- Add bulge_arc_to_tangent helper to convert 2D BulgeArc into a 3D
TangentGeom::Arc preserving center, plane axes, radius, and CCW sweep angles.
- Replace full TangentGeom::Circle emission with TangentGeom::Arc across
LwPolyline and Polyline2D paths.
- Enables single-arc polylines to be extracted and rendered as analytical
GPU arcs with circle.wgsl.
- Add unit test verifying single bulge polyline extracts as analytical GPU
arc.
- Emit transformed analytical curves (circles, arcs, ellipses) in block
expansion as standalone wires rather than merging them into batched line
strips.
- Keep render_instance unset on analytical curves in block prototypes so
they route directly to CircleGpu / EllipseGpu instead of BlockWireGpu.
- Support TangentGeom::Circle in extract_circle_instance and wire partitioning.
- Drop analytical tangents on wires clipped by xclip so clipped geometry
falls back correctly to line segments.
- Add unit test verifying block circles and arcs extract as analytical GPU
instances.
With GPU analytical rendering handling circles, arcs, and ellipses,
tessellation geometry is now camera- and zoom-independent.
- Remove wpp from the tessellation memo guard hash to prevent clearing
all cached entities when zooming across quantization bands.
- Remove quantized_wpp from resident_wire_key and resident_wires_for
so all zoom levels reuse the cached resident set directly with zero
CPU re-tessellation.
- Fix clippy slice_from_raw_parts lint in dwg-thumbnailer without suppression.
- Update zoom test to assert Arc pointer equality across camera zooms.
Add the typed document facade and plugin IPC adapter. Prepare bulk edits
before mutation, preserve undo and dirty state, keep profile elevations,
validate numeric inputs and session bindings, and generate Python constructors
with typed results.
Reuse existing entity transforms and profile conversion. Compute mass
properties and closed-surface bounds in cadkernel; pin its main revision
6a5e6fc2822f6af6b2611cd605b44437b35158f0. Keep plugin API metadata at version 6.
Validation: 646 native application tests, 597 kernel tests, 12 document API
tests, 91 plugin API tests, 3 Python tests, default/IPC feature builds and
wasm32 check passed.
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>
`grid-detail` came back `views=1095.2ms params=0.0ms bg=0.0ms n=0`. Zero
grid views — every millisecond of it thrown away.
`grid_views` asked `active_viewports` for every viewport, which resolves a
camera for each, and `camera_for_viewport` reaches `model_space_extents`,
which outside the Model layout tessellates the whole drawing. Only then
did it filter on `grid_on`, which removed all of them. The parallel walk
from the previous commit had already cut this from 7826.9 ms; it was
7.8 seconds of work for an empty vector.
`grid_views` now asks first. `any_viewport_grid_on` reads the same fields
`active_viewports` copies into `ViewportInstance::grid_on`, and skips the
visibility filters that function also applies: answering "maybe" costs
only the work that would have happened anyway, while answering "no"
wrongly would drop a grid the user asked for.
Also reports the tessellation memo's guard and the inputs that can move
it. Two consecutive identical resident builds each missed all 186 455
entries — `memo_hit=0` twice in a row — which a stable guard cannot
explain, so something is clearing the memo between them and reading the
code has not said what. `guard=`, `guard_stale=`, `avp=`, `anno=`,
`anno_h=`, `all_vis=` and `sdf_gen=` will.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`view-detail` put 7826.9 of the first paper frame's 7832.8 ms in the grid
overlay. The path is `grid_views` → `active_viewports` →
`camera_for_viewport` → `model_space_extents`, whose fast path reads the
already-built wire AABBs but is gated on `current_layout == "Model"` —
correctly, because `wire_cache` holds the *current layout's* wires, which
in a Layout are the paper sheet's. So a paper frame takes the fallback,
which tessellates every model-space entity to read its key vertices.
That fallback called `tessellate_one` per entity, and `tessellate_one`
resolves the background, annotation scale and block cache from `&self`
every time — including a `RefCell` borrow and a cache lookup for a block
cache that is identical on all 186 455 calls. The walk was also serial,
while the wire builder's own tessellation pass has been parallel for a
while.
Those inputs are now resolved once, by a `tessellation_context` that
`tessellate_one` also uses so the two cannot drift, and the walk runs
through rayon. The reduction is min/max/or, so parallel order does not
change the result; the arguments to `tessellate_entity` are unchanged.
This makes the fallback cheaper, not absent. Tessellating a million
entities to obtain a bounding box is the wrong shape, and the structural
fix — a model-space extent that does not depend on which layout is being
viewed — needs the next measurement to size. Recorded in DEBUG_NOTES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The previous version declared `visible_path` with a default of "quadtree"
and never assigned it in any branch, so every run printed
`visible_path=quadtree candidates=0` no matter which of the three
branches ran. Clippy's "does not need to be mutable" on the declaration
was the tell.
All three branches now name themselves — `quadtree`, `full-scan`,
`block-index` — and report how many candidates they considered. The
binding is left uninitialised so the compiler rejects any branch that
forgets, which is the property the first version lacked.
