fix(render): preserve f64 precision until world_offset subtraction
Entity converters were casting WCS coordinates to f32 before the renderer subtracted world_offset, which destroyed sub-unit precision on drawings sitting at large coordinates (typical UTM-style CAD files). The multileader case made it visible — glyphs warped under rotation — but every entity that emits TruckObject::Lines/SegmentedLines/key_vertices/fill_tris was affected. Type changes (in src/scene/acad_to_truck.rs): - TruckObject::Lines / SegmentedLines: Vec<[f32; 3]> → Vec<[f64; 3]> - TruckEntity::key_vertices / fill_tris: f32 → f64 All ~17 producer files updated to keep WCS coordinates in f64 right up to the TruckEntity boundary. The consumer in scene/tessellate.rs now performs `(x - ox) as f32` (f64 subtract, then cast) for points, key_vertices, and fill_tris — preserving precision near the camera origin even when the drawing sits at million-unit coordinates. catmull_rom_pts (multileader spline) is now f64; the scene path widens its offset-relative f32 ctrl points to f64 around the call and narrows back at the output. Notes: - Table layout still uses glam::Vec3 (f32) internally; widened to f64 only at the TruckEntity boundary for type compatibility. Separate cleanup to switch its internal math to f64 is tracked. - snap_pts and tangent_geoms remain f32 — they are UI feedback (snap candidates, tangent hints) and the precision is sufficient there.
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20 changed files with 371 additions and 360 deletions
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@ -51,38 +51,26 @@ fn to_truck(arc: &Arc) -> TruckEntity {
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let n = 32usize;
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let ccw_end = if ea >= sa { ea } else { ea + TAU };
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let (start_a, end_a) = (sa, ccw_end);
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let mut pts: Vec<[f32; 3]> = Vec::with_capacity((n + 1) * 2 + 8);
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let mut pts: Vec<[f64; 3]> = Vec::with_capacity((n + 1) * 2 + 8);
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for i in 0..=n {
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let a = start_a + (end_a - start_a) * (i as f64 / n as f64);
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let p = arc_pt(a);
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pts.push([p.x as f32, p.y as f32, p.z as f32]);
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pts.push([p.x, p.y, p.z]);
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}
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pts.push([f32::NAN; 3]);
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pts.push([f64::NAN; 3]);
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for i in 0..=n {
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let a = start_a + (end_a - start_a) * (i as f64 / n as f64);
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let p = arc_pt(a);
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pts.push([
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(p.x + t * nx) as f32,
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(p.y + t * ny) as f32,
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(p.z + t * nz) as f32,
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]);
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pts.push([p.x + t * nx, p.y + t * ny, p.z + t * nz]);
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}
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pts.push([f32::NAN; 3]);
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pts.push([f64::NAN; 3]);
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let ps = arc_pt(sa);
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pts.push([ps.x as f32, ps.y as f32, ps.z as f32]);
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pts.push([
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(ps.x + t * nx) as f32,
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(ps.y + t * ny) as f32,
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(ps.z + t * nz) as f32,
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]);
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pts.push([f32::NAN; 3]);
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pts.push([ps.x, ps.y, ps.z]);
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pts.push([ps.x + t * nx, ps.y + t * ny, ps.z + t * nz]);
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pts.push([f64::NAN; 3]);
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let pe = arc_pt(ea);
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pts.push([pe.x as f32, pe.y as f32, pe.z as f32]);
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pts.push([
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(pe.x + t * nx) as f32,
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(pe.y + t * ny) as f32,
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(pe.z + t * nz) as f32,
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]);
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pts.push([pe.x, pe.y, pe.z]);
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pts.push([pe.x + t * nx, pe.y + t * ny, pe.z + t * nz]);
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return TruckEntity {
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object: TruckObject::Lines(pts),
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snap_pts: vec![(cv, SnapHint::Center)],
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