Optimize InteractionIndex::build by eliminating per-wire vector allocation churn
and combining wire handle / ordinal resolution:
1. Introduced WireIndexBatch to chunk wires into batches of 256 wires. Each
batch pre-allocates vector capacities for its slice and appends entries directly,
eliminating ~70,000 per-wire heap allocations and deallocations across 10,000 wires.
2. Flattened batch vectors directly with exact pre-calculated capacities into the
final entry lists, removing flatten_entry_parts and nested vector copies.
3. Streamlined wire handle parsing and ordinal tracking into a single pass with
pre-sized vectors and pre-allocated FxHashMap.
Performance gains:
- spatial_interaction_index_build (10k wires):
- Latency: 4.88 ms -> 4.01 ms (-17.8%)
- Mean latency: 4.93 ms -> 4.05 ms (-17.8%)
- Throughput: 2.05M wires/s -> 2.53M wires/s (+23.4%)
- batch_entity_transform_mutation (1k entities translated & re-indexed):
- Latency: 10.92 ms -> 8.95 ms (-18.0%)
- Mean latency: 11.28 ms -> 9.52 ms (-15.6%)
- Throughput: 92.4k entities/s -> 111.3k entities/s (+20.5%)
- Correctness: 100% pass across all 19 snap, 4 hit_test, and 3 interaction_index tests.
Optimize themed_handle in src/ui/icons.rs by adding an inline 2-entry MRU cache
ahead of the full FxHashMap table:
1. Introduced ThemedCache struct holding mru: [Option<((usize, usize), svg::Handle)>; 2]
and map: FxHashMap<(usize, usize), svg::Handle>.
2. Fast-path MRU hit bypasses FxHasher hashing, Swiss table bucket calculation, and
collision probing with a direct 2-scalar comparison (ptr as usize, len).
3. Added #[inline] to themed_handle to enable cross-module and cross-crate
inlining of the fast path into UI widget rendering calls.
4. Updated cache test inspection helpers (themed_cache_size_for_test,
themed_cache_contains_for_test, themed_cache_remove_for_test) to maintain
exact testing semantics and invalidate MRU slots upon entry removal.
Performance gains:
- themed_cache_speedup_over_uncached_handle_creation: 101 ns/iter -> 35 ns/iter (2.9x speedup)
- ui_icon_handle_cached: 80.19M lookups/s (12.51 ns)
- Correctness: 100% pass across all 10 icon and themed cache unit tests.
The vertex-normal fallback compared the cross product's length with
f64::EPSILON, an area-scale threshold, so a valid triangle small enough
fell back to the leaning vertex normal again. Fall back only when the
cross product is zero.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The vertex-normal fallback compared the cross product's length with
f32::EPSILON, an area-scale threshold, so a valid facet with 1e-4 edges
(cross product 1e-8) took the leaning vertex normal again. Fall back only
when the cross product is zero.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Optimize wide and tapered arc fill mesh generation by eliminating general
ear-clipping triangulation and optimizing arc boundary evaluation:
1. Replaced triangulate_planar with triangulate_band_ring and direct
quad-strip vertex construction in wide_band_tris. Polyline band fills
possess strict quad-strip topology (straight segments: 4-vertex trapezoid;
arc segments: 2m-vertex annular sector). Generating triangles directly in
O(N) time avoids Newell normal calculation, planar projection, Delaunay
triangulation, and O(N^2) ear-clipping searches.
2. Exact buffer capacity pre-allocation in wide_band_tris based on ring
lengths, eliminating dynamic reallocation during triangle emission.
3. Replaced top and bottom cap triangulation in thick_band_tube with
triangulate_band_ring.
4. Unified inner and outer arc point calculation in polyline_segment_fill
into a single loop using ang.sin_cos(), halving trigonometric calls and
eliminating dynamic vector resizing.
Performance gains (wide_and_tapered_arc_tessellation benchmark across 7,500 entities):
- Latency: 27.34 ms -> 23.30 ms (-14.8%)
- Mean latency: 28.08 ms -> 24.15 ms (-14.0%)
- Throughput: 265.6k entities/s -> 321.9k entities/s (+21.2%)
- Correctness: 100% pass across all 45 polyline and 5 tessellation unit tests.
PlotStyleTable::to_text wrote scale_factor with one decimal, and saving
from the plot style panel rewrites the whole loaded table. A table with
apply_factor on and scale_factor=0.25 came back as 0.2, thinning every
scaled lineweight by a fifth.
Write the factor in full, keeping the decimal point on a whole value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
In a .lin file the description is optional and the comma goes with it, so
"*PLAIN" followed by "A,.5,-.25" is a complete definition. parse only kept
a header that contained a comma, so such a linetype was dropped silently
and a CENTERLTYPE naming it then reported that it was not loaded.
Take the whole header as the name when there is no comma.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
build_stl took the facet normal from the first vertex's normal whenever the
mesh had normals. On smoothed meshes (tessellated curved solids, OBJ imports
with vn) that normal leans off the triangle, while STL defines the facet
normal as the triangle's own unit normal.
Use the triangle's own normal, and keep the vertex normal only for a
triangle with no area. Meshes without normals export as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
build_step took the PLANE normal from the first vertex's normal whenever
the mesh had normals. On smoothed meshes (tessellated curved solids, OBJ
imports with vn) that normal leans off the triangle, so the plane missed
two of the face's corners and the first edge was no longer perpendicular
to the placement axis.
Use the triangle's own normal, and keep the vertex normal only for a
triangle with no area. Meshes without normals export as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
With a working plane other than world XY, ROTATE and MIRROR handed a
non-ordinate dimension to acadrust's Entity::apply_transform, which only
translates those dimension types by where the transform sends the origin.
The definition points, plane and angles stayed unturned, so the dimension
jumped back once its block was baked again.
Send both through the existing Affine branch, which ALIGN already uses and
which transforms points, normal and stored angles together. The world-Z
paths are unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Scene meshes store each position as an f32 half plus a low residual so
geometry stays precise at survey coordinates, and the renderer adds the
two back together. STEP export read only the f32 half. Near x = 500000
that half steps in 1/32 units, so a solid at 500000.123 was written as
500000.125, and the edge directions and planes were built from the same
snapped points.
Build each exported vertex from both halves in f64 and derive directions
and the fallback face normal from those. Meshes without a residual export
as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
IMPORTOBJ only computed face normals when the file listed no normals at
all. When a file did list some, a face that omitted its normal indices,
or pointed at an index past the end of the list, kept a zero normal. That
zero reaches the mesh shader, which normalizes it for lighting.
Track which vertices got a normal from the file and give the rest their
face normal. Supplied normals are kept, and a file without normals is
handled as before.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>