Commit Graph
539 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.7 b3a1119b04 fix(camera): precise zoom-to-cursor pivot at large coordinates
zoom_about_point picked the world point under the cursor twice via
view_proj.inverse() (the full f32 matrix) and shifted target by their
difference. At UTM coordinates that inverse carries ~0.5 m of f32 error
that didn't cancel between the two picks, so target drifted every zoom
step and the whole scene jumped as a block.

Compute the pivot as the cursor's offset *relative to target* in the
camera frame (small numbers, rotated to world) instead — it never touches
the large absolute target, so the before/after difference is exact and
the scene stays put while zooming.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 65413a2c2a refactor(render): drop dead camera_pos from the shared uniform
No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 ddf6344dbe feat(render): double-single vertices for the mesh pipeline
3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).

With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 c0f3d0de5e feat(render): double-single fills for the face3d pipeline
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>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 bd12cc2f5a feat(render): double-single corners for the image pipeline
Raster-image quad corners derive from a large f64 insertion point plus
small u/v spans; the single-f32 cast quantized them at UTM scale. The
ImageModel now keeps a corners_low residual, ImageVertex carries pos_low
(location 2), and image.wgsl reconstructs the eye-relative position from
the high/low pair.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 0f7920dc2c feat(render): double-single anchors for both hatch pipelines
The hatch anchor (world_origin / pattern origin) was cast to a single
f32, quantizing UTM-scale fills to ~0.5 m and reintroducing jitter the
wire path no longer had. Both the batched and per-hatch pipelines now
carry the anchor as a high/low f32 pair (HatchInstance.world_origin_low,
HatchUniformData.origin_low) and reconstruct the eye-relative position in
the shader as (origin_high - eye_high) + (local + origin_low - eye_low).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 6a74f12a92 feat(render): double-single vertex positions for the wire pipeline
Vertices now carry the low residual alongside the high half all the way
to the GPU: tessellation splits the offset-relative f64 coordinate into
(high, low) f32 (TruckTessResult::Lines/Point, the Text path, Lines /
SegmentedLines, and the block-cache instance transform), WireModel and
the block batch carry a paired points_low buffer, WireInstance gains
pos_a_low/pos_b_low (locations 10/11), and wire.wgsl reconstructs
rel = (pos_high - eye_high) + (pos_low - eye_low).

This is the piece the camera-only RTE was missing: at UTM-scale
coordinates the single-f32 vertex was quantized to ~0.5 m, so it snapped
each time the eye crossed an f32 boundary on pan. With the low half the
position is exact and the cross-drawing-paste jitter is gone.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 97d6993768 refactor(wire): add WireModel.points_low parallel buffer (empty default)
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>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 2a9416464e feat(render): relative-to-eye for the wire pipeline
The wire shader now subtracts the eye (high+low f32) per endpoint and
transforms by the rotation-only view-projection instead of multiplying
absolute positions by a view-projection that bakes in a large eye
translation. The math is identical (proj·R·(pos−eye)) but the large eye
no longer enters the f32 matrix, so lines stop jittering on
pan/zoom/rotate at large (UTM) coordinates and far from world_offset.

