forked from 1b-agent/opencadstudio-upstream
feat(viewport): tile-relative input + overlays in unified model
Route every per-frame interaction through the active model tile's screen rectangle so a tiled VPORTS layout behaves like independent panes while still sharing one shader widget: - pick / draw / snap / box+lasso: cursor mapped to tile-local space; the hover-activates-tile rule on ViewportMove keeps the active tile under the cursor, so the picked camera matches what the user sees. - pan: switched to Camera::pan_screen(dx, dy, viewport_height) so the world-per-pixel rate matches the active tile's height instead of the full canvas. - grid: clipped via Frame::with_clip to the active tile rect; world→screen adds the tile origin so the lines align with the panel. - UCS icon: origin offset by the tile rect so the gizmo sits in the active tile's bottom-left corner. - render-mode picker (+ split buttons) and ViewCube hit-area: positioned via active_model_tile_bounds with leading Spaces, mirroring the floating-viewport pattern. - ViewCube hover: driven by the CursorMoved/ViewportMove handlers into a new Scene::viewcube_hover cell, so the highlight survives the cube hit-area overlay masking events from shader::Program::update. Co-Authored-By: Claude Opus 4.7 <[email protected]>
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@@ -177,7 +177,12 @@ impl canvas::Program<Message> for SelectionCanvas {
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// ── Grid display ──────────────────────────────────────────────────
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if let Some(ref g) = self.grid {
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draw_grid(&mut frame, g.view_proj, g.plane, g.bounds);
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// Clip to the active tile's rectangle so grid lines don't spill
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// into neighbouring panes in a tiled layout.
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let plane = g.plane;
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let view_proj = g.view_proj;
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let gb = g.bounds;
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frame.with_clip(gb, |f| draw_grid(f, view_proj, plane, gb));
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}
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if let (Some(a), Some(b)) = (self.selection.box_anchor, self.selection.box_current) {
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@@ -551,11 +556,14 @@ impl canvas::Program<Message> for SelectionCanvas {
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const MIN_GRID_PX: f32 = 20.0;
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fn draw_grid(frame: &mut canvas::Frame, vp: Mat4, plane: GridPlane, bounds: iced::Rectangle) {
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// World → canvas screen: include bounds origin so the grid lands in the
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// active tile's rectangle (the screen → world unproject below stays
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// tile-local, which is what feeds the visible-extent computation).
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let w2s = |world: Vec3| -> Point {
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let ndc = vp.project_point3(world);
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Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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)
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};
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@@ -668,8 +676,8 @@ fn draw_axes(frame: &mut canvas::Frame, vp: Mat4, bounds: iced::Rectangle, exten
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let w2s = |world: Vec3| -> Point {
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let ndc = vp.project_point3(world);
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Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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)
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};
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let e = extent;
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@@ -731,8 +739,8 @@ fn draw_ucs_icon(frame: &mut canvas::Frame, vp: Mat4, bounds: iced::Rectangle) {
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};
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let ndc2s = |ndc: Vec3| -> Point {
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Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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)
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};
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@@ -743,8 +751,8 @@ fn draw_ucs_icon(frame: &mut canvas::Frame, vp: Mat4, bounds: iced::Rectangle) {
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let org_s = ndc2s(org);
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let icon_origin = Point::new(
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UCS_ICON_MARGIN,
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(bounds.height - UCS_ICON_MARGIN).max(UCS_ICON_MARGIN),
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bounds.x + UCS_ICON_MARGIN,
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bounds.y + (bounds.height - UCS_ICON_MARGIN).max(UCS_ICON_MARGIN),
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);
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// Raw screen-space displacement for each axis tip.
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