The vertex-normal fallback compared the cross product's length with
f64::EPSILON, an area-scale threshold, so a valid triangle small enough
fell back to the leaning vertex normal again. Fall back only when the
cross product is zero.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The vertex-normal fallback compared the cross product's length with
f32::EPSILON, an area-scale threshold, so a valid facet with 1e-4 edges
(cross product 1e-8) took the leaning vertex normal again. Fall back only
when the cross product is zero.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PlotStyleTable::to_text wrote scale_factor with one decimal, and saving
from the plot style panel rewrites the whole loaded table. A table with
apply_factor on and scale_factor=0.25 came back as 0.2, thinning every
scaled lineweight by a fifth.
Write the factor in full, keeping the decimal point on a whole value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
In a .lin file the description is optional and the comma goes with it, so
"*PLAIN" followed by "A,.5,-.25" is a complete definition. parse only kept
a header that contained a comma, so such a linetype was dropped silently
and a CENTERLTYPE naming it then reported that it was not loaded.
Take the whole header as the name when there is no comma.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
build_stl took the facet normal from the first vertex's normal whenever the
mesh had normals. On smoothed meshes (tessellated curved solids, OBJ imports
with vn) that normal leans off the triangle, while STL defines the facet
normal as the triangle's own unit normal.
Use the triangle's own normal, and keep the vertex normal only for a
triangle with no area. Meshes without normals export as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
build_step took the PLANE normal from the first vertex's normal whenever
the mesh had normals. On smoothed meshes (tessellated curved solids, OBJ
imports with vn) that normal leans off the triangle, so the plane missed
two of the face's corners and the first edge was no longer perpendicular
to the placement axis.
Use the triangle's own normal, and keep the vertex normal only for a
triangle with no area. Meshes without normals export as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
With a working plane other than world XY, ROTATE and MIRROR handed a
non-ordinate dimension to acadrust's Entity::apply_transform, which only
translates those dimension types by where the transform sends the origin.
The definition points, plane and angles stayed unturned, so the dimension
jumped back once its block was baked again.
Send both through the existing Affine branch, which ALIGN already uses and
which transforms points, normal and stored angles together. The world-Z
paths are unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>