feat(overlay): relative-to-eye CPU projection for grips and grid (P5)

Route the on-screen chrome that projects absolute world coordinates
through the f64 relative-to-eye helpers so it stays glued/jitter-free at
UTM scale after the world_offset removal: grips (grips_to_screen) and
grip hit-testing (find_hit_grip) now project from the f64 GripDef.world
via Camera::project_f64; the model grid and its UCS axes carry the camera
eye (DVec3) + rotation-only matrix and a f64 origin, projecting each line
relative to the eye. Snap-marker / OST-point / compute_grid_step still use
the f32 path (single points / spacing — negligible) and can follow.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-23 22:57:31 +03:00
commit 52882749eb
4 changed files with 64 additions and 57 deletions

View file

@ -3281,8 +3281,8 @@ impl OpenCADStudio {
bounds,
)
} else {
let vp_mat = self.tabs[i].scene.camera.borrow().view_proj(bounds);
find_hit_grip(p, &self.tabs[i].selected_grips, vp_mat, bounds)
let cam = self.tabs[i].scene.camera.borrow();
find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
};
if let Some((grip_id, is_translate, world)) = grip_hit {
// The visibility (lookup) grip opens a state
@ -8275,8 +8275,8 @@ impl OpenCADStudio {
bounds,
)
} else {
let vp_mat = self.tabs[i].scene.camera.borrow().view_proj(bounds);
find_hit_grip(p, &self.tabs[i].selected_grips, vp_mat, bounds)
let cam = self.tabs[i].scene.camera.borrow();
find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
};
match hit {
Some((grip_id, _, _)) => {