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.
This commit is contained in:
Hakan Seven 2026-05-12 23:47:40 +03:00
commit 288ccff95a
20 changed files with 371 additions and 360 deletions

View file

@ -13,12 +13,15 @@ use crate::scene::wire_model::TangentGeom;
fn to_truck(leader: &Leader) -> TruckEntity {
let verts = &leader.vertices;
let nan = [f32::NAN; 3];
let p3 = |v: &acadrust::types::Vector3| -> [f32; 3] { [v.x as f32, v.y as f32, v.z as f32] };
let nan = [f64::NAN; 3];
let p3 = |v: &acadrust::types::Vector3| -> [f64; 3] { [v.x, v.y, v.z] };
let p3f = |v: &acadrust::types::Vector3| -> [f32; 3] {
[v.x as f32, v.y as f32, v.z as f32]
};
let mut points: Vec<[f32; 3]> = Vec::new();
let mut points: Vec<[f64; 3]> = Vec::new();
let mut tangents: Vec<TangentGeom> = Vec::new();
let mut key_verts: Vec<[f32; 3]> = Vec::new();
let mut key_verts: Vec<[f64; 3]> = Vec::new();
// Main leader path
for v in verts {
@ -26,9 +29,10 @@ fn to_truck(leader: &Leader) -> TruckEntity {
key_verts.push(p3(v));
}
for i in 0..verts.len().saturating_sub(1) {
// TangentGeom uses f32 (UI-only); cast at construction.
tangents.push(TangentGeom::Line {
p1: p3(&verts[i]),
p2: p3(&verts[i + 1]),
p1: p3f(&verts[i]),
p2: p3f(&verts[i + 1]),
});
}
@ -36,12 +40,12 @@ fn to_truck(leader: &Leader) -> TruckEntity {
if leader.arrow_enabled && verts.len() >= 2 {
let tip = &verts[0];
let next = &verts[1];
let dx = (next.x - tip.x) as f32;
let dy = (next.y - tip.y) as f32;
let dx = next.x - tip.x;
let dy = next.y - tip.y;
let len = (dx * dx + dy * dy).sqrt().max(1e-9);
let (dx, dy) = (dx / len, dy / len);
let sz = (leader.text_height as f32).max(1.0) * 0.8;
let a = std::f32::consts::PI / 6.0;
let sz = (leader.text_height).max(1.0) * 0.8;
let a = std::f64::consts::PI / 6.0;
let (s, c) = a.sin_cos();
let tip_f = p3(tip);
points.push(nan);
@ -62,12 +66,8 @@ fn to_truck(leader: &Leader) -> TruckEntity {
if leader.hookline_enabled && verts.len() >= 2 {
let last = verts.last().unwrap();
let prev = &verts[verts.len() - 2];
let sign = if (last.x - prev.x) >= 0.0 {
1.0_f32
} else {
-1.0_f32
};
let len = leader.text_height as f32 * 1.5;
let sign = if (last.x - prev.x) >= 0.0 { 1.0_f64 } else { -1.0_f64 };
let len = leader.text_height * 1.5;
let last_f = p3(last);
points.push(nan);
points.push(last_f);