forked from 1b-agent/opencadstudio-upstream
feat(overlay): relative-to-eye CPU projection for grips and grid (P5)
Route the on-screen chrome that projects absolute world coordinates through the f64 relative-to-eye helpers so it stays glued/jitter-free at UTM scale after the world_offset removal: grips (grips_to_screen) and grip hit-testing (find_hit_grip) now project from the f64 GripDef.world via Camera::project_f64; the model grid and its UCS axes carry the camera eye (DVec3) + rotation-only matrix and a f64 origin, projecting each line relative to the eye. Snap-marker / OST-point / compute_grid_step still use the f32 path (single points / spacing — negligible) and can follow. Co-Authored-By: Claude Opus 4.7 <[email protected]>
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ccc933e7b0
commit
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4 files changed
+64
-57
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+4
-4
@@ -3281,8 +3281,8 @@ impl OpenCADStudio {
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bounds,
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)
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} else {
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let vp_mat = self.tabs[i].scene.camera.borrow().view_proj(bounds);
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find_hit_grip(p, &self.tabs[i].selected_grips, vp_mat, bounds)
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let cam = self.tabs[i].scene.camera.borrow();
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find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
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};
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if let Some((grip_id, is_translate, world)) = grip_hit {
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// The visibility (lookup) grip opens a state
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@@ -8275,8 +8275,8 @@ impl OpenCADStudio {
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bounds,
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)
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} else {
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let vp_mat = self.tabs[i].scene.camera.borrow().view_proj(bounds);
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find_hit_grip(p, &self.tabs[i].selected_grips, vp_mat, bounds)
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let cam = self.tabs[i].scene.camera.borrow();
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find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
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};
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match hit {
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Some((grip_id, _, _)) => {
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+7
-12
@@ -98,8 +98,8 @@ impl OpenCADStudio {
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drop(cam);
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grips_to_screen_paper(&tab.selected_grips, tx, ty, half_w, half_h, bounds)
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} else {
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let vp_mat = tab.scene.camera.borrow().view_proj(bounds);
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grips_to_screen(&tab.selected_grips, vp_mat, bounds)
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let cam = tab.scene.camera.borrow();
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grips_to_screen(&tab.selected_grips, &cam, bounds)
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};
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screen_grips
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.into_iter()
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@@ -140,17 +140,11 @@ impl OpenCADStudio {
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// enumeration for both, shared with the renderer.
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// Align the model grid to the active UCS (origin in wire space, world
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// axis directions); paper space stays plain WCS.
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let (grid_origin, grid_axes) = if is_paper {
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(glam::Vec3::ZERO, (glam::Vec3::X, glam::Vec3::Y, glam::Vec3::Z))
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let (grid_origin, grid_axes): (glam::DVec3, _) = if is_paper {
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(glam::DVec3::ZERO, (glam::Vec3::X, glam::Vec3::Y, glam::Vec3::Z))
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} else {
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let (o, ux, uy, uz) = tab.ucs_xform().axes();
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let wo = [0.0_f64; 3];
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let o_wire = glam::Vec3::new(
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o.x - wo[0] as f32,
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o.y - wo[1] as f32,
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o.z - wo[2] as f32,
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);
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(o_wire, (ux, uy, uz))
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(o.as_dvec3(), (ux, uy, uz))
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};
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let grid: Vec<overlay::GridParams> = tab
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.scene
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@@ -159,7 +153,8 @@ impl OpenCADStudio {
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.map(|(bounds, cam)| {
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let plane = grid_plane_from_camera(cam.pitch, cam.yaw);
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overlay::GridParams {
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view_proj: cam.view_proj(bounds),
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view_rot: cam.view_proj_rte(bounds),
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eye: cam.eye_f64(),
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bounds,
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plane,
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origin: grid_origin,
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+14
-13
@@ -1,7 +1,7 @@
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//! OpenCADStudio-style grip editing.
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use acadrust::Handle;
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use glam::{Mat4, Vec3};
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use glam::Vec3;
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use iced::{Point, Rectangle};
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use crate::scene::model::object::{GripDef, GripShape};
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@@ -34,17 +34,19 @@ pub struct GripEdit {
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/// Returns `(grip_id, screen_pos, is_midpoint, shape)` for each grip.
