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>
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
The SHX reader now serves all three consumers instead of just SHAPE
entities:
- Complex-linetype shape elements stopped being skipped: a document
linetype's Shape{number} resolves its style's shape file (shared path
fallbacks) and draws the real glyph; `.lin` catalog references keep
the file token and look the shape up by name. The converted-LFF
substitute set remains the fallback for anything unresolved.
- Face::Shx renders resolvable on-disk .SHX text FONTS with their real
stroke glyphs: character code → shape lookup, cap height normalised
to the 9-unit space every stroke-font consumer expects, advance from
the interpreter's final pen position, line spacing from the shape #0
above/below header, TTF fallback per missing glyph.
resolve_text_style resolves a style's .shx next to the drawing and
passes the absolute path through; unresolvable names keep their LFF
substitutes. Shapes-only files (no #0 header) are refused as fonts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Xref merge now inserts entities in the source block's chain order and
carries SortEntitiesTable objects across (remapped to merged handles).
draw_depth_map values become [depth, half] so exploded block/xref fills
and wide-polyline band wires both compose child depth as
insert_depth + in-block rank x half, recursing into nested inserts with
the same divisor - bands and fills from one block interleave by the
block's internal order instead of stacking at the insert's single depth.
Band batches split per rank via WireModel.depth_override; thin wires
stay merged. The wire arena falls back to a full rebuild when a slab
carries mixed depths so refreshes don't flatten band overrides.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A wide polyline with per-vertex varying widths rendered at its widest edge
(uniform-width ones were already exact). Draw the true taper instead.
`WireModel.taper_widths` carries a per-point full band width. The wire
instance (native slim + web fat) gains per-endpoint `world_hw_a/b`, and both
wire shaders interpolate `mix(hw_a, hw_b, which_end)` so each segment's band
narrows/widens linearly — depth-tested, and the linetype dash still applies.
Alignment (widths must match the tessellated points) is solved by building
both together: a new `TruckObject::TaperedLines(points, widths)`, filled by
`common::tapered_band_points` (straight = endpoints, arc = 16 samples with the
width lerped along it). to_truck routes a varying-width polyline here —
LwPolyline before the PLINEGEN split, Polyline2D at its return — while a
uniform-width one keeps the constant-band Contour path unchanged. `world_width`
stays the widest edge as the PDF-stroke + zoom-floor fallback.
Blocks fall back to the constant-widest band (`LocalWire` carries no
taper_widths).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A wide polyline's flat band was drawn by the hatch pipeline: a solid fill
with only draw-order depth. It ignored the entity linetype (the width
"crushed" the dash pattern) and showed through 3-D geometry in a tilted view.
Draw the band from the polyline's own centre-line wire instead. A new
`WireModel.world_width` (drawing units) makes the wire vertex shader expand
the quad by `world_half_width / world_per_pixel` (clamped to a hairline), so
the band is sized in world units and tracks zoom. Because it is now a wire:
- the GPU dash shader dashes the band by arc-length — the linetype applies;
- it is depth-tested at the polyline elevation — no draw-order see-through;
- no CPU band triangles or per-dash geometry are generated.
`world_half_width` rides in `WireConst` (native, replacing a pad) and the web
`WireInstance` (loc 14); both wire shaders branch on it. The tessellator sets
`world_width` from the LwPolyline width on the Contour / SegmentedLines arms,
and the model-space fill loop no longer emits a hatch band for any LwPolyline.
Pick still uses the band polygon (`pick_tris`).
Blocks keep the hatch band: `LocalWire` carries no `world_width` (finalize
zeroes it), so a scaled insert still scales its band correctly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rectangular paper viewports now go through the same GPU stencil clip as
non-rectangular ones: viewport_clip_boundary_ndc returns the four rect
corners (a full-target mask) instead of nothing, so the render path has
no rect/non-rect special case — every content viewport carries a clip
boundary and draws with stencil reference 0xFF.
With a single clip path, the old per-wire / -image / -wipeout scissor
mechanism is fully dead and removed: compute_*_scissors, the
*_pixel_scissors buffers, the project_scissor helper, the per-pass
set_scissor_rect blocks, the vp_scissor field threaded through
WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu /
ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the
scissor grouping in build_wire_buffers, and the is_arena_eligible gate.
Net -245 lines across 54 files.
Rectangular viewports still clip exactly via their own render rectangle;
the stencil mask is a redundant full-target no-op there, kept only so
the clip code path stays uniform. XCLIP keeps its CPU wire clip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A SOLID's filled quad and a dimension/MultiLeader text background are flat 2-D
overlays that should draw in wireframe and shaded alike, but face3d_gpu
classified fills by `!fill_tris_low.is_empty()` — and a 2-D fill at UTM scale
carries a double-single low residual for precision just like a real 3-D mesh
face. So the arrowhead fill and the "5;8" cyan text background were routed to
the 3-D buffer and only appeared in shaded mode, vanishing back to nothing on
return to wireframe.
