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:
parent
8bfa5088c4
commit
288ccff95a
20 changed files with 371 additions and 360 deletions
|
|
@ -64,9 +64,9 @@ fn to_truck(spl: &Spline) -> TruckEntity {
|
|||
} else {
|
||||
&spl.control_points
|
||||
};
|
||||
let key_vertices: Vec<[f32; 3]> = snap_source
|
||||
let key_vertices: Vec<[f64; 3]> = snap_source
|
||||
.iter()
|
||||
.map(|p| [p.x as f32, p.y as f32, p.z as f32])
|
||||
.map(|p| [p.x, p.y, p.z])
|
||||
.collect();
|
||||
|
||||
let is_closed = spl.flags.closed || spl.flags.periodic;
|
||||
|
|
|
|||
Loading…
Reference in a new issue