fix(grips): compute grip positions in f64 so they sit on the wire

Grip markers drew visibly offset from the entity on large-coordinate
(UTM-scale) drawings: every Grippable impl cast the f64 entity coordinates
to f32 BEFORE the world-offset subtraction, and at 1e7 magnitude an f32
holds ~0.9 drawing units of rounding error. The wires subtract the offset
in f64 first (precision-preserving), so the grips landed up to ~1 unit
away from the geometry they belong to.

GripDef.world is now DVec3: producers fill it straight from the f64
entity data, refresh_selected_grips subtracts the world offset in f64,
and only the small offset-local result is cast to f32 for screen-space
projection (grips_to_screen / find_hit_grip) and drag state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-11 00:04:37 +03:00
commit 25715d1b03
33 changed files with 898 additions and 817 deletions

View file

@ -106,7 +106,11 @@ pub fn glyph_boxes(t: &MText, document: &acadrust::CadDocument) -> Vec<GlyphBox>
};
let layout = layout_mtext(&MTextRenderOpts {
value: &t.value,
insertion: [t.insertion_point.x, t.insertion_point.y, t.insertion_point.z],
insertion: [
t.insertion_point.x,
t.insertion_point.y,
t.insertion_point.z,
],
height: t.height as f32,
rect_w: t.rectangle_width as f32,
rotation,
@ -149,7 +153,11 @@ fn to_truck(t: &MText, document: &acadrust::CadDocument) -> TruckEntity {
};
let layout = layout_mtext(&MTextRenderOpts {
value: &t.value,
insertion: [t.insertion_point.x, t.insertion_point.y, t.insertion_point.z],
insertion: [
t.insertion_point.x,
t.insertion_point.y,
t.insertion_point.z,
],
height: t.height as f32,
rect_w: t.rectangle_width as f32,
rotation,
@ -175,13 +183,13 @@ fn to_truck(t: &MText, document: &acadrust::CadDocument) -> TruckEntity {
}
fn grips(t: &MText) -> Vec<GripDef> {
let p = Vec3::new(
t.insertion_point.x as f32,
t.insertion_point.y as f32,
t.insertion_point.z as f32,
let p = glam::DVec3::new(
t.insertion_point.x,
t.insertion_point.y,
t.insertion_point.z,
);
let dir = Vec3::new((t.rotation as f32).cos(), (t.rotation as f32).sin(), 0.0);
let width_grip = p + dir * t.rectangle_width.max(0.0) as f32;
let dir = glam::DVec3::new(t.rotation.cos(), t.rotation.sin(), 0.0);
let width_grip = p + dir * t.rectangle_width.max(0.0);
vec![square_grip(0, p), triangle_grip(1, width_grip)]
}
@ -348,29 +356,34 @@ impl Grippable for MText {
apply_grip(self, grip_id, apply);
}
fn grip_menu(
&self,
grip_id: usize,
) -> Vec<crate::scene::object::GripMenuItem> {
fn grip_menu(&self, grip_id: usize) -> Vec<crate::scene::object::GripMenuItem> {
use crate::scene::object::{GripMenuAction, GripMenuItem};
if grip_id == 0 {
// Insertion point
vec![
GripMenuItem { label: "Stretch", action: GripMenuAction::Stretch },
GripMenuItem { label: "Move with Text", action: GripMenuAction::MoveWithText },
GripMenuItem { label: "Rotate", action: GripMenuAction::RotateText },
GripMenuItem {
label: "Stretch",
action: GripMenuAction::Stretch,
},
GripMenuItem {
label: "Move with Text",
action: GripMenuAction::MoveWithText,
},
GripMenuItem {
label: "Rotate",
action: GripMenuAction::RotateText,
},
]
} else {
// Width grip
vec![GripMenuItem { label: "Stretch", action: GripMenuAction::Stretch }]
vec![GripMenuItem {
label: "Stretch",
action: GripMenuAction::Stretch,
}]
}
}
fn apply_grip_menu(
&mut self,
_grip_id: usize,
_action: crate::scene::object::GripMenuAction,
) {
fn apply_grip_menu(&mut self, _grip_id: usize, _action: crate::scene::object::GripMenuAction) {
// Rotate needs a follow-up angle handled by
// `apply_grip_menu_value`; Move-with-Text is the default drag.
}