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>
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parent
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commit
25715d1b03
33 changed files with 898 additions and 817 deletions
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@ -141,7 +141,11 @@ fn to_truck(t: &Text, document: &acadrust::CadDocument) -> TruckEntity {
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&t.value,
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);
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TruckEntity {
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object: TruckObject::Text(vec![TextStroke { strokes, origin, color: None }]),
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object: TruckObject::Text(vec![TextStroke {
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strokes,
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origin,
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color: None,
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}]),
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snap_pts: vec![(snap_pt, SnapHint::Insertion)],
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tangent_geoms: vec![],
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key_vertices: vec![],
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@ -150,10 +154,10 @@ fn to_truck(t: &Text, document: &acadrust::CadDocument) -> TruckEntity {
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}
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fn grips(t: &Text) -> Vec<GripDef> {
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let p = Vec3::new(
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t.insertion_point.x as f32,
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t.insertion_point.y as f32,
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t.insertion_point.z as f32,
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let p = glam::DVec3::new(
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t.insertion_point.x,
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t.insertion_point.y,
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t.insertion_point.z,
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);
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vec![square_grip(0, p)]
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}
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@ -316,23 +320,25 @@ impl Grippable for Text {
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apply_grip(self, grip_id, apply);
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}
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fn grip_menu(
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&self,
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_grip_id: usize,
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) -> Vec<crate::scene::object::GripMenuItem> {
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fn grip_menu(&self, _grip_id: usize) -> Vec<crate::scene::object::GripMenuItem> {
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use crate::scene::object::{GripMenuAction, GripMenuItem};
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vec![
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GripMenuItem { label: "Stretch", action: GripMenuAction::Stretch },
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GripMenuItem { label: "Move with Text", action: GripMenuAction::MoveWithText },
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GripMenuItem { label: "Rotate", action: GripMenuAction::RotateText },
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GripMenuItem {
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label: "Stretch",
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action: GripMenuAction::Stretch,
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},
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GripMenuItem {
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label: "Move with Text",
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action: GripMenuAction::MoveWithText,
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},
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GripMenuItem {
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label: "Rotate",
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action: GripMenuAction::RotateText,
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},
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]
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}
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fn apply_grip_menu(
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&mut self,
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_grip_id: usize,
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_action: crate::scene::object::GripMenuAction,
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) {
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fn apply_grip_menu(&mut self, _grip_id: usize, _action: crate::scene::object::GripMenuAction) {
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// Move-with-Text falls through to Stretch (single grip moves
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// the whole text); Rotate needs a follow-up angle handled by
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// `apply_grip_menu_value`.
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