cad-editor/src/entities/circle.rs

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2026-03-22 14:56:27 +03:00
use acadrust::entities::Circle;
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use crate::t;
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use crate::command::EntityTransform;
use crate::entities::common::{
refactor(grip): square-only marker set + oriented stretch handles Phase 1 of bringing the grip vocabulary in line with the standard CAD convention: drop the per-position-type shape encoding (Diamond for translate, Circle for parameter) and use a plain square for every endpoint / vertex / centre grip. The behavioural midpoint vs vertex distinction stays — it lives on `GripDef::is_midpoint` and drives `Translate` vs `Absolute` in the grip-edit dispatcher — only the marker shape collapses. - `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond / Circle are gone. - `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction vector consumed by `Rectangle` to orient the box along its segment. - `entities::common` exposes `square_grip`, `center_grip` (same square marker, flagged as translate), `rectangle_grip(id, world, dir)` for oriented mid-segment handles, and a kept-for-Phase-2 `triangle_grip`. - `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir` through to the canvas painter; the Rectangle path rotates the box around the grip centre using the world-XY direction (flipping the sin for screen-Y). Every existing `diamond_grip(id, w)` call becomes `center_grip(id, w)` — the visual change is square-replacing-diamond at line midpoints / arc midpoints / circle centres / ellipse centres / viewport / hatch loop centroids / dimension grips / image corners / multileader / ray / underlay / ole2frame / solid3d. `LwPolyline` grows a stretch handle on every segment (straight or arc), drawn as the new oriented rectangle. The grip-edit path translates both segment endpoints for straight segments and adjusts the arc bulge from the new midpoint for arc segments.
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center_grip, edit_prop as edit, parse_f64, ro_prop as ro, square_grip,
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};
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
use crate::entities::traits::RenderConvertible;
use crate::scene::convert::acad_to_render::{extrusion_wall_tris, RenderEntity, RenderObject};
use crate::scene::model::object::{GripApply, GripDef, PropSection};
use crate::scene::model::wire_model::TangentGeom;
2026-03-22 14:56:27 +03:00
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
fn to_render(circle: &Circle) -> RenderEntity {
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let cx = circle.center.x;
let cy = circle.center.y;
let cz = circle.center.z;
let r = circle.radius;
let normal = (circle.normal.x, circle.normal.y, circle.normal.z);
let (ax, ay) = crate::scene::view::transform::ocs_axes(normal);
let (cwx, cwy, cwz) = crate::scene::view::transform::ocs_point_to_wcs((cx, cy, cz), normal);
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let rf = r as f32;
// Centre and quadrants come from the entity's own curve, so the same
// definition answers here, in the tessellation and in a trim.
refactor(render): tessellate curved entities from their own curve The point lists were built three different ways and none of them scaled with the geometry. A full ellipse was cut into sixteen segments per half and an elliptical arc into thirty-two, whatever its size, so anything large read as a polygon; a circle worked out its own segment count from the chord tolerance; an arc was handed to truck's arc-through-three- points builder, which cancels at survey coordinates. All three now sample the entity's curve at the render pass's chord tolerance, so how round something looks follows how big it is and how far in the view is zoomed. The ellipse also stops casting its local coordinates to f32 on the way in — the vertex path splits f64 into a double-single pair precisely so that precision survives to the shader, and throwing it away first defeated that. What does not change is the kind of object each entity hands over. EXTRUDE, REVOLVE and SWEEP read their profile and path out of Contour or Curve and have no arm for a bare point list, so an arc or an ellipse given as Lines would quietly stop being usable as either. The arc keeps its circle_arc edge for that reason; only the ellipse's control points change, and they keep the same two-half-edge wire. The ellipse now decides it is closed from its own endpoints rather than from its stored parameters, so a file that writes an end a hair short of a full turn still produces a wire a plane can attach to. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 00:55:29 +03:00
