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
|
|
@ -139,8 +139,21 @@ impl TruckConvertible for Table {
|
|||
}
|
||||
}
|
||||
|
||||
// Table currently does its layout in glam::Vec3 (f32). The world_offset
|
||||
// subtraction in tessellate.rs needs f64, so widen at the boundary —
|
||||
// precision is already limited by the f32 math above (separate fix-up).
|
||||
let pts_f64: Vec<[f64; 3]> = pts
|
||||
.into_iter()
|
||||
.map(|[x, y, z]| {
|
||||
if x.is_nan() {
|
||||
[f64::NAN, f64::NAN, f64::NAN]
|
||||
} else {
|
||||
[x as f64, y as f64, z as f64]
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
Some(TruckEntity {
|
||||
object: TruckObject::Lines(pts),
|
||||
object: TruckObject::Lines(pts_f64),
|
||||
snap_pts: vec![(origin, SnapHint::Insertion)],
|
||||
tangent_geoms: vec![],
|
||||
key_vertices: vec![],
|
||||
|
|
|
|||
Loading…
Reference in a new issue