Files
OneCAD-Draft/src/scene/model/object.rs
T
Hakan SevenandClaude Opus 4.8 4f7a98a2ad feat(f64): command layer compiles on DVec3
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>
2026-06-24 03:51:50 +03:00

152 lines
5.0 KiB
Rust

// Shared value types used by the dispatch and grip systems.
use acadrust::types::{Color as AcadColor, LineWeight};
use glam::DVec3;
/// The kind of value held by a property row.
#[derive(Clone, Debug, PartialEq)]
pub enum PropValue {
/// Read-only display text.
ReadOnly(String),
/// Editable numeric/text field.
EditText(String),
/// Layer name — rendered as a combo_box.
LayerChoice(String),
/// Generic string choice rendered as a combo_box.
Choice {
selected: String,
options: Vec<String>,
},
/// ACI/RGB/ByLayer/ByBlock color — rendered as a color picker.
ColorChoice(AcadColor),
/// Color varies across the current multi-selection.
ColorVaries,
/// Line weight — rendered as a combo_box.
LwChoice(LineWeight),
/// Lineweight varies across the current multi-selection.
LwVaries,
/// Linetype name — rendered as a combo_box.
LinetypeChoice(String),
/// Boolean flag — rendered as a toggle button (e.g. Invisible).
BoolToggle { field: &'static str, value: bool },
/// Hatch pattern name — rendered as a combo_box from the catalog.
HatchPatternChoice(String),
}
/// A single property row in the Properties panel.
#[derive(Clone, Debug, PartialEq)]
pub struct Property {
pub label: String,
/// Stable field identifier used in `PropGeomInput` / `PropGeomCommit` messages.
pub field: &'static str,
pub value: PropValue,
}
/// A named section of properties (e.g. "General", "Geometry").
#[derive(Clone, Debug, PartialEq)]
pub struct PropSection {
pub title: String,
pub props: Vec<Property>,
}
// ── Grip types ─────────────────────────────────────────────────────────────
/// Visual marker shape for a grip point. The complete vocabulary that
/// matches the standard CAD grip conventions:
/// * `Square` — endpoint / vertex / centre. Drag → moves a single
/// point or translates the entity.
/// * `Rectangle` — direction-aware mid-segment stretch handle.
/// Drawn as a small box rotated along `dir` (the in-plane segment
/// direction in world XY). Used for polyline / wipeout / image /
/// dimension segment midpoints.
/// * `Triangle` — directional indicator (Phase 2: dynamic-block
/// parameters, dimension reverse-arrow flips, multi-functional
/// hover popups).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[allow(dead_code)]
pub enum GripShape {
Square,
Rectangle,
Triangle,
}
/// Describes one grip point for an entity.
#[derive(Clone, Debug)]
pub struct GripDef {
/// Object-local identifier (stable index, unique per object instance).
pub id: usize,
/// World-space position of the grip, in f64. Entity coordinates can sit at
/// UTM magnitudes (1e7); casting to f32 before the world-offset subtraction
/// loses ~1 drawing unit and draws the grip visibly off the wire. Producers
/// fill this straight from the f64 entity data; the offset is subtracted in
/// f64 and only then cast for screen-space math.
pub world: glam::DVec3,
/// `true` → midpoint / centre grip (drags the whole shape).
/// `false` → endpoint / vertex grip (moves a single point).
pub is_midpoint: bool,
/// Visual marker shape for the grip.
pub shape: GripShape,
/// World-XY direction vector used to orient a `Rectangle` grip
/// along its segment. `None` for shapes that don't need rotation
/// (Square, Triangle in non-directional contexts).
pub dir: Option<[f32; 2]>,
}
/// How to apply a grip drag result.
#[derive(Clone, Debug)]
pub enum GripApply {
/// Move a specific vertex to this absolute world position.
Absolute(DVec3),
/// Translate the whole object by this delta vector.
Translate(DVec3),
}
/// One entry in the hover-popup menu that opens when the cursor dwells
/// on a grip. The `label` is the user-visible string; `action` is the
/// operation the entity will perform when the item is committed.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct GripMenuItem {
pub label: &'static str,
pub action: GripMenuAction,
}
/// All operations a grip popup menu can dispatch. Entity-specific code
/// in `apply_grip_menu` decodes these into edits. `Stretch` is the
/// default no-op-equivalent — picking it just starts the regular
/// stretch drag, identical to clicking the grip with no popup open.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[allow(dead_code)]
pub enum GripMenuAction {
Stretch,
Lengthen,
Radius,
ArcLength,
AddVertex,
RemoveVertex,
ConvertToArc,
ConvertToLine,
StretchVertex,
AddLeader,
RemoveLeader,
ReverseArrows,
MoveWithDimLine,
MoveWithLeader,
MoveIndependent,
ResetText,
RotateText,
AboveDimLine,
Center,
OriginPoint,
HatchAngle,
HatchScale,
HatchPattern,
TangentDirection,
AddFitPoint,
RemoveFitPoint,
Refit,
RefineVertices,
MoveWithText,
StackText,
UnstackText,
}