let curve = crate::entities::curve::circle_curve(circle);
let snap_pts = crate::entities::curve::snap_from(&curve).snap_pts;
let tangent = TangentGeom::Circle {
center: [cwx as f32, cwy as f32, cwz as f32],
radius: rf,
};
if circle.thickness.abs() > 1e-10 {
let t = circle.thickness;
let (nx, ny, nz) = normal;
let n = 64usize;
let tau = std::f64::consts::TAU;
let circ_pt = |a: f64| -> (f64, f64, f64) {
let (c, s) = (a.cos(), a.sin());
(
cwx + r * (c * ax.0 + s * ay.0),
cwy + r * (c * ax.1 + s * ay.1),
cwz + r * (c * ax.2 + s * ay.2),
)
};
fix(pick): hit-test lineweight width and thickness walls 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>
2026-07-17 14:58:55 +03:00
let base: Vec<[f64; 3]> = (0..=n)
.map(|i| {
let (x, y, z) = circ_pt(i as f64 * tau / n as f64);
[x, y, z]
})
.collect();
let mut pts: Vec<[f64; 3]> = Vec::with_capacity((n + 1) * 2 + 4 * 3);
fix(pick): hit-test lineweight width and thickness walls 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>
2026-07-17 14:58:55 +03:00
pts.extend_from_slice(&base);
pts.push([f64::NAN; 3]);
fix(pick): hit-test lineweight width and thickness walls 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>
2026-07-17 14:58:55 +03:00
for &[x, y, z] in &base {
pts.push([x + t * nx, y + t * ny, z + t * nz]);
}
pts.push([f64::NAN; 3]);
for i in 0..4usize {
let (x, y, z) = circ_pt(i as f64 * std::f64::consts::FRAC_PI_2);
pts.push([x, y, z]);
pts.push([x + t * nx, y + t * ny, z + t * nz]);
if i < 3 {
pts.push([f64::NAN; 3]);
}
}
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
return RenderEntity {
fix(pick): hit-test lineweight width and thickness walls 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>
2026-07-17 14:58:55 +03:00
pick_tris: extrusion_wall_tris(&base, [t * nx, t * ny, t * nz]),
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
object: RenderObject::Lines(pts),
snap_pts,
tangent_geoms: vec![tangent],
key_vertices: vec![],
fill_tris: vec![],
};
}
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
// Sampled from the entity's own curve rather than as a
// `circle_arc` (arc-through-three-points). At large WCS coordinates
// (e.g. −1.2M UTM) the three-point fit cancels catastrophically — the
// circle comes back with a ~3% radius wobble and uneven segment lengths,
// which then throws off a dashed linetype's dash spacing. Direct
refactor(render): tessellate curved entities from their own curve The point lists were built three different ways and none of them scaled with the geometry. A full ellipse was cut into sixteen segments per half and an elliptical arc into thirty-two, whatever its size, so anything large read as a polygon; a circle worked out its own segment count from the chord tolerance; an arc was handed to truck's arc-through-three- points builder, which cancels at survey coordinates. All three now sample the entity's curve at the render pass's chord tolerance, so how round something looks follows how big it is and how far in the view is zoomed. The ellipse also stops casting its local coordinates to f32 on the way in — the vertex path splits f64 into a double-single pair precisely so that precision survives to the shader, and throwing it away first defeated that. What does not change is the kind of object each entity hands over. EXTRUDE, REVOLVE and SWEEP read their profile and path out of Contour or Curve and have no arm for a bare point list, so an arc or an ellipse given as Lines would quietly stop being usable as either. The arc keeps its circle_arc edge for that reason; only the ellipse's control points change, and they keep the same two-half-edge wire. The ellipse now decides it is closed from its own endpoints rather than from its stored parameters, so a file that writes an end a hair short of a full turn still produces a wire a plane can attach to. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 00:55:29 +03:00
// evaluation only adds a small ±r term to the centre, so it stays
// precise; the `Lines` path RTE-splits the absolute-f64 points into the
// double-single the shader reconstructs.
