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

@ -132,11 +132,7 @@ fn to_truck(pt: &Point, document: &acadrust::CadDocument) -> TruckEntity {
}
fn grips(pt: &Point) -> Vec<GripDef> {
let p = Vec3::new(
pt.location.x as f32,
pt.location.y as f32,
pt.location.z as f32,
);
let p = glam::DVec3::new(pt.location.x, pt.location.y, pt.location.z);
vec![square_grip(0, p)]
}
@ -196,4 +192,3 @@ impl TruckConvertible for Point {
}
crate::impl_entity_basics!(Point);