fix(viewcube): land face clicks upright, never upside-down

A drawing opened with a twisted view made a TOP-face click keep the
twist, so north ended up at the bottom. Add Camera::snap_to_face, which
snaps to a canonical orientation — north (UCS +Y) up for top/bottom,
world (UCS +Z) up for the side elevations — ignoring the current
up-sense. Face clicks use it; edges/corners still preserve their up so
they spin smoothly around the clicked feature.

The Home button routes through the same path, giving a reliable reset
for a twisted view.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-26 00:11:40 +03:00
1 parent f00c48bebb
commit 012ec3febc
2 files changed
+41 -7

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+18 -4
View File
@@ -4512,13 +4512,27 @@ impl OpenCADStudio {
}
let eye_dir = r_ucs.transform_vector3(region.snap_direction());
// Faces snap to a canonical upright orientation (never upside
// down); edges/corners keep the current up-sense so they spin
// smoothly around the clicked feature.
let is_face = matches!(region, scene::CubeRegion::Face(_));
if self.tabs[i].scene.active_viewport.is_some() {
self.tabs[i]
.scene
.snap_active_viewport_to_direction(eye_dir, r_ucs);
if is_face {
self.tabs[i]
.scene
.mutate_active_viewport_camera(|c| c.snap_to_face(eye_dir, r_ucs));
} else {
self.tabs[i]
.scene
.snap_active_viewport_to_direction(eye_dir, r_ucs);
}
} else {
let mut cam = self.tabs[i].scene.camera.borrow_mut();
cam.snap_to_direction(eye_dir, r_ucs);
if is_face {
cam.snap_to_face(eye_dir, r_ucs);
} else {
cam.snap_to_direction(eye_dir, r_ucs);
}
}
self.tabs[i].scene.camera_generation += 1;
self.command_line
+23 -3
View File
@@ -390,11 +390,31 @@ impl Camera {
self.sync_yaw_pitch();
}
/// Jump to the default "home" view — top-down (looking along −Z), expressed
/// in the active UCS so it lands square to the user's coordinate frame.
/// Snap to a canonical face view: looks along `eye_dir` with a fixed
/// upright orientation — north (UCS +Y) up for top/bottom, world (UCS +Z)
/// up for the side elevations. Unlike [`snap_to_direction`] this ignores
/// the current up-sense, so a face click always lands square and never
/// upside-down, even when the drawing opened with a twisted view.
pub fn snap_to_face(&mut self, eye_dir: Vec3, ucs: glam::Mat4) {
let new_eye = eye_dir.normalize_or(Vec3::Z);
let uy = ucs.transform_vector3(Vec3::Y).normalize_or(Vec3::Y);
let uz = ucs.transform_vector3(Vec3::Z).normalize_or(Vec3::Z);
// Looking along the UCS Z axis (top/bottom) has no "world up" to use,
// so fall back to north (+Y); every side view uses world up.
let up_ref = if new_eye.dot(uz).abs() > 0.9 { uy } else { uz };
let projected = up_ref - new_eye * up_ref.dot(new_eye);
let new_up = projected.normalize_or(uy);
let new_right = new_up.cross(new_eye).normalize();
let mat = glam::Mat3::from_cols(new_right, new_up, new_eye);
self.rotation = Quat::from_mat3(&mat).normalize();
self.sync_yaw_pitch();
}
/// Jump to the default "home" view — a canonical top-down view (north up),
/// expressed in the active UCS. Doubles as a "reset" for a twisted view.
pub fn home_view(&mut self, ucs: glam::Mat4) {
let dir = ucs.transform_vector3(Vec3::Z);
self.snap_to_direction(dir, ucs);
self.snap_to_face(dir, ucs);
}
/// Roll the camera about its own view axis by `angle` radians. The gaze