WireModel now carries an explicit `fill_is_3d`: true only for a real surface
(PolyfaceMesh / PolygonMesh face, set in the tessellator), false for every flat
overlay fill. face3d_gpu classifies on the flag, so 2-D fills stay in the
always-visible buffer while keeping their low residual (and UTM precision).
Verified on budweiser: the `_BoxFilled` arrow SOLID and the dim '5;8' MTEXT
background both tessellate with fill_is_3d = false.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Selection tested a flat 8 px radius around each wire's centreline and
nothing else, so two things the user can see were not pickable.
A wire renders as a band `line_weight_px` wide, so pick now widens to that
rendered half-width via `pick_tolerance_px`, mirroring the wire shader's
`select(0.5, half_width, lwdisplay_enable)`. Behaviour is unchanged for
every standard weight (the widest, 2.11 mm, renders 7.97 px half-width —
just under the 8 px threshold); this keeps the two sides from drifting
apart if the display boost in `lineweight_to_px` ever changes.
Entities extruded by a DXF thickness draw their wall as four edges with
nothing in between, so the interior was a hole the cursor fell through.
WireModel gains `pick_tris`: triangles hit-testing treats as solid and the
renderer never uploads. Kept apart from `fill_tris` because that channel
reaches the GPU, and a wall that rendered shaded would change how every
thickness drawing looks. Ranked below `fill_tris` — those are drawn, these
are not, so where they overlap the drawn face is what the user means.
Walls are dropped when a wire is projected into a floating viewport:
`points` are reprojected and clipped into paper coords there, so cloned
model-space triangles would hit-test at a model-scale offset. Extruded
entities stay selectable by their edges, which do get projected.
The wall loop runs on every hover that misses everything else, so it
rejects on the wire's AABB first — an extruded circle is ~128 triangles
and a drawing full of thickness would otherwise project every wall on
each mouse move.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MLINE dashed elements were fully CPU-expanded (apply_along) — one wire per
dash — to keep the parallel lines in phase. Move pure-dash elements onto the
GPU dash shader and end-align every element to the multiline's centre-line so
they share one interior phase.
- wire_distances now accumulates arc-length from the double-single (high+low)
points, so the dash phase stays precise at UTM coordinates. f32-high-only
deltas quantised ~0.1 there and drifted the parallel lines apart — the
original reason MLINE dashes were CPU-side.
- New WireModel.dash_align_end carries a shared begin/end dash length. The
shader uses it as align_end for every parallel element (the interior phase
depends on align_end, not the wire's own length) while align_total stays the
element's own length, so each still ends on a dash at its own endpoint.
- MLINE tessellation derives that length once from the centre-line, routes
pure dash/space/dot elements to the GPU pattern and text-bearing elements to
apply_along.
- apply_along gained an "A"-type mode (shared reference length): a solid
begin/end dash and a phased interior, so its dashes — and embedded text —
line up with the GPU-dashed sibling elements instead of tiling from start.
Pure-dash MLINEs now cost one WireModel + pattern per element instead of N
segments; single (non-MLINE) entities keep the from-start tiling unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
DET pipe walls now carry the stroke pattern (dash_from_start), which
tiles from each wall's own start vertex and skips the A-type end
alignment that was force-lighting a solid dash under the end symbol.
Two rendering fixes on top:
- Dedup the host polyline's vertices before offsetting the walls. Some
DGN pipe polylines carry trailing duplicate end vertices; a zero-length
segment gave offset_xy a degenerate normal, leaving that vertex
un-offset and folding the wall down to the centre line. The two walls'
fold segments met at the centre and drew a spurious line linking them.
- Re-key the symbol (end circle / half-ellipse) wires to the host handle
so the whole pipe picks and selects as one entity instead of the
symbols acting as separate phantom entities.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Multilines were drawn with a fixed ±scale/2 two-line guess in the entity
colour, ignoring the MLINESTYLE entirely, so a drawing's custom style (per-
element offsets, colours and linetypes) was lost — a red/yellow multiline
rendered as a white box.
- mline.rs: resolve the MLINESTYLE (by style_handle, then name) and build one
parallel line per element from its offset x scale + justification shift.
- tessellate.rs: special-case MLINE (like Leader) to emit one WireModel per
element in the element's own colour, CPU-dashing every element through
apply_along so the parallel lines stay in phase.
- linetypes.rs: render a drawing's OWN complex linetypes (embedded text/shape),
document definition first and the bundled .lin catalog only as a fallback, so
a file-defined text linetype like PLYN shows its text.
- Run the dash/glyph layout in a local frame (f64 origin subtracted, re-split to
double-single after) so spacing stays precise at UTM coordinates, and pass
tracking = 1.0 so embedded text keeps its letter spacing.
Cargo.lock pins acadrust to the MLINE->MLINESTYLE handle-link reader fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rewrite the in-app MTEXT editor to run on acadrust's structured
MTextDocument model end-to-end: load via parse_mtext, edit a flat Cell
model, serialize via to_mtext_string. Retires the hand-rolled format-code
string handling, the parallel visible_spans parser, the composed_value
prefix, and the Edit-raw-code tab.