Geometry low bits are intentionally dropped: (pos − eye_high) is exact in
f32 for same-magnitude operands (Sterbenz) and eye_low corrects the eye,
so the only residual is a static sub-f32 position error, not motion
jitter — no per-vertex low buffer needed. view_rot is cropped in lock-step
with view_proj for tiled panes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 8f16ba1ac2 feat(render): add relative-to-eye uniform fields (inert)
Append a rotation-only view-projection plus the eye split into high/low
f32 (double-single) to the shared Uniforms buffer, and the matching
Camera helpers (view_proj_rte, eye_high_low). Fields are added at the end
so existing field offsets — and every shader still reading only the
legacy view_proj — are unaffected. No shader consumes them yet; the wire
pipeline migrates first in the next step.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 091b8e1805 refactor(camera): store orbit target in f64
Foundation for relative-to-eye rendering: the pivot the camera orbits
must stay precise at large offset-relative coordinates so the derived eye
(which the RTE path subtracts per vertex) is exact. `Camera::target` is
now DVec3 and `eye_f64()` exposes the full-precision eye; `view_proj`
still casts to f32 at the matrix, so behaviour is unchanged for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 98142ee4af fix(ucs): snap ViewCube face views square to the active UCS
Clicking a ViewCube face rotated the gaze into the UCS frame but derived
the up vector from world X/Y/Z, so the snapped view landed world-aligned
(most visibly Top, where the UCS shares world Z and only the in-plane
roll differs). snap_to_direction now takes the UCS basis and picks its up
from the UCS axes, so a face snap lands square to the user's coordinate
system. Identity UCS reproduces the world-aligned snap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 11:12:43 +03:00
Hakan SevenandClaude Opus 4.8 d78ed60582 feat(ucs): orient the ViewCube to the active UCS
The ViewCube showed world Front/Top/Right. It now composes the camera
rotation with the active UCS (scene.viewcube_ucs, synced from the tab's
active_ucs), so its faces follow the user's coordinate system in model
space. Render uniform, hover/click hit-test, and the click→snap direction
all go through scene.viewcube_ucs_mat() so they stay in lock-step;
identity outside model space leaves paper-viewport navigation unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 10:10:47 +03:00
Hakan SevenandClaude Opus 4.8 44d2df9361 fix(view): unify model VPORT / paper VIEWPORT view handling
Model-space tiled VPORTs and paper-space floating VIEWPORTs each carried
their own copy of the saved-view→camera math, so a fix to one drifted
from the other (the recurring grid/twist regressions). Route both, plus
the View-table and sheet-viewport paths, through one decoder and fix the
bugs that the duplication hid.

Decoder unification:
- New camera_from_view(direction, target, center, height, twist,
  world_offset): the single saved-view→Camera decoder. camera_from_vport
  (tiled), camera_for_viewport (floating, + auto-fit), and the View-entry
  / sheet-viewport apply paths all delegate to it. Tiled vs floating now
  differ only in field source and the floating auto-fit fallback.

Twist round-trips on layout switch and file save:
- camera_from_view applies roll = -twist; the write path was dropping it,
  so model→paper→model (and reload) reset the view to raw orientation.
- New Camera::roll() recovers the camera roll; sync_camera_to_document,
  write_camera_view_entry, and vport_from_camera now store -roll as the
  view twist on the *Active VPort, the OpenCADStudio_Camera_Model View
  entry, the per-tile VPorts, and the paper sheet viewport.

Rotation-aware frustum cull:
- New view_cull_aabb(): the entity-cull rectangle is built from the
  camera's right/up basis (so a twisted/rotated view's rotated rectangle
  is enclosed) instead of world X/Y axes; returns None for tilted views
  to disable the flat-XY cull rather than wrongly hide geometry. Applied
  to the model-tile and paper-viewport cull sites.

Paper viewport scale:
- The floating-viewport auto-fit overlap test summed view_target +
  view_center raw; under a twist view_center is a DCS offset, so the sum
  landed far from the real WCS centre and wrongly tripped the auto-fit,
  rendering content at the wrong zoom. It now tests the decoded
  (twist-folded, wire-space) target. The CPU projection path derives its
  scale from that same camera, locking hit-test/snap to the GPU render.

Grid enumeration:
- ViewportInstance gains grid_on; the two grid-view collectors collapse
  into one grid_views() derived from the same active_viewports() list the
  renderer uses, so the grid overlay can no longer drift from the views
  on screen.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 09:35:06 +03:00
Hakan SevenandClaude Opus 4.8 7a1988e851 fix(view): apply saved view twist as camera roll on load
Drawings authored under a rotated UCS save a view twist so they open
square. camera_from_vport ignored VPort.view_twist (roll hardcoded 0),
so such files rendered in raw world orientation and looked tilted.