The full-scan branch reports no count: obtaining one means walking the
document a second time, on the one branch already doing that walk.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
After querying the quadtree and appending the unbounded entities, the
quadtree path has to add the ones the tree cannot index — Insert,
Viewport, Block, BlockEnd — and did so by walking every entity in the
document. On a 1.17 M-entity drawing that is a full walk per resident
rebuild to find a few thousand, which defeats the point of having a
spatial index on that path at all.
Membership depends only on the entity's type, so it is resolved once per
`geometry_epoch` and reused. The list is built by walking
`document.entities()`, so it stays in document order and the wires come
out in the order the loop produced before — which matters, because that
is draw order for a pass that alpha-blends.
This is the same treatment the previous commit gave the block-membership
path. Which of the two a layout switch actually takes is still unmeasured:
the diagnostic added to report it was defaulted rather than assigned, so
its `visible_path=quadtree` output was a constant. The next commit fixes
that. Both branches carried an avoidable full walk either way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The block member index cut the paper sheet's selection from 313 ms to
112 ms but left model space at 296 ms, which is not what a shared
per-epoch index should do — the second call in a frame ought to be free.
Either the drawing falls into the permissive legacy-DXF case, where the
predicate still needs the full walk, or the index is being rebuilt
between the two calls. The wires-build line now says which path ran and
how many candidates it considered, so one run settles it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Switching to a paper layout took 6.9 s, of which the switch itself was
8.66 ms; the rest landed in the next frame. Part of it was this:
wires-build total=334.0ms visible=313.3 entities=43 wires=43
313 ms of a 334 ms resident build, to gather the 43 entities of a paper
sheet — because the selection walked all 1 166 357 entities in the
document and asked `belongs_to_visible_block` about each one.
The same cost is paid on every resident rebuild of any block, so it also
shows up as ~315 ms in every model-space rebuild.
Those membership rules depend only on owner handles and the block
records, so one pass answers them for every block at once. `block_members`
resolves them per `geometry_epoch`, mirroring the predicate exactly: a
non-null owner is the block; a null owner falls back to the reverse map
built from the block records; an entity neither naming nor named by any
block is unowned.
Two things kept deliberately:
* The index is filled by walking `document.entities()`, so each block's
list is already in document order. That is draw order for the wire
pass, where submission order decides alpha blending, so the wires come
out in exactly the order the full scan produced.
* The permissive legacy-DXF case — no block record enumerates anything,
and unowned entities count towards every block — still takes the full
walk. Splicing unowned entities onto a block's list would have changed
their relative order.
Adds a test asserting the index and the old scan agree, in order, across
adds and modifies.
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 spans put it exactly: 63.5 ms of a 63.8 ms pointer-up is
`bump_entities`, and inside it two drawing-wide scans.
`refresh_associative_centerlines` and `refresh_associative_center_marks`
each walk all 1 166 357 entities, filter to Lines and parse every one's
extended data looking for an association that references a changed
handle. About 30 ms each, run on every edit -- to find, on this drawing,
none at all.
Track whether the document holds any such association. The question is
settled once, with a single pass, and after that each edit only examines
the handles it actually changed: an entity that carries an association
flips the answer to yes, and nothing else can. Deleting the last one
leaves the answer at yes, which costs a scan that finds nothing rather
than skipping one it should have run. A coarse `bump_geometry` re-opens
the question, since it can carry a new document.
Where an association really exists the scans run exactly as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Warming only the interaction handle index left the first hover at
385 ms, down from 992 but not gone:
hover-detail query=0.1 handles=384.6 ... candidates=186
The handles stage builds two indexes, not one. `interaction_candidate_handles`
also reaches for `entity_index()` — the entity quadtree, keyed on
geometry_epoch and just as cold at that point. Warm both.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The first edit on a large drawing spent 1147 ms rebuilding the block
definition cache:
wires-build 2723.3ms ... blk_cache=1147.2 ... memo_miss=186455
Not because the edit invalidated it -- `add_entity_internal` already
routes a non-block entity through `bump_entities`, so drawing a line
leaves `block_epoch` alone. The cache was empty because
`prepare_open_geometry` built it on a throwaway `Scene`, exactly as it
did the tessellation memo, and it went the same way.
`PreparedOpenGeometry` now carries the definitions across, moved rather
than cloned, and `install_prepared_open_geometry` stamps them with the
receiving scene's `block_epoch`. That stamp is sound: the document is not
touched between the loader finishing and this call, so the definitions
describe it exactly. A key that does not match what the scene later asks
for simply misses, which is the old behaviour.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
`prepare_open_geometry` builds the first Model wire set on a throwaway
`Scene`, filling its per-entity tessellation memo with an entry for every
one of the drawing's 186 455 entities. `install_prepared_open_geometry`
then transferred the wire set and the interaction index but not the memo,
so the temporary scene took it to the grave.
The first geometry edit therefore rebuilt from cold:
wires-build 2723.3ms memo_hit=0 memo_miss=186455
against 760 ms once the memo is warm -- 1.3 s of work the loader thread
had already done, repeated on the user's first action.
