A lone unlocked point cloud selected in a 3D visual style shows a move
gizmo at its insertion point: X/Y/Z arrows and XY/YZ/ZX squares. Dragging
an arrow moves the cloud along that axis, a square moves it in that
plane; the hovered part is highlighted and each drag is one undo step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The codec and kernel repositories and crates are renamed opencadcodec and
opencadkernel. Inside OCS they are depended on under short keys, so code
reads `codec::`, `kernel::` and the new `graph::` (opencadgraph, the node
graph engine). File-format and protocol spellings stay as they were: the
ACIS product id `acadrust`, the ACADRUST_* switches and the plugin
version keys `acadrust_version` / `acadrust_source`.
A button left of MCP on the command line opens a translucent node graph
over the viewport, with a palette of object, input, math, logic, list,
text and geometry nodes added by click or drag. An object node owns
drawing entities and its rows are the Properties panel's own rows for
them: the single-object page is extracted from refresh_properties as
entity_property_sections, values use the control protocol's
property_json, and writes go through set_property_value with a property
target override, so the panel, MCP and the graph share one read/write
path. A list reaching an object row makes one entity per element. Each
graph action is one undo step; the canvas pans and zooms.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ports FreeCAD's planegcs 2D geometric constraint solver to Rust as a new
crates/ocs_gcs workspace member, and wires it into the document/scene model
as a persistent SketchConstraintSet: Coincident, Horizontal/Vertical,
Parallel/Perpendicular, Equal, Tangent, Distance, Angle and Radius
constraints that re-solve live (including mid-drag, not just on release),
render glyphs and a DOF badge, flag conflicts with a one-click resolver
pill, and round-trip through save/load via an XRecord blob.
Also includes docs/command_reference.md (a statically generated reference
of every registered command and its prompt sequence) and
docs/named_parameters_design.md + docs/backlog.md, which hand off the next
queued feature (a named-parameter/expression table) and consolidate every
deliberate scope-down and open gap found along the way, so a fresh session
has a complete starting point.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- Object-snap-tracking points now project through the relative-to-eye path
(view_proj_rte + eye) instead of the full view-projection, so they stay
precise at UTM-scale coordinates — the last consumer of the legacy full
view_proj outside the CPU frustum-cull / scissor path.
- Rename Camera::project_f64 → project and unproject_on_plane_f64 →
unproject_on_plane: the f32 twins are gone, so the disambiguating suffix
is vestigial. eye_f64 keeps its name — the f32 eye() still builds the
view matrices.
- Remove stale #[allow(dead_code)] from eye_f64 / project / unproject_on_plane
(all live now).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the leaky paper-projection approach to MSPACE editing with one
coordinate adapter that routes all interaction through the viewport's own
camera — the exact camera+rect the GPU draws the content with.
- Add Scene::viewport_edit_frame(canvas) -> (camera_for_viewport,
viewport_screen_rect): the unified adapter. Inside a floating viewport
the viewport is the active pane, so snap/pick/grip/preview/DYN run in
model space and land on the pixels the GPU draws. Tracks pan/zoom/twist
exactly (twist handled by camera_from_view); crop is pixel-preserving so
full-rect projection + cursor offset matches.
- Route snap-move, click-pick, grip-drag, grip hit-test, grip render,
hover (HoverDwellTick), selection (single/box/poly/cycle) and command
entity-pick through it via pick_view / cursor_model_point helpers and an
edit_cam-aware "active pane = viewport rect" override, so the existing
tile offset plumbing just works. Fixes wrong-object hover/selection and
stale snap after pan/zoom.
- DYN: project anchors with the viewport camera and shift to canvas space
so the guide/labels sit correctly (also fixes a latent tiled-model bug).
- Separate grid snap from object snap entirely: new Snapper.grid_snap_on
flag, Grid removed from the osnap mode set, evaluated independently of
the osnap master. Object snap never catches grid; grid corners are
picked only when grid snap is on, at lowest priority. Default off.
- grip.rs: project_rte + grips_to_screen_rte / find_hit_grip_rte taking
(view_rot, eye) so grips project through the composed view.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Route the on-screen chrome that projects absolute world coordinates
through the f64 relative-to-eye helpers so it stays glued/jitter-free at
UTM scale after the world_offset removal: grips (grips_to_screen) and
grip hit-testing (find_hit_grip) now project from the f64 GripDef.world
via Camera::project_f64; the model grid and its UCS axes carry the camera
eye (DVec3) + rotation-only matrix and a f64 origin, projecting each line
relative to the eye. Snap-marker / OST-point / compute_grid_step still use
the f32 path (single points / spacing — negligible) and can follow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>