Selection and copy:
- double-click selects the word, triple-click selects all (click-counting)
- Ctrl+A selects all text
- Ctrl+C copies the selected text to the clipboard
Formatting:
- per-selection Bold/Italic/Underline/Overline/Strike/Case/Alignment
- Bold renders as a visibly thicker SDF pen, keyed (family, char, bold)
through the whole text pipeline; the resolved style font name is stamped
so the \f...|b1; code survives serialization
- per-selection font and color changes
- editor color dropdown reuses the Properties panel color selector
Global toolbar defaults (font/color/oblique/width/tracking) fold onto the
document as real span properties instead of a leading code prefix; a
trailing empty paragraph is preserved so Enter at the end keeps its line.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SDF is the only text renderer now — the stroke path and its LOD ladder are
gone, and the remaining text kinds render as SDF glyph quads too.
- ATTDEF / ATTRIB: carry a GlyphRun so single-line attribute text renders as
SDF (multi-line already did via layout_mtext). Tolerance / complex-linetype
text already SDF.
- Remove `sdf_text_enabled()` (the OCS_TEXT_SDF flag / kill switch) and take
the SDF path unconditionally everywhere: tessellate Text arm (per-group by
GlyphRun presence), hit_test fallbacks, render gather, complex_lt, table,
mleader.
- Delete the text LOD ladder: tess.rs baseline/greek block and the
block_cache greek/baseline path (emit_greeked_text / emit_text_baseline),
plus the now-dead helpers text_baseline_points / text_greek_obb_tris /
text_obb_corners_native / mtext_line_count and the LocalWire
text_height_local / text_obb_local fields. All text is crisp at every zoom;
text entities are exempt from the sub-pixel stub cull.
- Fix a latent bug: block-internal SDF text was culled because its LocalWire
aabb_local was [0,0,0,0] (no points) — fold the glyph-quad extent into
aabb_local and exempt text_verts-carrying wires from the sub-pixel cull.
- Clear the pre-existing dead-code warnings (TextPlacement.elevation, TabKind,
MTextRunKind::Tab).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend SDF text to the remaining text kinds and make the Text arm decide SDF
per group instead of per entity type.
- Text arm: a stroke group renders as SDF glyph quads when it carries a
GlyphRun (strokes suppressed); a run-less group keeps its strokes. TEXT /
MTEXT / dim / block / mleader are unchanged (all run-groups). A composite
Text object can now mix geometry + text: its run-less groups stay strokes and
its run-groups become SDF. The glyph-bounds AABB is hoisted so both the
bins-empty and bins-non-empty paths stamp it on the text wire.
- Tolerance: refactored to emit the feature-control frame (border, separators,
dividers) as run-less stroke groups and each cell's text as a run-group, so
the frame stays crisp geometry while the values/symbols render as SDF text.
- Complex linetypes: embedded LtSeg::Text renders as SDF glyph quads on an
extra text wire (glyph-bounds AABB) instead of stroke polylines.
- click_hits_all: include SDF text boxes so selection cycling steps through
text too, ranked after real geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).
- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
cached by the tess memo, cloned on hit, and transformed by the block
expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
the strokes; render gathers text_verts from the viewport wire set
(`gather_text_verts`, cached on wire content id) — the old collector is
removed. Covers model, dimension, table, block-internal and paper-sheet
text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
entity_aabb which mis-places the box for MTEXT; composite paths no longer
clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
highlight, keyed on selection_generation) mirroring the selected-wire
xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Relocate three root-level modules into io/, where they belong by concern:
- update_check.rs -> io/update_check.rs (its own doc-comment notes it
mirrors how crate::io wraps blocking calls in async).
- patterns.rs, linetypes.rs -> io/ (standard resource catalogs parsed
from asset files and populated into the document — IO-shaped work).
Fix the moved files' include_str! paths (one level deeper), add the
mod declarations to io/mod.rs, drop them from lib.rs/main.rs, and
re-point all crate:: references to crate::io::. No behavior change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Text elements previously rendered as hollow wireframe outlines and sometimes
fell back to the wrong system font due to case-sensitive exact matching. Also,
the viewport background grid drew on top of solid entities.
Case-insensitive and partial-name fallback matching (e.g., mapping "arialn"
to "Arial Narrow") is now added to `sysfont::canonical_family_name`, ensuring
text resolves to the correct installed system font.
TrueType font contours are now triangulated into solid fills (`fill_tris`)
using `lyon_tessellation` in `ttf_glyph.rs`. To prevent the GPU from misclassifying
this 2D text as a 3D mesh (which broke flat shading), text tessellation splits
the output into separate outline and fill `WireModel`s.
The background grid is extracted from `SelectionCanvas` into `GridCanvas` and
moved beneath the 3D viewport to ensure proper layering. Finally, `DepthBiasState`
is enabled on all face/fill pipelines to apply a polygon offset, perfectly
resolving Z-fighting between coplanar wireframe lines and solid faces.
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>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>