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pub fn grips_to_screen(
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grips: &[GripDef],
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view_proj: Mat4,
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camera: &crate::scene::view::camera::Camera,
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bounds: Rectangle,
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) -> Vec<(usize, Point, bool, GripShape, Option<[f32; 2]>)> {
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grips
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.iter()
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.map(|g| {
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let ndc = view_proj.project_point3(g.world.as_vec3());
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let screen = Point::new(
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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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// Project from the f64 grip position via the relative-to-eye path so
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// the grip stays glued to the wire at UTM-scale coordinates (an
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// `as_vec3` cast first would quantize it ~0.5 m off at high zoom).
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let screen = match camera.project_f64(g.world, bounds) {
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Some(p) => Point::new(bounds.x + p.x, bounds.y + p.y),
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None => Point::new(f32::NAN, f32::NAN),
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};
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(g.id, screen, g.is_midpoint, g.shape, g.dir)
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})
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.collect()
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@@ -106,18 +108,17 @@ pub fn find_hit_grip_paper(
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pub fn find_hit_grip(
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cursor: Point,
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grips: &[GripDef],
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view_proj: Mat4,
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camera: &crate::scene::view::camera::Camera,
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bounds: Rectangle,
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) -> Option<(usize, bool, Vec3)> {
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let mut best_dist = GRIP_THRESHOLD_PX;
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let mut best: Option<(usize, bool, Vec3)> = None;
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for g in grips {
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let ndc = view_proj.project_point3(g.world.as_vec3());
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let screen = 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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);
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let Some(screen) = camera.project_f64(g.world, bounds) else {
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continue;
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};
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let screen = Point::new(screen.x, screen.y);
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let dx = screen.x - cursor.x;
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let dy = screen.y - cursor.y;
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let d = (dx * dx + dy * dy).sqrt();
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+39
-28
@@ -48,13 +48,18 @@ pub enum GridPlane {
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/// Passed to the canvas when the GRID display is active.
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#[derive(Clone)]
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pub struct GridParams {
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pub view_proj: Mat4,
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/// Rotation-only view-projection (Camera::view_proj_rte). Grid points are
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/// made relative to `eye` in f64 before projecting, so the grid stays
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/// precise / jitter-free at UTM-scale absolute coordinates.
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pub view_rot: Mat4,
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/// Camera eye in absolute world f64 — subtracted from each grid point.
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pub eye: glam::DVec3,
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pub bounds: iced::Rectangle,
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pub plane: GridPlane,
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/// Grid origin in render (wire) space and the active UCS axis directions.
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/// Grid origin in absolute world f64 and the active UCS axis directions.
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/// The grid rules along these instead of world X/Y/Z, so it aligns to the
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/// user's coordinate system. Plain WCS passes `(ZERO, X, Y, Z)`.
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pub origin: Vec3,
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pub origin: glam::DVec3,
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pub axes: (Vec3, Vec3, Vec3),
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}
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@@ -314,7 +319,7 @@ impl canvas::Program<Message> for SelectionCanvas {
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// Project with the full viewport rect `gb` so the grid stays aligned;
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// only the clip is clamped.
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frame.with_clip(clip, |f| {
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draw_grid(f, g.view_proj, g.plane, gb, g.origin, g.axes)
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draw_grid(f, g.view_rot, g.eye, g.plane, gb, g.origin, g.axes)
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});
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}
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@@ -864,17 +869,18 @@ const MIN_GRID_PX: f32 = 20.0;
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fn draw_grid(
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frame: &mut canvas::Frame,
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vp: Mat4,
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view_rot: Mat4,
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eye: glam::DVec3,
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plane: GridPlane,
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bounds: iced::Rectangle,
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grid_origin: Vec3,
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grid_origin: glam::DVec3,
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grid_axes: (Vec3, Vec3, Vec3),
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) {
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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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// World → canvas screen via relative-to-eye: subtract the f64 eye first so
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// grid points near the camera stay precise at UTM-scale absolute coords.
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let w2s = |world: glam::DVec3| -> Point {
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let rel = (world - eye).as_vec3();
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let ndc = view_rot.project_point3(rel);
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Point::new(
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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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@@ -893,8 +899,8 @@ fn draw_grid(
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// Adaptive spacing: measure pixels per 1-unit step along each axis,
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// then find the smallest power-of-5 multiple that gives ≥ MIN_GRID_PX.
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let o = w2s(grid_origin);
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let a1s = w2s(grid_origin + axis1);
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let a2s = w2s(grid_origin + axis2);
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let a1s = w2s(grid_origin + axis1.as_dvec3());
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let a2s = w2s(grid_origin + axis2.as_dvec3());
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let px1 = ((a1s.x - o.x).powi(2) + (a1s.y - o.y).powi(2)).sqrt();
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let px2 = ((a2s.x - o.x).powi(2) + (a2s.y - o.y).powi(2)).sqrt();
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let px_per_unit = px1.max(px2);
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@@ -912,11 +918,12 @@ fn draw_grid(
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// Visible world extent: unproject screen corners (mid-depth approximation)
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// and project them onto the grid axes.
