Commit Graph
7 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 09e7e90aae feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
Hakan SevenandClaude Opus 4.7 30f7ad0918 feat(hatch): rasterise PAT pattern lines for paper canvas + PDF
Both the on-screen paper canvas and the PDF / print pipeline only knew how
to draw the boundary outline of pattern hatches (ANSI31, ANSI37, dotted
brick, etc.) — the actual hatch lines were a GPU-only feature, so any
paper-space view or PDF export showed a hollow polygon where there should
be ruled fill.

Add a CPU rasteriser as `HatchModel::pattern_segments()`:

- builds an edge list from the boundary, splitting at NaN sentinels and
  closing each sub-path so even-odd inside tests handle islands / holes;
- for every PAT family computes the world-space step vector
  (`(dx,dy)` rotated into the family's frame, scaled by `model.scale`)
  and the inclusive k-range bounded by the boundary AABB plus a 4096-
  line safety cap;
- intersects each line with every boundary edge, sorts the hit
  parameters, walks them in pairs (even-odd) and emits one segment per
  in/out interval. Dash patterns are walked along each clipped span with
  phase preserved via `t mod period`, matching the GPU shader's
  absolute-t dash evaluation;
- pattern origin (`family.x0 / y0`) is rotated by `angle_offset` and
  scaled the same way as `hatch_batched.wgsl`, so PAT patterns with
  non-zero origins (brick / offset herringbone) line up with the GPU
  render.

`paper_canvas::draw_hatch` and `pdf_export::emit_hatch` now route
pattern hatches through this rasteriser; solid / gradient hatches keep
their existing fast paths. The previous outline-only behaviour was a
visible regression on every layout containing a ruled fill.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-22 06:52:20 +03:00
Hakan SevenandClaude Opus 4.7 172c538159 fix(scene): hatch boundary + pattern precision for large-WCS drawings
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:

1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
   arc tessellation ran the whole arc-center computation in f32. With
   vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
   into the sampled arc points and showed up as visibly wavy / jagged
   hatch boundaries on edges that crossed the long axis of the drawing.
   Re-run the full bulge → arc math in f64; only cast at the to_xy
   call that feeds the (also f64) boundary buffer.

2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
   precision when `xz` was at offset-rel WCS magnitude and perp_step
   was sub-cm. Move the precision-critical bits out of f32 by keeping
   each hatch's anchor in f64 on the model side: `HatchModel` now
   carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
   vertices are stored as small offsets from it. The GPU vertex shader
   adds `origin` back inside the view_proj multiply for clip position
   (sub-pixel-lossy at large hatches but invisible); the `xz` varying
   that the fragment shader uses for in_polygon + pattern math stays
   in hatch-local space at full f32 precision.

   For pattern alignment across adjacent hatches with the same family,
   the GPU pipeline snaps the anchor to the family's perp/along grid
   in f64 before sending it down. Snap uses the same QCAD-PAT
   convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
   shader's check_family uses — an earlier attempt used the world-frame
   `(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
   no alignment.

   Trade-off: pattern phase is "global modulo per-family-grid" rather
   than tied to WCS (0,0). Same hatches still align with each other;
   the absolute phase relative to the WCS origin may differ from the
   pre-fix behaviour on small drawings.

Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.

The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 08:41:23 +03:00
Hakan SevenandClaude Opus 4.7 fbbac423d4 perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.

Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:13:16 +03:00
Hakan Seven 773a5f74cb fix(hatch): more improvement on arc boundary and pattern 2026-05-10 20:29:39 +03:00
Hakan Seven 45f9f96c93 perf: implement L–S performance improvements
- L: pre-project wire endpoints to screen before ApparentIntersection pair loops
- O+S: tight per-segment AABB cull + move a0/a1 Vec3 outside inner snap loop
- P: epoch-cached entity→block reverse map replaces O(E×B) scan
- Q: lazy per-point projection in hit tests eliminates per-wire Vec<Point> alloc
- R: HatchModel.boundary Arc<Vec> so clone is pointer bump not heap alloc
2026-05-06 22:42:22 +03:00
Hakan Seven d2fdac7f1e first commit 2026-03-22 14:56:27 +03:00