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

@ -21,38 +21,27 @@ fn to_truck(line: &Line) -> TruckEntity {
crate::scene::transform::ocs_point_to_wcs((line.end.x, line.end.y, line.end.z), normal);
let p0 = Point3::new(sx, sy, sz);
let p1 = Point3::new(ex, ey, ez);
let kv = vec![
[p0.x as f32, p0.y as f32, p0.z as f32],
[p1.x as f32, p1.y as f32, p1.z as f32],
];
let kv: Vec<[f64; 3]> = vec![[p0.x, p0.y, p0.z], [p1.x, p1.y, p1.z]];
let tangent = TangentGeom::Line {
p1: kv[0],
p2: kv[1],
p1: [kv[0][0] as f32, kv[0][1] as f32, kv[0][2] as f32],
p2: [kv[1][0] as f32, kv[1][1] as f32, kv[1][2] as f32],
};
if line.thickness.abs() > 1e-10 {
let t = line.thickness;
let (nx, ny, nz) = normal;
let p0t = [
(sx + t * nx) as f32,
(sy + t * ny) as f32,
(sz + t * nz) as f32,
];
let p1t = [
(ex + t * nx) as f32,
(ey + t * ny) as f32,
(ez + t * nz) as f32,
];
let pts = vec![
let p0t = [sx + t * nx, sy + t * ny, sz + t * nz];
let p1t = [ex + t * nx, ey + t * ny, ez + t * nz];
let pts: Vec<[f64; 3]> = vec![
kv[0],
kv[1],
[f32::NAN; 3],
[f64::NAN; 3],
p0t,
p1t,
[f32::NAN; 3],
[f64::NAN; 3],
kv[0],
p0t,
[f32::NAN; 3],
[f64::NAN; 3],
kv[1],
p1t,
];