MLINE dashed elements were fully CPU-expanded (apply_along) — one wire per
dash — to keep the parallel lines in phase. Move pure-dash elements onto the
GPU dash shader and end-align every element to the multiline's centre-line so
they share one interior phase.
- wire_distances now accumulates arc-length from the double-single (high+low)
points, so the dash phase stays precise at UTM coordinates. f32-high-only
deltas quantised ~0.1 there and drifted the parallel lines apart — the
original reason MLINE dashes were CPU-side.
- New WireModel.dash_align_end carries a shared begin/end dash length. The
shader uses it as align_end for every parallel element (the interior phase
depends on align_end, not the wire's own length) while align_total stays the
element's own length, so each still ends on a dash at its own endpoint.
- MLINE tessellation derives that length once from the centre-line, routes
pure dash/space/dot elements to the GPU pattern and text-bearing elements to
apply_along.
- apply_along gained an "A"-type mode (shared reference length): a solid
begin/end dash and a phased interior, so its dashes — and embedded text —
line up with the GPU-dashed sibling elements instead of tiling from start.
Pure-dash MLINEs now cost one WireModel + pattern per element instead of N
segments; single (non-MLINE) entities keep the from-start tiling unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
DET pipe walls now carry the stroke pattern (dash_from_start), which
tiles from each wall's own start vertex and skips the A-type end
alignment that was force-lighting a solid dash under the end symbol.
Two rendering fixes on top:
- Dedup the host polyline's vertices before offsetting the walls. Some
DGN pipe polylines carry trailing duplicate end vertices; a zero-length
segment gave offset_xy a degenerate normal, leaving that vertex
un-offset and folding the wall down to the centre line. The two walls'
fold segments met at the centre and drew a spurious line linking them.
- Re-key the symbol (end circle / half-ellipse) wires to the host handle
so the whole pipe picks and selects as one entity instead of the
symbols acting as separate phantom entities.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).
- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
cached by the tess memo, cloned on hit, and transformed by the block
expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
the strokes; render gathers text_verts from the viewport wire set
(`gather_text_verts`, cached on wire content id) — the old collector is
removed. Covers model, dimension, table, block-internal and paper-sheet
text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
entity_aabb which mis-places the box for MTEXT; composite paths no longer
clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
highlight, keyed on selection_generation) mirroring the selected-wire
xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bare `ZOOM` had no dispatch arm — only the sub-keyword forms (ZOOM
EXTENTS/IN/OUT/WINDOW/…) were handled, so typing `ZOOM` fell through to
an unknown-command error. It now starts the interactive window zoom.
Add the missing Zoom Window ribbon button: the command existed but had no
tool()/icon, so it was reachable only by typing. Wire it into View ▸
Navigate with a new dashed-rectangle magnifier icon.
Closes#210
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>
Table / PolyfaceMesh / greek-text / mleader-background fills go through
the face3d pipeline; their vertices were single f32 and quantized at UTM
scale. WireModel now carries a fill_tris_low residual (filled by the
tessellate Lines path), Face3DVertex gains position_low (location 3), and
face3d.wgsl reconstructs the eye-relative position from the pair. 3DFACE
quads built from key_vertices use a zero residual (no low source).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Foundation for double-single positions: WireModel now carries an
index-paired f32 residual buffer (`points_low`) next to the existing
`points` high half. Empty means "all-zero residual", so every existing
constructor (interactive draw, previews) is unchanged in behaviour;
tessellation from CAD f64 will fill it in the next steps so vertex
precision survives at UTM-scale coordinates.
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>
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.
- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
Viewport-projected wires now clip at pixel level to their viewport boundary.
- WireModel.vp_scissor: Option<[f32; 4]> — paper-space bbox set on projection
- WireGpu.vp_scissor carries it through to the draw loop
- Pipeline.compute_wire_scissors() converts paper→NDC→pixel each frame
- render() calls set_scissor_rect() per wire, reset after viewport group
- INTEGRATION_GAPS.md: Viewport ⚠️ → ✅, all 51 gaps resolved
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LwPolyline PLINEGEN=0 (DXF default): emit SegmentedLines with NaN
separators between vertex-to-vertex segments; wire_gpu resets
arc-length to 0 after each NaN so linetype pattern restarts per vertex.
PLINEGEN=1: existing Contour path unchanged (continuous pattern).
WireModel gains plinegen field propagated through tessellate pipeline.
Solid3D/Region/Body: call SabReader::read() when parse_sat() returns
None due to binary SAB format (DWG files / newer AutoCAD exports).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add `aabb: [f32; 4]` field to WireModel (world-space 2-D bounding box).
In tessellate_entity() set each wire's AABB from e.as_entity().bounding_box()
via new entity_aabb() helper; Insert sub-entities each get their own AABB.
Preview/interim wires and any entity returning a zero-extent default box get
UNBOUNDED_AABB so they are never pre-rejected.
Replace the chord-sphere heuristic in Snapper::wire_in_range() with a proper
AABB vs snap-circle overlap test. The new check is four scalar comparisons and
correctly handles closed curves (circles, arcs) which the chord-sphere approach
had to special-case.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>