Feed -view_twist in as the camera roll: the twist rotates world-X onto
screen-right, so the direction that becomes horizontal is its negative.
The roll rides the camera quaternion, surviving render and orbit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 08:52:20 +03:00
Hakan SevenandClaude Opus 4.8 10e4c18ba7 chore: silence native and wasm build warnings
Gate target-specific code so neither build warns about the other's items:
native-only helpers (view, window icon, file dialogs, file association, plugin
host/guard/registry, self-update) are cfg'd to non-wasm; the wasm-only font
fallback (script_of / cjk_lang / request) is cfg'd to wasm. Drop an unused mut,
allow the few genuinely-conditional dead items (mesh_click_hit, GPU layout
helpers, parity stubs), and gate the embedded PlotSettings-unrelated dead
constants. Both targets now build clean (only the unavoidable nom/quick-xml
future-incompat dependency notice remains).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 02:03:34 +03:00
Hakan SevenandClaude Opus 4.8 429f3035b1 fix(layout): fully remove a deleted layout's record and references
delete_layout removed the Layout object and its entities but left the paper
space block record, the ACAD_LAYOUT dictionary entry and any standalone
PlotSettings behind. AutoCAD pairs every paper-space block record with a layout,
so the deleted tab could reappear on reopen. Also drop the block record, the
dictionary entry and the page setup so the layout is gone for good.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:37:58 +03:00
Hakan SevenandClaude Opus 4.8 26479b6faa fix(grid): independent, clipped grid per viewport
Grid (and grid-snap) state was shared through the global show_grid flag, so
toggling it in model space also turned it on in paper space, and a floating
viewport's grid painted across the whole paper — and beyond the 3-D view when
zoomed in.

- Store grid/snap per view: a model tile in model space, the active floating
  viewport or the layout's sheet viewport in paper space, round-tripped via the
  viewport status flags.
- adopt_view_display on layout switch and viewport enter/exit so the live
  toggle follows the view you are in.
- Render one grid per view (paper_viewport_grid_views): the sheet over the
  paper, each floating viewport clipped to its screen rectangle.
- Clamp the grid clip to the widget so an overflowing viewport rectangle never
  paints grid outside the 3-D view.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 00:18:01 +03:00
Hakan SevenandClaude Opus 4.8 ba834fb166 fix(layout): faithful paper-space round-trip and page setup (#156)
Builds on the acadrust viewport/PlotSettings round-trip fixes:

- Write the sheet viewport's view position into view_center (DCS) with
  view_target at the origin, matching AutoCAD; the old view_target form shifted
  the layout.
- PAGESETUP now writes paper size, rotation, origin and units onto the Layout's
  embedded PlotSettings (not just a side object), and bumps geometry, so an edit
  shows on the sheet immediately and survives a save.
- Draw the printable-area guide (paper inset by plot margins, rotation-aware) as
  a dashed rectangle, matching AutoCAD's layout view.
- Plot/PDF export falls back to the Layout's embedded PlotSettings via
  effective_plot_settings(), so a loaded file's rotation/origin/scale apply.

Bumps acadrust to pick up the viewport-status and PlotSettings round-trip fixes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 23:47:36 +03:00
Hakan SevenandClaude Opus 4.8 9d5ee75bcc fix(layout): place sheet viewport center in the paper plane (#156)
The overall (sheet) viewport was created with its center as (x, 0, z) —
carrying the paper-height midpoint in z with y = 0. AutoCAD/TrueView read a
paper-space viewport center as (x, y), so the sheet view ended up centered at
y = 0, shifting the whole layout half a page down; activating the layout in
AutoCAD could fault on the off-plane viewport. Store the center as (x, y, 0),
matching the convention MVIEW already uses for floating viewports. Verified: a
newly created paper-space viewport no longer faults AutoCAD on layout switch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 13:20:16 +03:00
Hakan SevenandClaude Opus 4.8 038052f5f9 feat(block): fade context, free editing and a Save/Discard toolbar in REFEDIT
In-place block edit now reads more like a dedicated editor:

- Fade everything except the edited entities toward the background (wires,
  block instances and 3D solid meshes) so the block stands out while the
  surrounding drawing stays visible for context.
- Don't leave a command active on enter — the user edits the block's geometry
  freely (move, grips, draw, erase) and finishes explicitly.
- Show the right-edge vertical toolbar with clickable Save (REFCLOSE_SAVE) and
  Discard (REFCLOSE_DISCARD) buttons while a session is active, so the edit
  can be ended without typing.