`PreparedOpenGeometry` now carries the memo, moved rather than cloned
since the scene is dropped immediately afterwards. The guard hash travels
with it: the memo is only usable under the state it was built for, and a
mismatch on the receiving side clears it, which is what happened
unconditionally before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The resident wire sort keys on the entity handle parsed out of each
wire's name `String`. `sort_by_key` evaluates that key on every
comparison, so a 198 k-wire resident set parsed every name roughly
eighteen times over.
Measured at 295 ms on every rebuild of the resident set -- including
rebuilds that re-tessellated nothing, where the memo hit on all 186 455
entities and the sort was most of what was left.
`sort_by_cached_key` evaluates the key once per element. It is stable in
the same way `sort_by_key` is, so draw order is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Pan and even plain cursor movement over the canvas ran at ~8 fps on a
large drawing. Nothing rendered was responsible: the GPU idled at 0-8%,
encoding no scene at all changed nothing, and vertices, pixels and draw
calls could each be cut without moving the number. `view` was the frame
-- 110 ms of it against 3-6 ms on a small drawing -- and inside `view`
it was the status bar.
The status bar builds the selection-filter menu, which asks for the
distinct entity type names in the layout. That call cloned the layout's
entire handle list (1 166 357 handles, ~9 MB), then did a map lookup, a
String allocation and a BTreeSet insert for each one. About 107 ms of a
110 ms frame, to produce roughly twenty names, for a menu that is only
visible when opened.
Cache the result against geometry_epoch and the layout block, since it
only changes when entities are added or removed, and make the scan
itself borrow the handle list rather than clone it and collect &str,
allocating only for the names it returns.
The immediate-mode UI rebuilds every widget on every mouse move, which is
fine as long as nothing in that path is O(document). This was.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The 52 s silent stretch in a large-DWG open could not be attributed:
OpenTimings covered parse / purge / xref / caches, but the FINALIZING
phase -- prepare_open_geometry, which does the first full Model
tessellation and builds the interaction index -- was unmeasured and
reports only two progress ticks, so it was indistinguishable from parse
time.
Add finalize_ms to OpenTimings and a per-stage PERF breakdown:
open-phases parse / purge / xref / caches / finalize
open-finalize tessellation vs interaction index
open-index index build vs prepare_screen
wires-build sort cache, visible filter, block cache, classify,
memo hits, parallel tessellate, materialize, sort
resident-post scene markers, refedit fade, resident layout
wire-upload build_wire_buffers, which runs on the render thread
The wires-build line separates the parallel tessellate from the serial
materialize loop that deep-clones every WireModel while the memo retains
a second copy -- the leading hypothesis for both the stall and the
6.45 GB RSS.
No behaviour change. Every timer is gated on crate::perf::enabled(), so
nothing runs without PERF=1 or the in-app PERF panel. The localized
open-summary format string is left alone; changing it would rekey the
string across every locale, so the full breakdown goes to PERF instead.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Refresh stale depth bounds after geometry edits, allow orbiting through camera poles, and preserve hidden-line occlusion for selected solids.\n\nFixes #957
Model space appearance now follows the active UI theme instead of a
hardcoded dark background. Canvas mode is user-selectable (Match Theme /
Classic CAD Dark / Custom RGB), with matching controls for the paper
sheet and desk surround backgrounds and grid opacity.
Implements industry-standard CAD system variables, all settable via
command name, SETVAR, and the Options dialog:
- COLORTHEME (0/1 dark/light UI scheme, preserves custom palettes)
- COLORSCHEME (interactive named-theme selection)
- BACKGROUND (THEME/CLASSIC/DEFAULT/DESK presets, RGB triplets)
- SELECTIONAREA, SELECTIONAREAOPACITY (translucent marquee fill)
- WINDOWSAREACOLOR/WINDOWAREACOLOR, CROSSINGAREACOLOR (ACI or theme)
- SELECTIONEFFECT, SELECTIONEFFECTCOLOR (GPU highlight pass, driven by
selection_generation invalidation — no retessellation)
- SELECTIONPREVIEW (bit 0 = idle rollover, bit 1 = in-command hover)
- GRIPSIZE, GRIPCOLOR, GRIPHOT, GRIPHOVER (grip overlay styling)
Scene.selection was Rc<RefCell<SelectionState>> (31 fields, ~1.6KB
with poly_points) cloned deep per view_main per pane via
(*sel_ref).clone() at view/mod.rs:760. Replace with
Arc<RefCell<SelectionState>> (Arc::new(RefCell::new(...)) at
scene/mod.rs:1436,1868), SelectionCanvas holds Arc<RefCell> and
selection_overlay takes Arc<RefCell> (overlay.rs:365,415),
view_main does Arc::clone(&tab.scene.selection) (atomic bump)
instead of deep clone. sel_ref stays borrowed for field reads
(vp_size etc.).
Bench (release, n=5000): SelectionState::clone 39-68ns (64pts) /
11-22ns (0pts) vs Arc::clone 7ns — 5-9x on the hot path.
Tests:
- selection_is_arc_not_refcell: asserts type_name contains Arc
- bench_selection_state_clone / bench_selection_arc_clone / bench_selection_state_clone_empty (ignored, release)