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

@ -10,7 +10,11 @@ use crate::scene::wire_model::SnapHint;
// ── Face3D ────────────────────────────────────────────────────────────────────
fn v3(v: &acadrust::types::Vector3) -> [f32; 3] {
fn v3(v: &acadrust::types::Vector3) -> [f64; 3] {
[v.x, v.y, v.z]
}
fn v3f32(v: &acadrust::types::Vector3) -> [f32; 3] {
[v.x as f32, v.y as f32, v.z as f32]
}
@ -20,13 +24,17 @@ impl TruckConvertible for Face3D {
let p1 = v3(&self.second_corner);
let p2 = v3(&self.third_corner);
let p3 = v3(&self.fourth_corner);
let p0f = v3f32(&self.first_corner);
let p1f = v3f32(&self.second_corner);
let p2f = v3f32(&self.third_corner);
let p3f = v3f32(&self.fourth_corner);
let inv = self.invisible_edges;
// Add edge as a line segment (separated by NaN from previous edges).
let mut pts: Vec<[f32; 3]> = Vec::new();
let mut add_edge = |a: [f32; 3], b: [f32; 3]| {
let mut pts: Vec<[f64; 3]> = Vec::new();
let mut add_edge = |a: [f64; 3], b: [f64; 3]| {
if !pts.is_empty() {
pts.push([f32::NAN; 3]);
pts.push([f64::NAN; 3]);
}
pts.push(a);
pts.push(b);
@ -50,17 +58,17 @@ impl TruckConvertible for Face3D {
let cx = (p0[0] + p1[0] + p2[0] + p3[0]) / 4.0;
let cy = (p0[1] + p1[1] + p2[1] + p3[1]) / 4.0;
let cz = (p0[2] + p1[2] + p2[2] + p3[2]) / 4.0;
let s = 0.1_f32;
let s = 0.1_f64;
pts = vec![[cx - s, cy, cz], [cx + s, cy, cz]];
}
Some(TruckEntity {
object: TruckObject::Lines(pts),
snap_pts: vec![
(Vec3::from(p0), SnapHint::Node),
(Vec3::from(p1), SnapHint::Node),
(Vec3::from(p2), SnapHint::Node),
(Vec3::from(p3), SnapHint::Node),
(Vec3::from(p0f), SnapHint::Node),
(Vec3::from(p1f), SnapHint::Node),
(Vec3::from(p2f), SnapHint::Node),
(Vec3::from(p3f), SnapHint::Node),
],
tangent_geoms: vec![],
key_vertices: vec![p0, p1, p2, p3],
@ -72,10 +80,10 @@ impl TruckConvertible for Face3D {
impl Grippable for Face3D {
fn grips(&self) -> Vec<GripDef> {
vec![
square_grip(0, Vec3::from(v3(&self.first_corner))),
square_grip(1, Vec3::from(v3(&self.second_corner))),
square_grip(2, Vec3::from(v3(&self.third_corner))),
square_grip(3, Vec3::from(v3(&self.fourth_corner))),
square_grip(0, Vec3::from(v3f32(&self.first_corner))),
square_grip(1, Vec3::from(v3f32(&self.second_corner))),
square_grip(2, Vec3::from(v3f32(&self.third_corner))),
square_grip(3, Vec3::from(v3f32(&self.fourth_corner))),
]
}
@ -178,21 +186,17 @@ impl TruckConvertible for PolygonMesh {
.flags
.contains(acadrust::entities::PolygonMeshFlags::CLOSED_N);
let pt = |i: usize, j: usize| -> [f32; 3] {
let pt = |i: usize, j: usize| -> [f64; 3] {
let v = &self.vertices[i * n + j];
[
v.location.x as f32,
v.location.y as f32,
v.location.z as f32,
]
[v.location.x, v.location.y, v.location.z]
};
let mut pts: Vec<[f32; 3]> = Vec::new();
let mut fill_tris: Vec<[f32; 3]> = Vec::new();
let mut pts: Vec<[f64; 3]> = Vec::new();
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
// Rows (M direction).
for i in 0..m {
pts.push([f32::NAN; 3]);
pts.push([f64::NAN; 3]);
for j in 0..n {
pts.push(pt(i, j));
}
@ -203,7 +207,7 @@ impl TruckConvertible for PolygonMesh {
// Columns (N direction).
for j in 0..n {
pts.push([f32::NAN; 3]);
pts.push([f64::NAN; 3]);
for i in 0..m {
pts.push(pt(i, j));
}
@ -309,23 +313,19 @@ impl TruckConvertible for PolyfaceMesh {
return None;
}
let get_v = |idx: i16| -> Option<[f32; 3]> {
let get_v = |idx: i16| -> Option<[f64; 3]> {
let i = (idx.abs() as usize).checked_sub(1)?;
let v = self.vertices.get(i)?;
Some([
v.location.x as f32,
v.location.y as f32,
v.location.z as f32,
])
Some([v.location.x, v.location.y, v.location.z])
};
let mut pts: Vec<[f32; 3]> = Vec::new();
let mut fill_tris: Vec<[f32; 3]> = Vec::new();
let mut pts: Vec<[f64; 3]> = Vec::new();
let mut fill_tris: Vec<[f64; 3]> = Vec::new();
for face in &self.faces {
// Indices: 0 means unused. Negative = invisible edge (still render for wireframe).
let indices = [face.index1, face.index2, face.index3, face.index4];
let verts: Vec<[f32; 3]> = indices
let verts: Vec<[f64; 3]> = indices
.iter()
.filter(|&&i| i != 0)
.filter_map(|&i| get_v(i))
@ -334,7 +334,7 @@ impl TruckConvertible for PolyfaceMesh {
if verts.len() < 2 {
continue;
}
pts.push([f32::NAN; 3]);
pts.push([f64::NAN; 3]);
for &p in &verts {
pts.push(p);
}