forked from 1b-agent/opencadstudio-upstream
Entity converters were casting WCS coordinates to f32 before the renderer subtracted world_offset, which destroyed sub-unit precision on drawings sitting at large coordinates (typical UTM-style CAD files). The multileader case made it visible — glyphs warped under rotation — but every entity that emits TruckObject::Lines/SegmentedLines/key_vertices/fill_tris was affected. Type changes (in src/scene/acad_to_truck.rs): - TruckObject::Lines / SegmentedLines: Vec<[f32; 3]> → Vec<[f64; 3]> - TruckEntity::key_vertices / fill_tris: f32 → f64 All ~17 producer files updated to keep WCS coordinates in f64 right up to the TruckEntity boundary. The consumer in scene/tessellate.rs now performs `(x - ox) as f32` (f64 subtract, then cast) for points, key_vertices, and fill_tris — preserving precision near the camera origin even when the drawing sits at million-unit coordinates. catmull_rom_pts (multileader spline) is now f64; the scene path widens its offset-relative f32 ctrl points to f64 around the call and narrows back at the output. Notes: - Table layout still uses glam::Vec3 (f32) internally; widened to f64 only at the TruckEntity boundary for type compatibility. Separate cleanup to switch its internal math to f64 is tracked. - snap_pts and tangent_geoms remain f32 — they are UI feedback (snap candidates, tangent hints) and the precision is sufficient there.
158 lines
5.5 KiB
Rust
158 lines
5.5 KiB
Rust
// SOLID entity — 2D filled quadrilateral (or triangle when p3 == p4).
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//
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// Wireframe: the 4 perimeter edges as TruckObject::Lines.
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// Filled: the scene injects a solid-fill HatchModel (like hatch.rs).
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// Grips: 4 corner grip points.
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use acadrust::entities::Solid;
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use glam::Vec3;
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use crate::command::EntityTransform;
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use crate::entities::common::{edit_prop as edit, square_grip};
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use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
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use crate::scene::acad_to_truck::{TruckEntity, TruckObject};
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use crate::scene::object::{GripApply, GripDef, PropSection};
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use crate::scene::wire_model::SnapHint;
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fn v3(v: &acadrust::types::Vector3) -> [f64; 3] {
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[v.x, v.y, v.z]
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}
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fn v3f32(v: &acadrust::types::Vector3) -> [f32; 3] {
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[v.x as f32, v.y as f32, v.z as f32]
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}
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impl TruckConvertible for Solid {
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fn to_truck(&self, _document: &acadrust::CadDocument) -> Option<TruckEntity> {
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let p0 = v3(&self.first_corner);
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let p1 = v3(&self.second_corner);
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let p2 = v3(&self.third_corner);
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let p3 = v3(&self.fourth_corner);
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// DXF SOLID vertex order: 1-2-4-3 (Z-shaped), render as closed quad outline.
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// AutoCAD stores corners in "Z" order: p0-p1 are top edge, p2-p3 are bottom edge,
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// so the visual quad is p0→p1→p3→p2→p0.
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let pts = vec![
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p0,
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p1,
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[f64::NAN; 3],
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p1,
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p3,
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[f64::NAN; 3],
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p3,
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p2,
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[f64::NAN; 3],
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p2,
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p0,
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];
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let snap = vec![
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(Vec3::from(v3f32(&self.first_corner)), SnapHint::Node),
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(Vec3::from(v3f32(&self.second_corner)), SnapHint::Node),
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(Vec3::from(v3f32(&self.third_corner)), SnapHint::Node),
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(Vec3::from(v3f32(&self.fourth_corner)), SnapHint::Node),
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];
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Some(TruckEntity {
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object: TruckObject::Lines(pts),
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snap_pts: snap,
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tangent_geoms: vec![],
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key_vertices: vec![p0, p1, p2, p3],
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fill_tris: vec![],
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})
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}
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}
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impl Grippable for Solid {
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fn grips(&self) -> Vec<GripDef> {
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vec![
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square_grip(0, Vec3::from(v3f32(&self.first_corner))),
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square_grip(1, Vec3::from(v3f32(&self.second_corner))),
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square_grip(2, Vec3::from(v3f32(&self.third_corner))),
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square_grip(3, Vec3::from(v3f32(&self.fourth_corner))),
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]
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}
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fn apply_grip(&mut self, grip_id: usize, apply: GripApply) {
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let corner = match grip_id {
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0 => &mut self.first_corner,
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1 => &mut self.second_corner,
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2 => &mut self.third_corner,
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3 => &mut self.fourth_corner,
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_ => return,
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};
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match apply {
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GripApply::Translate(d) => {
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corner.x += d.x as f64;
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corner.y += d.y as f64;
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corner.z += d.z as f64;
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}
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GripApply::Absolute(p) => {
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corner.x = p.x as f64;
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corner.y = p.y as f64;
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corner.z = p.z as f64;
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}
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}
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}
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}
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impl PropertyEditable for Solid {
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fn geometry_properties(&self, _text_style_names: &[String]) -> PropSection {
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PropSection {
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title: "Geometry".into(),
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props: vec![
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edit("P1 X", "sl_p1x", self.first_corner.x),
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edit("P1 Y", "sl_p1y", self.first_corner.y),
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edit("P1 Z", "sl_p1z", self.first_corner.z),
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edit("P2 X", "sl_p2x", self.second_corner.x),
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edit("P2 Y", "sl_p2y", self.second_corner.y),
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edit("P2 Z", "sl_p2z", self.second_corner.z),
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edit("P3 X", "sl_p3x", self.third_corner.x),
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edit("P3 Y", "sl_p3y", self.third_corner.y),
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edit("P3 Z", "sl_p3z", self.third_corner.z),
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edit("P4 X", "sl_p4x", self.fourth_corner.x),
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edit("P4 Y", "sl_p4y", self.fourth_corner.y),
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edit("P4 Z", "sl_p4z", self.fourth_corner.z),
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edit("Thickness", "sl_thick", self.thickness),
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],
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}
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}
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fn apply_geom_prop(&mut self, field: &str, value: &str) {
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let Ok(v) = value.trim().parse::<f64>() else {
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return;
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};
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match field {
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"sl_p1x" => self.first_corner.x = v,
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"sl_p1y" => self.first_corner.y = v,
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"sl_p1z" => self.first_corner.z = v,
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"sl_p2x" => self.second_corner.x = v,
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"sl_p2y" => self.second_corner.y = v,
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"sl_p2z" => self.second_corner.z = v,
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"sl_p3x" => self.third_corner.x = v,
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"sl_p3y" => self.third_corner.y = v,
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"sl_p3z" => self.third_corner.z = v,
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"sl_p4x" => self.fourth_corner.x = v,
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"sl_p4y" => self.fourth_corner.y = v,
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"sl_p4z" => self.fourth_corner.z = v,
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"sl_thick" => self.thickness = v,
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_ => {}
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}
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}
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}
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impl Transformable for Solid {
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fn apply_transform(&mut self, t: &EntityTransform) {
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crate::scene::transform::apply_standard_entity_transform(self, t, |entity, p1, p2| {
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for corner in [
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&mut entity.first_corner,
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&mut entity.second_corner,
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&mut entity.third_corner,
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&mut entity.fourth_corner,
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] {
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crate::scene::transform::reflect_xy_point(&mut corner.x, &mut corner.y, p1, p2);
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}
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});
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}
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}
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