fix(bedit): restore the view when leaving the block editor

Entering the block editor reframes the camera on the block's own
geometry, but nothing remembered where the model view was — Save /
Discard returned to the layout with the camera still parked at the
editor's framing (#425). The session now captures the camera on entry
and both exits restore it exactly.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Fable 5 committed 2026-07-21 11:06:42 +03:00
1 parent 84620852fe
commit f03288f120
2 files changed
+14 -1

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+10
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@@ -385,6 +385,9 @@ impl OpenCADStudio {
self.push_undo_snapshot(i, "BEDIT");
let return_layout = self.tabs[i].scene.current_layout.clone();
// Capture the camera before the editor reframes it, so leaving
// the block editor returns the view exactly where it was (#425).
let return_camera = self.tabs[i].scene.camera.borrow().clone();
// A block editor renders in model style; switch to Model first so
// the paper-space code paths stay off, then scope to the block.
if return_layout != "Model" {
@@ -396,6 +399,7 @@ impl OpenCADStudio {
br_handle,
return_layout,
snapshot,
return_camera,
});
self.tabs[i].scene.deselect_all();
@@ -426,6 +430,9 @@ impl OpenCADStudio {
self.tabs[i].scene.block_edit_block = None;
self.tabs[i].scene.deselect_all();
self.tabs[i].scene.set_current_layout(session.return_layout.clone());
// Return the view to where it was when BEDIT began (#425).
*self.tabs[i].scene.camera.borrow_mut() = session.return_camera.clone();
self.tabs[i].scene.camera_generation += 1;
self.tabs[i].scene.rebuild_derived_caches();
self.tabs[i].dirty = true;
self.command_line.push_output(&format!(
@@ -474,6 +481,9 @@ impl OpenCADStudio {
self.tabs[i].scene.block_edit_block = None;
self.tabs[i].scene.deselect_all();
self.tabs[i].scene.set_current_layout(session.return_layout.clone());
// Return the view to where it was when BEDIT began (#425).
*self.tabs[i].scene.camera.borrow_mut() = session.return_camera.clone();
self.tabs[i].scene.camera_generation += 1;
self.tabs[i].scene.rebuild_derived_caches();
self.tabs[i].dirty = true;
self.command_line.push_output(&format!(
+4 -1
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@@ -43,7 +43,7 @@ pub fn block_edit_tools() -> Vec<ToolDef> {
// ── Session state (held in DocumentTab) ───────────────────────────────────
/// Active BEDIT block-editor session. Lives in `DocumentTab::block_edit`.
#[derive(Debug, Clone)]
#[derive(Clone)]
pub struct BlockEditSession {
/// Name of the block being edited (also the space-tab label).
pub block_name: String,
@@ -55,6 +55,9 @@ pub struct BlockEditSession {
/// The block's block-local entities captured on entry, so Discard can
/// restore the definition (structural Block/BlockEnd/AttDef excluded).
pub snapshot: Vec<EntityType>,
/// Camera state of the space that was active when BEDIT began, restored
/// on Save/Discard so the view returns exactly where it was (#425).
pub return_camera: crate::scene::view::camera::Camera,
}
// ── BEDIT pick command ─────────────────────────────────────────────────────