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

@ -31,7 +31,11 @@ fn shape_marker(
oblique_angle: f64,
) -> Vec<[f64; 3]> {
let s = size.abs().max(0.001) * 0.5;
let rx = s * if rel_x_scale.abs() < 1e-9 { 1.0 } else { rel_x_scale };
let rx = s * if rel_x_scale.abs() < 1e-9 {
1.0
} else {
rel_x_scale
};
let ry = s;
let local = [(0.0, ry), (rx, 0.0), (0.0, -ry), (-rx, 0.0)];
let (sin_r, cos_r) = (rotation.sin(), rotation.cos());
@ -86,10 +90,10 @@ impl Grippable for Shape {
fn grips(&self) -> Vec<GripDef> {
vec![square_grip(
0,
Vec3::new(
self.insertion_point.x as f32,
self.insertion_point.y as f32,
self.insertion_point.z as f32,
glam::DVec3::new(
self.insertion_point.x,
self.insertion_point.y,
self.insertion_point.z,
),
)]
}