feat(f64): command layer compiles on DVec3
Whole command/snap/grip/cursor chain now builds on f64 DVec3 end to end,
so picked points, snaps and grip drags stay precise at UTM-scale
coordinates instead of quantizing to ~0.5 m through f32.
- All ~80 command files migrated: draw (line/circle/arc/ellipse/shapes
in full f64; others via point methods), modify, annotate, insert, view,
inquiry, layers, groups, clipboard, layout.
- Entity apply_grip impls updated for GripApply::{Absolute,Translate}(DVec3).
- Construction sites (EntityTransform/CmdResult/DynAnchor) emit DVec3;
wire-preview boundaries cast to f32 only at the GPU edge.
- Modify/annotate commands keep internal Vec3 geometry where precision is
non-critical, casting at the DVec3 boundary; key draw commands store f64.
Builds clean (no warnings). Visual verification of crosshair/snap/grip at
extreme UTM zoom pending.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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84 changed files with 358 additions and 336 deletions
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@ -4175,7 +4175,7 @@ impl Scene {
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.add_entity(EntityType::BlockEnd(block_end))
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.map_err(|e| e.to_string())?;
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let local = EntityTransform::Translate(-base);
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let local = EntityTransform::Translate((-base).as_dvec3());
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for (old_handle, mut entity) in source_entities {
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view::dispatch::apply_transform(&mut entity, &local);
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entity = crate::modules::draw::modify::explode::normalize_entity_for_block(entity);
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@ -4248,7 +4248,7 @@ impl Scene {
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.add_entity(EntityType::BlockEnd(block_end))
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.map_err(|e| e.to_string())?;
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let local = EntityTransform::Translate(-base);
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let local = EntityTransform::Translate((-base).as_dvec3());
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for mut entity in entities {
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view::dispatch::apply_transform(&mut entity, &local);
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entity = crate::modules::draw::modify::explode::normalize_entity_for_block(entity);
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