refactor(grip): square-only marker set + oriented stretch handles
Phase 1 of bringing the grip vocabulary in line with the standard CAD convention: drop the per-position-type shape encoding (Diamond for translate, Circle for parameter) and use a plain square for every endpoint / vertex / centre grip. The behavioural midpoint vs vertex distinction stays — it lives on `GripDef::is_midpoint` and drives `Translate` vs `Absolute` in the grip-edit dispatcher — only the marker shape collapses. - `GripShape` keeps `Square`, `Rectangle`, `Triangle`. Diamond / Circle are gone. - `GripDef` gains `dir: Option<[f32; 2]>` — a world-XY direction vector consumed by `Rectangle` to orient the box along its segment. - `entities::common` exposes `square_grip`, `center_grip` (same square marker, flagged as translate), `rectangle_grip(id, world, dir)` for oriented mid-segment handles, and a kept-for-Phase-2 `triangle_grip`. - `overlay::GripMarker` / `grips_to_screen[_paper]` thread `dir` through to the canvas painter; the Rectangle path rotates the box around the grip centre using the world-XY direction (flipping the sin for screen-Y). Every existing `diamond_grip(id, w)` call becomes `center_grip(id, w)` — the visual change is square-replacing-diamond at line midpoints / arc midpoints / circle centres / ellipse centres / viewport / hatch loop centroids / dimension grips / image corners / multileader / ray / underlay / ole2frame / solid3d. `LwPolyline` grows a stretch handle on every segment (straight or arc), drawn as the new oriented rectangle. The grip-edit path translates both segment endpoints for straight segments and adjusts the arc bulge from the new midpoint for arc segments.
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20 changed files with 184 additions and 133 deletions
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@ -8,7 +8,7 @@ use acadrust::entities::{Underlay, UnderlayDisplayFlags};
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use glam::Vec3;
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use crate::command::EntityTransform;
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use crate::entities::common::{diamond_grip, edit_prop as edit, ro_prop as ro, square_grip};
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use crate::entities::common::{center_grip, edit_prop as edit, ro_prop as ro, square_grip};
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use crate::entities::traits::{Grippable, PropertyEditable, Transformable, TruckConvertible};
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use crate::scene::acad_to_truck::{TruckEntity, TruckObject};
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use crate::scene::object::{GripApply, GripDef, PropSection};
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@ -87,7 +87,7 @@ impl Grippable for Underlay {
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if !self.clip_boundary_vertices.is_empty() {
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let world_verts = self.world_clip_boundary();
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for (i, v) in world_verts.iter().enumerate() {
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grips.push(diamond_grip(
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grips.push(center_grip(
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i + 1,
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Vec3::new(v.x as f32, v.y as f32, v.z as f32),
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));
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