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

@ -244,7 +244,11 @@ impl TruckConvertible for Tolerance {
let origin = [self.insertion_point.x, self.insertion_point.y];
Some(TruckEntity {
object: TruckObject::Text(vec![TextStroke { strokes, origin, color: None }]),
object: TruckObject::Text(vec![TextStroke {
strokes,
origin,
color: None,
}]),
snap_pts: vec![(snap_pt, SnapHint::Insertion)],
tangent_geoms: vec![],
key_vertices: vec![],
@ -259,10 +263,10 @@ impl Grippable for Tolerance {
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,
),
)]
}