DistCommand stored the first point as Vec3 and ran on_point through
`let pt = pt.as_vec3();`, downcasting the f64 picked point to f32 before
computing distance/deltas. At survey-scale coordinates (eastings ~5e5)
f32's 24-bit mantissa gives ~0.03–0.06 unit resolution, so a snapped
endpoint measured slightly off — matching the report in #193.
Store `first` as DVec3 and keep the math in f64; cast to f32 only for
the visual preview wire vertices.
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>
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>