The fade clears on save/discard, restoring full brightness.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 11:46:43 +03:00
Hakan SevenandClaude Opus 4.8 65b8e85751 fix(select): highlight a block's solid body on hover/selection
The instanced block solid meshes kept the inner solid's handle as their
name, but the highlight tint matches the mesh name against the hovered /
selected handle — which for a block is the parent INSERT. So hovering or
selecting a block whose body is a solid never tinted it. Tag the instanced
meshes with the parent INSERT handle so the orange hover / blue selection
tint applies.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:29:18 +03:00
Hakan SevenandClaude Opus 4.8 cd10aa0363 fix(select): click the front-most solid across top-level and block bodies
Clicking a block whose body is a solid tried top-level solid meshes first
and block-internal ones only as a fallback, so a stray solid behind the
block always won and the block couldn't be picked. Merge both into one
depth-sorted hit-test (solid_click_hit) keyed by the solid's own handle or
the parent INSERT, so the front-most body wins regardless of kind.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:24:31 +03:00
Hakan SevenandClaude Opus 4.8 d1395e8f3d fix(solid): refresh a DXF SOLID's fill after move/copy
A DXF SOLID renders as a cached solid-fill hatch, but transform_entities and
copy_entities only rebuilt that cache for true HATCH entities — a SOLID fell
through and kept drawing at its old position (or a copy showed nothing).
Rebuild the solid-fill hatch for EntityType::Solid in both paths, matching
the existing grip/add/open handling.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:15:03 +03:00
Hakan SevenandClaude Opus 4.8 ae9940929c fix(select): box/lasso-select blocks whose body is a solid
Box/lasso only tested top-level solid meshes, so a block whose visible body
is a solid (its mesh lives in the per-INSERT instanced cache, and it has no
wires to catch) was never picked up by a window/crossing/lasso. Add
block_mesh_box_hit / block_mesh_poly_hit that test each INSERT's instanced
block solid meshes and resolve a hit to the parent INSERT, and wire them
into the selection paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 07:03:56 +03:00
Hakan SevenandClaude Opus 4.8 ae3b305f95 fix(dim): move the baked dimension block when the dimension is transformed
A dimension's final graphics are baked into a per-instance *D block, and the
render draws that block's sub-entities directly rather than the definition
points. Move/rotate/scale/mirror updated the definition points but left the
block sub-entities in place, so the dimension stayed drawn where it was.
Apply the same transform to the dimension's *D block sub-entities.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 06:55:34 +03:00
Hakan SevenandClaude Opus 4.8 d5f1348f1b fix(3d): box/lasso-select 3D solids and refresh them after a transform
Box, window, crossing and lasso selection only tested wires and hatches, so
3D solids (which render as meshes) could never be selected that way. Add
mesh_box_hit / mesh_poly_hit that project the solid mesh and test it against
the box / lasso (window = all vertices inside, crossing = any vertex inside
or the region sitting inside the solid), and wire them into the selection
paths.

Also re-tessellate solids after a move/rotate/scale/mirror/copy: the entity
moved but its cached mesh didn't, so the solid stayed drawn at its old
position. Rebuild the mesh caches when a transformed/copied handle is an
ACIS volume.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 06:45:49 +03:00
Hakan SevenandClaude Opus 4.8 5f3eaa621c fix(properties): recolour solid meshes on a colour/layer change
ACIS solids bake their colour into the mesh, so a property-panel or ribbon
colour (or layer) change left the solid showing its old colour — only the
wires, which resolve colour at render time, updated. Run recolor_meshes
(now covering block-definition meshes too) when property targets are
invalidated, and route the ribbon colour change through the same path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 02:12:58 +03:00
Hakan SevenandClaude Opus 4.8 31ed911714 fix(3d): place and move ACIS solids and tilted-normal blocks correctly
Bump acadrust to pick up real ACIS body transforms (so moving/copying/
rotating a 3D solid relocates its geometry) and OCS-aware INSERT placement.

- body_transform: read the SAT transform record from its first 13 float
  tokens instead of by raw index, which skipped the matrix because the
  record leads with a book-keeping pointer — so the body placement was
  silently ignored and solids never honored their stored transform.
- Insert grips: the grip lives in world space but insert_point is stored in
  the block's OCS, so grip display and grip-drag now round-trip through the
  OCS. A block whose extrusion normal isn't +Z no longer shows its grip in
  the wrong place or drags along the wrong axes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 01:52:53 +03:00
Hakan SevenandClaude Opus 4.8 fd15dd0aac feat(select): invert selection from the right-click menu
Add an Invert Selection entry to the selection context menu (below
Select Similar): it replaces the current selection with every other
selectable object in the active layout. Candidates come from the visible
wire set, so objects on off/frozen layers stay excluded.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:31:05 +03:00
Hakan SevenandClaude Opus 4.8 e562738d9e fix(clipboard): carry block definitions across drawings on paste
Copying an INSERT and pasting it into another drawing rendered nothing:
the clipboard snapshotted referenced layers/linetypes/styles but not the
block definition itself, so the pasted reference pointed at a block the
target drawing didn't have.

