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>
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4 changed files with 64 additions and 57 deletions
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@ -48,13 +48,18 @@ pub enum GridPlane {
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/// Passed to the canvas when the GRID display is active.
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#[derive(Clone)]
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pub struct GridParams {
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pub view_proj: Mat4,
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/// Rotation-only view-projection (Camera::view_proj_rte). Grid points are
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/// made relative to `eye` in f64 before projecting, so the grid stays
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/// precise / jitter-free at UTM-scale absolute coordinates.
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pub view_rot: Mat4,
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/// Camera eye in absolute world f64 — subtracted from each grid point.
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pub eye: glam::DVec3,
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pub bounds: iced::Rectangle,
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pub plane: GridPlane,
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/// Grid origin in render (wire) space and the active UCS axis directions.
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/// Grid origin in absolute world f64 and the active UCS axis directions.
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/// The grid rules along these instead of world X/Y/Z, so it aligns to the
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/// user's coordinate system. Plain WCS passes `(ZERO, X, Y, Z)`.
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pub origin: Vec3,
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pub origin: glam::DVec3,
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pub axes: (Vec3, Vec3, Vec3),
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}
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@ -314,7 +319,7 @@ impl canvas::Program<Message> for SelectionCanvas {
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// Project with the full viewport rect `gb` so the grid stays aligned;
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// only the clip is clamped.
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frame.with_clip(clip, |f| {
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draw_grid(f, g.view_proj, g.plane, gb, g.origin, g.axes)
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draw_grid(f, g.view_rot, g.eye, g.plane, gb, g.origin, g.axes)
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});
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}
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@ -864,17 +869,18 @@ const MIN_GRID_PX: f32 = 20.0;
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fn draw_grid(
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frame: &mut canvas::Frame,
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vp: Mat4,
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view_rot: Mat4,
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eye: glam::DVec3,
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plane: GridPlane,
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bounds: iced::Rectangle,
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grid_origin: Vec3,
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grid_origin: glam::DVec3,
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grid_axes: (Vec3, Vec3, Vec3),
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) {
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// World → canvas screen: include bounds origin so the grid lands in the
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// active tile's rectangle (the screen → world unproject below stays
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// tile-local, which is what feeds the visible-extent computation).
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let w2s = |world: Vec3| -> Point {
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let ndc = vp.project_point3(world);
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// World → canvas screen via relative-to-eye: subtract the f64 eye first so
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// grid points near the camera stay precise at UTM-scale absolute coords.
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let w2s = |world: glam::DVec3| -> Point {
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let rel = (world - eye).as_vec3();
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let ndc = view_rot.project_point3(rel);
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Point::new(
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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@ -893,8 +899,8 @@ fn draw_grid(
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// Adaptive spacing: measure pixels per 1-unit step along each axis,
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// then find the smallest power-of-5 multiple that gives ≥ MIN_GRID_PX.
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let o = w2s(grid_origin);
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let a1s = w2s(grid_origin + axis1);
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let a2s = w2s(grid_origin + axis2);
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let a1s = w2s(grid_origin + axis1.as_dvec3());
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let a2s = w2s(grid_origin + axis2.as_dvec3());
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let px1 = ((a1s.x - o.x).powi(2) + (a1s.y - o.y).powi(2)).sqrt();
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let px2 = ((a2s.x - o.x).powi(2) + (a2s.y - o.y).powi(2)).sqrt();
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let px_per_unit = px1.max(px2);
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@ -912,11 +918,12 @@ fn draw_grid(
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// Visible world extent: unproject screen corners (mid-depth approximation)
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// and project them onto the grid axes.
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let inv = vp.inverse();
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let unproject = |sx: f32, sy: f32| -> Vec3 {
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let inv = view_rot.inverse();
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let unproject = |sx: f32, sy: f32| -> glam::DVec3 {
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let ndc_x = (sx / bounds.width) * 2.0 - 1.0;
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let ndc_y = 1.0 - (sy / bounds.height) * 2.0;
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inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.5))
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// Unproject in eye-relative space, then add the f64 eye back.