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let inv = vp.inverse();
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let unproject = |sx: f32, sy: f32| -> Vec3 {
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let inv = view_rot.inverse();
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let unproject = |sx: f32, sy: f32| -> glam::DVec3 {
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let ndc_x = (sx / bounds.width) * 2.0 - 1.0;
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let ndc_y = 1.0 - (sy / bounds.height) * 2.0;
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inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.5))
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// Unproject in eye-relative space, then add the f64 eye back.
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eye + inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.5)).as_dvec3()
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};
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let corners = [
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unproject(0.0, 0.0),
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@@ -925,7 +932,10 @@ fn draw_grid(
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unproject(bounds.width, bounds.height),
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];
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let range = |ax: Vec3| -> (f32, f32) {
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let vals: Vec<f32> = corners.iter().map(|p| (*p - grid_origin).dot(ax)).collect();
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let vals: Vec<f32> = corners
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.iter()
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.map(|p| (*p - grid_origin).as_vec3().dot(ax))
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.collect();
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(
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vals.iter().cloned().fold(f32::INFINITY, f32::min),
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vals.iter().cloned().fold(f32::NEG_INFINITY, f32::max),
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@@ -957,8 +967,8 @@ fn draw_grid(
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// Lines parallel to axis2 (varying axis1 position)
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for i in n1_s..=n1_e {
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let v = i as f32 * s;
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let p0 = w2s(grid_origin + axis1 * v + axis2 * (min2 - s));
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let p1 = w2s(grid_origin + axis1 * v + axis2 * (max2 + s));
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let p0 = w2s(grid_origin + (axis1 * v + axis2 * (min2 - s)).as_dvec3());
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let p1 = w2s(grid_origin + (axis1 * v + axis2 * (max2 + s)).as_dvec3());
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frame.stroke(
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&canvas::Path::new(|b| {
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b.move_to(p0);
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@@ -970,8 +980,8 @@ fn draw_grid(
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// Lines parallel to axis1 (varying axis2 position)
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for i in n2_s..=n2_e {
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let v = i as f32 * s;
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let p0 = w2s(grid_origin + axis2 * v + axis1 * (min1 - s));
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let p1 = w2s(grid_origin + axis2 * v + axis1 * (max1 + s));
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let p0 = w2s(grid_origin + (axis2 * v + axis1 * (min1 - s)).as_dvec3());
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let p1 = w2s(grid_origin + (axis2 * v + axis1 * (max1 + s)).as_dvec3());
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frame.stroke(
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&canvas::Path::new(|b| {
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b.move_to(p0);
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@@ -983,21 +993,22 @@ fn draw_grid(
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// Coloured axes drawn on top of the grid lines, along the same UCS basis.
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let extent = (min1.abs().max(max1.abs()).max(min2.abs()).max(max2.abs()) + s) * 1.5;
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draw_axes(frame, vp, bounds, extent.max(10.0), grid_origin, grid_axes);
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draw_axes(frame, view_rot, eye, bounds, extent.max(10.0), grid_origin, grid_axes);
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}
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// ── Coloured UCS axes ──────────────────────────────────────────────────────
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fn draw_axes(
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frame: &mut canvas::Frame,
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vp: Mat4,
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view_rot: Mat4,
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eye: glam::DVec3,
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bounds: iced::Rectangle,
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extent: f32,
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origin: Vec3,
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origin: glam::DVec3,
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axes: (Vec3, Vec3, Vec3),
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) {
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let w2s = |world: Vec3| -> Point {
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let ndc = vp.project_point3(world);
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let w2s = |world: glam::DVec3| -> Point {
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let ndc = view_rot.project_point3((world - eye).as_vec3());
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Point::new(
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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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@@ -1014,8 +1025,8 @@ fn draw_axes(
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let mut line = |dir: Vec3, r: f32, g: f32, b: f32| {
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frame.stroke(
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&canvas::Path::new(|p| {
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p.move_to(w2s(origin - dir * e));
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p.line_to(w2s(origin + dir * e));
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p.move_to(w2s(origin - (dir * e).as_dvec3()));
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p.line_to(w2s(origin + (dir * e).as_dvec3()));
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}),
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axis_stroke(r, g, b),
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);
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