
The Home tab was already titled "Draw"; rename the module to match:
folder modules/home → modules/draw, HomeModule → DrawModule, id "home"
→ "draw". The inner draw/ command folder is kept (modules::draw::draw).

Update build.rs PRIORITY ("home" → "draw") so the tab returns to the
front of the ribbon; registry.rs regenerates accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 11:49:14 +03:00