refactor(precision): widen command transform scalars and defaults to f64 (#311)
Completes the f64 migration on the CPU data path: the only f32 left now
is the GPU/render/screen layer, which is architecturally required (wgpu
vertex buffers and iced are f32; f64 vertices would double memory).
- EntityTransform::Rotate.angle_rad and Scale.factor are now f64 (the
transform was already applied in f64 around the DVec3 center, so this
only preserves the typed angle/factor). apply_standard_transform and
apply_standard_scale take f64.
- CmdResult::ExtrudeEntity.height and AlignSelected.{angle_rad,scale}
are f64; the EXTRUDE height parses as f64.
- defaults.rs (last-used construction values: circle radius/diameter,
rotate angle, scale factor, offset/fillet/chamfer distance, array
spacing/counts/angle) moved from Cell<f32> to Cell<f64>. Array counts
round-trip through u32 (exact below 2^53).
- Consumers in circle/array/fillet/offset/rotate/scale/align/solid3d and
dimension.rs rotate_point/scale_point follow. `as f32` is kept only
where a value feeds a WireModel rubber-band/ghost (the preview path is
screen-space f32).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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12 changed files with 100 additions and 102 deletions
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@ -8,22 +8,22 @@ fn to_v3(v: DVec3) -> Vector3 {
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Vector3::new(v.x, v.y, v.z)
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}
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pub fn apply_standard_transform<T>(entity: &mut T, center: DVec3, angle_rad: f32)
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pub fn apply_standard_transform<T>(entity: &mut T, center: DVec3, angle_rad: f64)
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where
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T: acadrust::Entity,
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{
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let z_axis = Vector3::new(0.0, 0.0, 1.0);
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let t = Transform::from_translation(to_v3(-center))
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.then(&Transform::from_rotation(z_axis, angle_rad as f64))
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.then(&Transform::from_rotation(z_axis, angle_rad))
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.then(&Transform::from_translation(to_v3(center)));
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entity.apply_transform(&t);
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}
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pub fn apply_standard_scale<T>(entity: &mut T, center: DVec3, factor: f32)
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pub fn apply_standard_scale<T>(entity: &mut T, center: DVec3, factor: f64)
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where
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T: acadrust::Entity,
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{
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let s = factor as f64;
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let s = factor;
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let t = Transform::from_scaling_with_origin(Vector3::new(s, s, s), to_v3(center));
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entity.apply_transform(&t);
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}
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