refactor(text): per-entity SDF text — all text kinds, selection/hover highlight
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>
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47 changed files with 528 additions and 142 deletions
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@ -82,6 +82,13 @@ pub struct WireModel {
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/// Low residual paired with [`fill_tris`] (double-single). Empty = all-zero;
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/// tessellation from CAD f64 fills it so fills stay precise at UTM scale.
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pub fill_tris_low: Vec<[f32; 3]>,
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/// SDF glyph quads for this entity's text (TEXT / MTEXT / dimension text /
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/// block-internal text). Non-empty only when SDF text is enabled and this
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/// wire carries a text run. Rides with the wire so it is cached by the
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/// tess memo, cloned on hit, and transformed by the block-expand loop
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/// exactly like `points` — no separate collector pass. The renderer
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/// gathers these across all wires into the text vertex buffer.
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pub text_verts: Vec<crate::scene::pipeline::text_gpu::TextVertex>,
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}
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impl WireModel {
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@ -129,6 +136,7 @@ impl WireModel {
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/// Create a solid wire (no dash pattern, 1px weight).
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pub fn solid(name: String, points: Vec<[f32; 3]>, color: [f32; 4], selected: bool) -> Self {
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Self {
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text_verts: Vec::new(),
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name,
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points,
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points_low: Vec::new(),
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@ -261,6 +269,7 @@ impl WireModel {
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impl Default for WireModel {
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fn default() -> Self {
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Self {
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text_verts: Vec::new(),
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name: String::new(),
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points: Vec::new(),
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points_low: Vec::new(),
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