forked from 1b-agent/opencadstudio-upstream
feat(ucs): orient the ViewCube to the active UCS
The ViewCube showed world Front/Top/Right. It now composes the camera rotation with the active UCS (scene.viewcube_ucs, synced from the tab's active_ucs), so its faces follow the user's coordinate system in model space. Render uniform, hover/click hit-test, and the click→snap direction all go through scene.viewcube_ucs_mat() so they stay in lock-step; identity outside model space leaves paper-viewport navigation unchanged. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -3822,6 +3822,8 @@ impl OpenCADStudio {
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}
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}
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}
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// Keep the scene's ViewCube UCS in lock-step with active_ucs.
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self.tabs[i].sync_ucs_to_scene();
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}
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// ── Named Views (VIEW command) ────────────────────────────────
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@@ -186,6 +186,19 @@ impl DocumentTab {
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} else {
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Some(u)
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};
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self.sync_ucs_to_scene();
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}
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/// Push the active UCS rotation into the scene so the ViewCube composes with
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/// it. Call after any change to `active_ucs`.
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pub(super) fn sync_ucs_to_scene(&mut self) {
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let (_, x, y, z) = self.ucs_xform().axes();
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self.scene.viewcube_ucs = glam::Mat4::from_cols(
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x.extend(0.0),
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y.extend(0.0),
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z.extend(0.0),
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glam::Vec4::W,
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);
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}
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pub(super) fn new_drawing(n: usize) -> Self {
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+9
-6
@@ -3175,10 +3175,9 @@ impl OpenCADStudio {
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let (vw, vh) = vp_size;
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if vw > 1.0 && vh > 1.0 {
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let cam = self.tabs[i].scene.camera.borrow();
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if scene::hit_test(p.x, p.y, vw, vh, cam.view_rotation_mat(), VIEWCUBE_PX)
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.is_some()
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{
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let rot = self.tabs[i].scene.camera.borrow().view_rotation_mat()
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* self.tabs[i].scene.viewcube_ucs_mat();
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if scene::hit_test(p.x, p.y, vw, vh, rot, VIEWCUBE_PX).is_some() {
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return Task::none();
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}
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}
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@@ -4330,9 +4329,13 @@ impl OpenCADStudio {
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Message::ViewCubeSnap(region) => {
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let i = self.active_tab;
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let mut region = region;
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// The cube is oriented in the active UCS, so its face directions
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// are UCS-frame — rotate them into world before comparing /
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// snapping (identity outside model space).
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let r_ucs = self.tabs[i].scene.viewcube_ucs_mat();
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// "Already there → flip to opposite" check: compare the
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// current gaze direction with the region's target gaze.
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let target_dir = region.snap_direction();
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let target_dir = r_ucs.transform_vector3(region.snap_direction());
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let cur_dir = {
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let cam = self.tabs[i].scene.camera.borrow();
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cam.rotation * glam::Vec3::Z
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@@ -4340,7 +4343,7 @@ impl OpenCADStudio {
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if cur_dir.dot(target_dir) > 0.9999 {
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region = region.opposite();
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}
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let eye_dir = region.snap_direction();
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let eye_dir = r_ucs.transform_vector3(region.snap_direction());
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if self.tabs[i].scene.active_viewport.is_some() {
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self.tabs[i]
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+17
-1
@@ -803,6 +803,10 @@ pub struct Scene {
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paper_projected_cache: RefCell<HashMap<Handle, (u64, Vec<WireModel>)>>,
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/// Active layout name — "Model" or a paper space layout name.
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pub current_layout: String,
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/// UCS→world rotation for the ViewCube, kept in sync with the tab's active
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/// UCS by `DocumentTab::sync_ucs_to_scene`. Identity = WCS. Applied only in
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/// model space so the cube's faces follow the user's coordinate system.
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pub viewcube_ucs: glam::Mat4,
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/// GPU render data for hatch fills, keyed by the DXF entity Handle.
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pub hatches: HashMap<Handle, HatchModel>,
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/// GPU render data for solid meshes (truck Shell/Solid tessellation).
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@@ -954,6 +958,7 @@ impl Scene {
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paper_sheet_cache: RefCell::new(None),
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paper_projected_cache: RefCell::new(HashMap::default()),
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current_layout: "Model".to_string(),
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viewcube_ucs: glam::Mat4::IDENTITY,
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hatches: HashMap::default(),
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meshes: HashMap::default(),
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block_meshes: HashMap::default(),
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@@ -3794,7 +3799,18 @@ impl Scene {
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return cam.view_rotation_mat();
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}
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}
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self.camera.borrow().view_rotation_mat()
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self.camera.borrow().view_rotation_mat() * self.viewcube_ucs_mat()
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}
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/// The UCS→world rotation the ViewCube should compose with the camera —
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/// the active UCS in model space, identity everywhere else. Render,
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/// hit-test, and click-snap all go through this so they stay in lock-step.
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pub fn viewcube_ucs_mat(&self) -> glam::Mat4 {
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if self.current_layout == "Model" {
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self.viewcube_ucs
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} else {
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glam::Mat4::IDENTITY
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}
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}
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/// Return the handle of the user viewport whose bounding rectangle contains
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@@ -794,7 +794,7 @@ impl Scene {
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images,
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meshes: self.meshes_arc(),
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uniforms,
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cam_rotation: inst.camera.view_rotation_mat(),
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cam_rotation: inst.camera.view_rotation_mat() * self.viewcube_ucs_mat(),
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// Only the active viewport gets the hovered-region highlight.
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hover_region: if inst.active { hover_region } else { None },
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show_viewcube: inst.active,
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@@ -826,7 +826,7 @@ impl Scene {
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cursor: mouse::Cursor,
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) {
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let pos = cursor.position_in(bounds);
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let cam_rotation = self.camera.borrow().view_rotation_mat();
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let cam_rotation = self.camera.borrow().view_rotation_mat() * self.viewcube_ucs_mat();
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if let Some(p) = pos {
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let tile = self.active_model_tile_bounds(bounds.width, bounds.height);
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state.hover_region = hover_id(
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