fix(text): keep text anchors in f64 and honour space advance

Single-line TEXT and ATTRIB/ATTDEF cast the insertion/alignment point to
f32 before computing the stroke origin. At large coordinates (UTM ~4.5M)
the f32 ulp is ~0.5, snapping text baselines onto a coarse grid so
adjacent rows collapse onto each other and overlap. Keep the anchor in
f64 throughout.

Horizontal alignment now uses the pen advance box [0, advance] instead of
the inked min_x/max_x, so leading/trailing spaces keep their width and
space-aligned columns no longer shift. text_local_bounds returns
TextLocalBounds { ink_min, ink_max, advance }.

TABLE laid out its whole grid in an f32 world frame; switch to a local
f32 frame plus an f64 base added at the widening step, fixing cell-text
baseline snap and the i32 overflow in the border-dedup keys.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-22 18:47:45 +03:00
commit 5291a3fb82
4 changed files with 66 additions and 28 deletions

View file

@ -22,7 +22,17 @@ impl TruckConvertible for Table {
return None;
}
let origin = v3(&self.insertion_point);
// Lay the table out in a local frame with the origin at zero. The world
// insertion point is added back as f64 at the widening step below, so
// large coordinates (UTM etc.) keep full precision instead of snapping
// onto the coarse f32 grid — which would collide cell-text baselines and
// overflow the integer border-dedup keys.
let base = [
self.insertion_point.x,
self.insertion_point.y,
self.insertion_point.z,
];
let origin = Vec3::ZERO;
let h_raw = v3(&self.horizontal_direction);
let h = if h_raw.length_squared() > 1e-10 {
h_raw.normalize()
@ -298,22 +308,22 @@ 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).
// The layout above is in a local f32 frame (small magnitudes). Widen to
// f64 and add the world insertion so the absolute position carries full
// precision; tessellate.rs then applies world_offset.
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]
[x as f64 + base[0], y as f64 + base[1], z as f64 + base[2]]
}
})
.collect();
Some(TruckEntity {
object: TruckObject::Lines(pts_f64),
snap_pts: vec![(origin, SnapHint::Insertion)],
snap_pts: vec![(v3(&self.insertion_point), SnapHint::Insertion)],
tangent_geoms: vec![],
key_vertices: vec![],
fill_tris: vec![],