Capture every block an copied INSERT references — walking nested INSERTs
transitively, skipping model/paper space and xref blocks — and store the
definition's base point plus its owned entities. On paste, recreate any
of those blocks the target drawing lacks via a new define_block_raw
(entities kept in block-local coordinates), before adding the pasted
references. Same-document pastes are unaffected since the blocks already
exist.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 21:23:59 +03:00
Hakan SevenandClaude Opus 4.8 54106ca9b0 feat(web): lazy per-script font loading for international CAD text
The web build has no system-font access, so CAD text in non-Latin scripts
(Cyrillic, Greek, CJK, …) rendered as nothing — build_fallback was a hard
None on wasm (#141). Instead, ship per-script Noto subsets under web/fonts
(one alphabet per file, SIL OFL 1.1) and fetch them lazily over HTTP the
first time a drawing uses that script, then outline glyphs with ttf-parser.

- web_font: Script enum + script_of (char → script font), a per-script
  store with lazy fetch, and a pending queue drained by the app loop.
- CJK is split by language (chinese/japanese/korean). Han ideographs share
  code points but differ by language, so the shared block is routed by the
  document's $DWGCODEPAGE (932→JP, 949→KR, GB/936→CN); kana is always
  Japanese, Hangul always Korean. Re-tessellates when the language changes.
- build_fallback (wasm) outlines from the fetched subset; clear_fallback_cache
  lets glyphs that missed while a font was in flight reappear on load.
- PollWebFonts subscription (web only) + WebFontLoaded message drive fetches.
- Trunk copy-dir serves web/fonts; nothing is bundled into the native binary
  (desktop keeps using system fonts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 16:13:26 +03:00
Hakan SevenandClaude Opus 4.8 1ed3315e50 fix(ocs): use Wz in arbitrary-axis algorithm else branch
The OCS arbitrary-axis algorithm crossed the normal with Wx=(1,0,0) in the
else branch, which collapses to zero for an X-aligned normal (e.g.
N=(-1,0,0)): the OCS axes became zero and every point mapped to the
origin. The resulting coincident points fed a NaN truck arc whose
parameter_division never converged, hanging the load on "Parsing
entities". Cross with Wz=(0,0,1) per the DXF spec. (#142)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 13:28:36 +03:00
Hakan SevenandClaude Opus 4.8 3139a73753 docs(3d): explain pierced-face outer-loop selection
ACIS stores no outer-vs-hole loop flag, so plane_face derives the outer
boundary as the largest-area loop and winds holes opposite. Document why
this is robust: try_attach_plane takes its plane normal from the first
(outer) wire, making the choice self-consistent without relying on the
analytic face normal. No behaviour change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:38:03 +03:00
Hakan SevenandClaude Opus 4.8 249922e8d9 fix(3d): pick pierced face outer loop by area, not list order
A planar ACIS face lists its loops outer-first only by convention; a
pierced wall lists its window holes before the wall edge. plane_face
trusted loops[0] as the outer boundary and oriented every other loop
relative to it, so on a face with two or more holes one real hole wound
the same way as the true outer and truck's winding-number trim filled it
in. Select the outer boundary as the largest-area loop (it encloses the
rest) and wind all others opposite. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 10:44:52 +03:00
Hakan SevenandClaude Opus 4.8 caafb9b99d fix(layers): honor layer off/freeze for block sub-entities
Block-internal entities ignored their own layer state: 2D subs were
only filtered by the invisible flag in the block-defn cache, and 3D
solids render through a separate mesh path that applied no layer filter
at all. Both now skip subs on off/frozen layers, matching top-level
entities. Caches rebuild on every toggle, so visibility updates live.