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eye + inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.5)).as_dvec3()
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};
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let corners = [
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unproject(0.0, 0.0),
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@ -925,7 +932,10 @@ fn draw_grid(
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unproject(bounds.width, bounds.height),
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];
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let range = |ax: Vec3| -> (f32, f32) {
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let vals: Vec<f32> = corners.iter().map(|p| (*p - grid_origin).dot(ax)).collect();
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let vals: Vec<f32> = corners
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.iter()
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.map(|p| (*p - grid_origin).as_vec3().dot(ax))
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.collect();
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(
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vals.iter().cloned().fold(f32::INFINITY, f32::min),
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vals.iter().cloned().fold(f32::NEG_INFINITY, f32::max),
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@ -957,8 +967,8 @@ fn draw_grid(
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// Lines parallel to axis2 (varying axis1 position)
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for i in n1_s..=n1_e {
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let v = i as f32 * s;
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let p0 = w2s(grid_origin + axis1 * v + axis2 * (min2 - s));
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let p1 = w2s(grid_origin + axis1 * v + axis2 * (max2 + s));
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let p0 = w2s(grid_origin + (axis1 * v + axis2 * (min2 - s)).as_dvec3());
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let p1 = w2s(grid_origin + (axis1 * v + axis2 * (max2 + s)).as_dvec3());
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frame.stroke(
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&canvas::Path::new(|b| {
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b.move_to(p0);
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@ -970,8 +980,8 @@ fn draw_grid(
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// Lines parallel to axis1 (varying axis2 position)
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for i in n2_s..=n2_e {
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let v = i as f32 * s;
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let p0 = w2s(grid_origin + axis2 * v + axis1 * (min1 - s));
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let p1 = w2s(grid_origin + axis2 * v + axis1 * (max1 + s));
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let p0 = w2s(grid_origin + (axis2 * v + axis1 * (min1 - s)).as_dvec3());
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let p1 = w2s(grid_origin + (axis2 * v + axis1 * (max1 + s)).as_dvec3());
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frame.stroke(
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&canvas::Path::new(|b| {
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b.move_to(p0);
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@ -983,21 +993,22 @@ fn draw_grid(
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// Coloured axes drawn on top of the grid lines, along the same UCS basis.
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let extent = (min1.abs().max(max1.abs()).max(min2.abs()).max(max2.abs()) + s) * 1.5;
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draw_axes(frame, vp, bounds, extent.max(10.0), grid_origin, grid_axes);
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draw_axes(frame, view_rot, eye, bounds, extent.max(10.0), grid_origin, grid_axes);
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}
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// ── Coloured UCS axes ──────────────────────────────────────────────────────
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fn draw_axes(
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frame: &mut canvas::Frame,
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vp: Mat4,
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view_rot: Mat4,
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eye: glam::DVec3,
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bounds: iced::Rectangle,
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extent: f32,
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origin: Vec3,
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origin: glam::DVec3,
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axes: (Vec3, Vec3, Vec3),
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) {
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let w2s = |world: Vec3| -> Point {
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let ndc = vp.project_point3(world);
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let w2s = |world: glam::DVec3| -> Point {
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let ndc = view_rot.project_point3((world - eye).as_vec3());
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Point::new(
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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@ -1014,8 +1025,8 @@ fn draw_axes(
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let mut line = |dir: Vec3, r: f32, g: f32, b: f32| {
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frame.stroke(
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&canvas::Path::new(|p| {
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p.move_to(w2s(origin - dir * e));
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p.line_to(w2s(origin + dir * e));
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p.move_to(w2s(origin - (dir * e).as_dvec3()));
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p.line_to(w2s(origin + (dir * e).as_dvec3()));
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}),
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axis_stroke(r, g, b),
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);
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