refactor(render): tessellate curved entities from their own curve The point lists were built three different ways and none of them scaled with the geometry. A full ellipse was cut into sixteen segments per half and an elliptical arc into thirty-two, whatever its size, so anything large read as a polygon; a circle worked out its own segment count from the chord tolerance; an arc was handed to truck's arc-through-three- points builder, which cancels at survey coordinates. All three now sample the entity's curve at the render pass's chord tolerance, so how round something looks follows how big it is and how far in the view is zoomed. The ellipse also stops casting its local coordinates to f32 on the way in — the vertex path splits f64 into a double-single pair precisely so that precision survives to the shader, and throwing it away first defeated that. What does not change is the kind of object each entity hands over. EXTRUDE, REVOLVE and SWEEP read their profile and path out of Contour or Curve and have no arm for a bare point list, so an arc or an ellipse given as Lines would quietly stop being usable as either. The arc keeps its circle_arc edge for that reason; only the ellipse's control points change, and they keep the same two-half-edge wire. The ellipse now decides it is closed from its own endpoints rather than from its stored parameters, so a file that writes an end a hair short of a full turn still produces a wire a plane can attach to. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 00:55:29 +03:00
let pts = crate::entities::curve::curve_points(&curve);
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
RenderEntity {
fix(pick): hit-test lineweight width and thickness walls 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>
2026-07-17 14:58:55 +03:00
pick_tris: Vec::new(),
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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object: RenderObject::Lines(pts),
snap_pts,
tangent_geoms: vec![tangent],
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key_vertices: vec![],
fill_tris: vec![],
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}
}
fn grips(circle: &Circle) -> Vec<GripDef> {
let ctr = glam::DVec3::new(circle.center.x, circle.center.y, circle.center.z);
let r = circle.radius;
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vec![
refactor(grip): square-only marker set + oriented stretch handles Phase 1 of bringing the grip vocabulary in line with the standard CAD convention: drop the per-position-type shape encoding (Diamond for translate, Circle for parameter) and use a plain square for every endpoint / vertex / centre grip. The behavioural midpoint vs vertex distinction stays — it lives on `GripDef::is_midpoint` and drives `Translate` vs `Absolute` in the grip-edit dispatcher — only the marker shape collapses. - `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond / Circle are gone. - `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction vector consumed by `Rectangle` to orient the box along its segment. - `entities::common` exposes `square_grip`, `center_grip` (same square marker, flagged as translate), `rectangle_grip(id, world, dir)` for oriented mid-segment handles, and a kept-for-Phase-2 `triangle_grip`. - `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir` through to the canvas painter; the Rectangle path rotates the box around the grip centre using the world-XY direction (flipping the sin for screen-Y). Every existing `diamond_grip(id, w)` call becomes `center_grip(id, w)` — the visual change is square-replacing-diamond at line midpoints / arc midpoints / circle centres / ellipse centres / viewport / hatch loop centroids / dimension grips / image corners / multileader / ray / underlay / ole2frame / solid3d. `LwPolyline` grows a stretch handle on every segment (straight or arc), drawn as the new oriented rectangle. The grip-edit path translates both segment endpoints for straight segments and adjusts the arc bulge from the new midpoint for arc segments.