Fixes #133

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 19:57:19 +03:00
Hakan SevenandClaude Opus 4.8 93e2d20412 fix(3d): render pierced solid faces with their holes
Build pierced planar faces (a wall with a window opening) as truck faces
with inner hole boundaries: collect every face loop (outer + holes), wind
each hole opposite the outer so try_attach_plane cuts it, and let truck
triangulate. Drop the back-face cull on the solid-mesh pipelines so faces
show regardless of the import's winding (the shader already lights
two-sided). Relies on the acadrust SatLoop next_loop fix that makes hole
loops reachable. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 15:21:21 +03:00
Hakan SevenandClaude Opus 4.8 e7eeff5945 feat(select): orange hover / blue selection highlight for all objects
Solids (meshes) now tint on rollover and selection: hover washes orange,
selection washes blue, with selection winning when both apply. Meshes
re-upload their tint when the highlight set changes, and the rollover pick
now also hits shaded solid bodies and hatches (mirroring the click-select
order: wire → hatch → block hatch → solid).

Wires get the same scheme: the selection xray overlay recolours selected
entities blue and the hovered entity orange (previously both blue). Drops
the now-unused highlight_handles union helper and its cache.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 09:33:53 +03:00
Hakan SevenandClaude Opus 4.8 c6b3975fd4 feat(properties): show entity handle in the General section
Adds a read-only Handle row at the top of the properties palette so an
entity can be identified by handle (e.g. when cross-referencing a file
dump or reporting a specific object).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 01:52:02 +03:00
Hakan SevenandClaude Opus 4.8 25c347f9b0 feat(3d): instance block-definition solid meshes per INSERT
3D solid meshes inside block definitions were drawn once at block-local
coordinates without the INSERT transform, so a block authored in mm and
placed into a metre drawing at a 0.001 INSERT scale rendered ~1000x too
large. Split solid meshes into top-level (layout-owned, offset and drawn
flat) and block-definition (kept block-local) sets, and emit a transformed
instance of each block-def mesh per model-space INSERT, accumulating nested
transforms. Layout blocks are identified from the Layout objects'
block_record handles, since BlockRecord::is_layout() also flags ordinary
blocks in some files. (#123)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 01:32:17 +03:00
Hakan SevenandClaude Opus 4.8 9eb805df23 feat(ui): unified viewport control chip + per-tile grid rendering
Move grid and grid-snap toggles off the status bar (and its customization
menu) into the top-left viewport chip, now a single container holding the
horizontal/vertical split buttons, render-mode picker, and grid/snap
toggles, sized to the render-mode picker. Add grid + magnet (snap) icons.

Render the grid per model tile from each tile's own grid_on, in its own
bounds and camera, instead of a single grid in the active tile. This stops
the grid flickering on/off as the cursor crosses panes or leaves the
viewport, and lets each pane show its own grid independently.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 23:29:34 +03:00
Hakan SevenandClaude Opus 4.8 d4a665a34c feat: per-viewport grid/snap, adopted from the active viewport
Make grid-snap a per-drawing view setting like grid visibility: drop it
from the persisted OSNAP set (settings.txt) and round-trip it through each
viewport's VPort SNAPMODE instead.

Grid display and grid-snap are now stored per model tile (like render
mode), written to and read from each tile's *Active VPort entry. The live
toggles mirror the active tile, and grid/snap are adopted from the active
viewport whenever it changes — on file load, tab switch, model-tile
activation, and new drawing — so they follow the active viewport rather
than a global preference.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:25:44 +03:00
Hakan SevenandClaude Opus 4.8 b2feeb716b refactor: make grid visibility per-drawing, not a global setting
Grid on/off now round-trips through the drawing's *Active VPort, so it is a
per-file view setting like every other CAD app treats it. Drop show_grid
from UserSettings (and its settings.txt key) and instead adopt the opened
file's saved grid_on on load. A legacy "grid=" line in an old settings file
is harmlessly ignored.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:11:27 +03:00
Hakan SevenandClaude Opus 4.8 cd17096f65 feat(io): persist grid/snap display state to the active VPort
Mirror the in-app grid and grid-snap toggles (plus the adaptive grid
spacing) onto the *Active VPort entries so a saved DWG/DXF reflects what
the user actually has on, instead of always writing VPort defaults. The
flags are stamped when the toggles change and again before a save, and
carried across the camera-sync VPort rebuild so they survive an orbit/pan.

