fix: convert grip positions to local space for display and hit-test

Entity grips() return world-space coordinates (raw DXF values). After
the world_offset change the camera view_proj is in local space, so
projecting world-space grips through it gave wrong screen positions and
hit-test failures.

- refresh_selected_grips: subtract world_offset from every grip.world
  so selected_grips are stored in local (camera) space
- Grip drag: cursor/snap positions are already local space; for
  GripApply::Absolute add world_offset back before passing to entity
  so entity coordinates stay in world space. Translate deltas are
  identical in both spaces so no conversion is needed there.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-04-27 18:27:46 +03:00
commit 8c3964305b
2 changed files with 13 additions and 2 deletions

View file

@ -244,11 +244,20 @@ impl H7CAD {
/// Rebuild the cached selected_grips from the current entity selection.
pub(super) fn refresh_selected_grips(&mut self) {
let i = self.active_tab;
let wo = self.tabs[i].scene.world_offset;
let (new_handle, new_grips) = {
let selected = self.tabs[i].scene.selected_entities();
if selected.len() == 1 {
let (handle, entity) = selected[0];
let grips = dispatch::grips(entity);
let grips = dispatch::grips(entity)
.into_iter()
.map(|mut g| {
g.world.x -= wo[0] as f32;
g.world.y -= wo[1] as f32;
g.world.z -= wo[2] as f32;
g
})
.collect();
(Some(handle), grips)
} else {
(None, vec![])

View file

@ -1133,10 +1133,12 @@ impl H7CAD {
}
}
let wo = self.tabs[i].scene.world_offset;
let wo_vec = glam::Vec3::new(wo[0] as f32, wo[1] as f32, wo[2] as f32);
let apply = if grip.is_translate {
GripApply::Translate(snapped - grip.last_world)
} else {
GripApply::Absolute(snapped)
GripApply::Absolute(snapped + wo_vec)
};
self.tabs[i].scene.apply_grip(grip.handle, grip.grip_id, apply);
self.tabs[i].dirty = true;