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center_grip(0, ctr),
square_grip(1, ctr + glam::DVec3::new(r, 0.0, 0.0)),
square_grip(2, ctr + glam::DVec3::new(0.0, r, 0.0)),
square_grip(3, ctr - glam::DVec3::new(r, 0.0, 0.0)),
square_grip(4, ctr - glam::DVec3::new(0.0, r, 0.0)),
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]
}
fn properties(circle: &Circle) -> Vec<PropSection> {
use std::f64::consts::PI;
let r = circle.radius;
vec![PropSection {
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title: t!("Geometry").into_owned(),
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props: vec![
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edit(t!("Center X").as_ref(), "center_x", circle.center.x),
edit(t!("Center Y").as_ref(), "center_y", circle.center.y),
edit(t!("Center Z").as_ref(), "center_z", circle.center.z),
edit(t!("Radius").as_ref(), "radius", r),
edit(t!("Diameter").as_ref(), "diameter", r * 2.0),
edit(t!("Circumference").as_ref(), "circumference", 2.0 * PI * r),
edit(t!("Area").as_ref(), "area", PI * r * r),
ro(t!("Normal X").as_ref(), "normal_x", format!("{:.4}", circle.normal.x)),
ro(t!("Normal Y").as_ref(), "normal_y", format!("{:.4}", circle.normal.y)),
ro(t!("Normal Z").as_ref(), "normal_z", format!("{:.4}", circle.normal.z)),
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],
}]
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}
fn apply_geom_prop(circle: &mut Circle, field: &str, value: &str) {
use std::f64::consts::PI;
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let Some(v) = parse_f64(value) else {
return;
};
match field {
"center_x" => circle.center.x = v,
"center_y" => circle.center.y = v,
"center_z" => circle.center.z = v,
"radius" if v > 0.0 => circle.radius = v,
"diameter" if v > 0.0 => circle.radius = v / 2.0,
"circumference" if v > 0.0 => circle.radius = v / (2.0 * PI),
"area" if v > 0.0 => circle.radius = (v / PI).sqrt(),
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_ => {}
}
}
fn apply_grip(circle: &mut Circle, grip_id: usize, apply: GripApply) {
match (grip_id, apply) {
(0, GripApply::Absolute(p)) => {
circle.center.x = p.x as f64;
circle.center.y = p.y as f64;
circle.center.z = p.z as f64;
}
(0, GripApply::Translate(d)) => {
circle.center.x += d.x as f64;
circle.center.y += d.y as f64;
circle.center.z += d.z as f64;
}
(1..=4, GripApply::Absolute(p)) => {
let dx = p.x - circle.center.x;
let dy = p.y - circle.center.y;
circle.radius = (dx * dx + dy * dy).sqrt();
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}
_ => {}
}
}
fn apply_transform(circle: &mut Circle, t: &EntityTransform) {
crate::scene::view::transform::apply_standard_entity_transform(circle, t, |entity, p1, p2| {
crate::scene::view::transform::reflect_xy_point(
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&mut entity.center.x,
&mut entity.center.y,
p1,
p2,
);
});
}
refactor: drop truck, and evaluate every curve through the kernel The last four truck crates are gone from the manifest. What they were doing falls into three parts, and each now has one answer instead of two. NURBS evaluation. truck was carrying B-spline curves and surfaces for the SPLINE entity, hatch boundaries, BLEND's endpoint frames, the spline preview and ACIS spline-surface faces. The kernel now has both, over one de Boor written across however many coordinates a control point holds — so a plane curve and a space curve cannot drift apart, and a surface is the same algorithm applied twice. The rational and the polynomial cases stop being separate types: weights absent means polynomial. The entity conversion. Every LINE, ARC, ELLIPSE, SPLINE and polyline was built into truck topology purely so it could be sampled back into points. They are sampled through `entities::curve` now, which is where each one's geometry is already defined once and what EXTRUDE and REVOLVE read — so a circle drawn on screen and a circle handed to the Model tab come from the same definition. That retires four of TruckObject's variants and the module is renamed for what it does. SWEEP and LOFT. Both only ever produced a mesh, so both are built from point lists: a band of quads per span, and a lid where a profile closes. Lofting profiles of different densities resamples them by distance rather than by index, so a circle lofted to a square no longer twists. Two things worth noting for anyone reading the old comments. The tolerance globals that lived in the tessellation module were never about truck at all — they are the per-frame chord height, and they move to `curve_tol`. And the rule that a profile handed over as `Lines` silently broke EXTRUDE and REVOLVE no longer holds: those read the curve directly and never look at this channel. The two `automation` test failures are unchanged from before this and are not caused by it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 01:08:50 +03:00
impl RenderConvertible for Circle {
fn to_render(&self, _document: &acadrust::CadDocument) -> Option<RenderEntity> {
Some(to_render(self))
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}
}
crate::impl_entity_basics!(Circle);
impl crate::entities::traits::MassPropsCalc for Circle {
fn mass_props(&self) -> crate::entities::traits::MassProps {
use std::f64::consts::{PI, TAU};
let r = self.radius;
crate::entities::traits::MassProps {
area: PI * r * r,
perimeter: TAU * r,
cx: self.center.x,
cy: self.center.y,
}
}
}