Only grid_on, snap_on and grid_spacing have an OCS counterpart; the other
VPort view fields (view twist, clip planes, lens length, etc.) have no
in-app source and stay at their faithful defaults.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 22:05:25 +03:00
Hakan SevenandClaude Opus 4.8 02b0fc4dcf chore: drop brand names and orphaned PICK_HIGHLIGHT colours
Neutralise vendor references in comments to plain behavioural descriptions
(object acquisition / object snap). Remove the PICK_HIGHLIGHT and
PICK_HIGHLIGHT_DIM wire colours: their only consumer was the stripped
storm-sewer add-on, and the retained plugin acquisition pathway draws the
ObjectPick snap glyph and per-command hover previews instead, so the
constants are dead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 21:28:07 +03:00
Hakan SevenandClaude Opus 4.8 5a36494ed7 chore: clear compiler warnings
Remove accidental dead code (unused imports, the superseded paste tool()
helper, a never-read TORIENT handles field, a duplicate let binding, an
unneeded mut) and mark intentional-but-unwired scaffolding with
allow(dead_code): the web-only save_to_bytes, the plugin loadable() probe,
the planned PICK_HIGHLIGHT colours, the DynFieldSpec label, and the layout
ribbon helpers. Native build is now warning-clean apart from the upstream
nom/quick-xml future-incompat notices.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 21:18:09 +03:00
Hakan SevenandClaude Opus 4.8 47f74a9b98 feat(clipboard): paste menu with paste-to-original and paste-as-block
Turn the ribbon Clipboard "Paste" button into a dropdown:
- Paste — existing pick-a-point paste.
- Paste to Original Coordinates — drops the clipboard at its source
  coordinates with no prompt.
- Paste as Block — wraps the clipboard contents in a new block definition
  and starts an interactive insert (prompts for the drop point, with the
  geometry rubber-banding under the cursor).

Also fixes two bugs the new commands exposed:
- entities_centroid summed the NaN separator points wire models carry,
  so the paste base point came out NaN; non-finite points are now
  skipped. A NaN base previously froze block tessellation outright.
- PASTEORIG added clipboard entities with their original handles
  (duplicates on same-document paste); it now goes through
  add_entity_clone and merges referenced records like the other pastes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 16:09:47 +03:00
Hakan SevenandClaude Opus 4.8 446430d2b3 fix: regenerate inline sub-entity handles when copying entities
`document.add_entity` only assigns the top-level handle, leaving inline
sub-entities that carry their own — INSERT attributes and 3D-polyline
vertices — with the source's handles. Copying such an entity therefore
produced duplicate handles in the document, which corrupts the saved DWG
so other CAD apps (QCAD, DWG TrueView) refuse to open it.

Add `Scene::add_entity_clone` / `reset_clone_subhandles`, which allocate
fresh handles for the entity and every inline sub-entity, and route all
duplication paths through it: COPY/ARRAY/MIRROR-copy (via copy_entities)
and clipboard paste. (#129)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 14:45:06 +03:00
Hakan SevenandClaude Opus 4.8 96ec672d5b feat(points): point style commands + DDPTYPE dialog, viewport-aware size
Points could only render as a 1px dot — no way to change PDMODE/PDSIZE.

- PDMODE / PDSIZE commands set the header value and rebuild the glyphs.
- DDPTYPE opens a Point Style dialog: a 5x4 grid of rendered glyphs
  (shape x enclosure), a size field, and relative/absolute radios.
- Relative (<=0) PDSIZE now sizes from the current world-per-pixel so the
  marker stays a roughly constant on-screen size across zoom, rebuilding
  on zoom via the existing camera-generation cache key. Absolute (>0)
  scales with the world as before. Switching to absolute with a zero size
  seeds a positive value from the on-screen size so it stays representable.

Part of the #100 extensibility epic (point style surfaced in #106).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 11:13:12 +03:00
Hakan SevenandClaude Opus 4.8 6996343e84 feat(wasm): open files in the browser
Wire up file open for the web build:

- `io::pick_and_load_web`: browser file picker → read bytes → parse via
  `load_bytes` → build caches, returning the same payload as the native
  loader so it feeds the shared `Message::FileOpened` handler.
- `Message::OpenFile` cfg-dispatches: native picks a path then loads on a
  worker thread; web picks + parses in one async step. The web branch also
  sets `opening` (the handler drops results when no open is in progress).
- Disable the cosmic-text shaping / fallback paths on wasm: the web has no
  system fonts, so cosmic-text panics with "no default font found". LFF
  stroke fonts (embedded) still render; LFF-missing glyphs are skipped.

Native build + 75 tests unchanged. Hatches still don't draw on the web.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 18:08:57 +03:00