fix: correct ViewCubeSnap and MSPACE orbit to write viewport entity

- Add orbit_active_viewport(), snap_active_viewport_to_angles(),
  active_view_rotation_mat(), active_viewport_yaw_pitch() helpers so
  navigation gestures modify the DXF viewport entity's view_direction
  instead of the paper-space camera.
- Fix "already there → flip opposite" check: the previous code used
  rot * Vec4::W (always (0,0,0,1) for a rotation matrix); now reads
  (yaw, pitch) directly from camera_for_viewport() via the new helper.
- MSPACE right-drag orbit early-returns after writing the viewport
  entity, preventing the paper-space camera from also being modified.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Sonnet 4.6 committed 2026-04-23 08:53:30 +03:00
1 parent 7e0e892bcc
commit f176f7c80a
2 files changed
+101 -9

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+35 -9
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@@ -1062,9 +1062,19 @@ impl H7CAD {
if sel.right_dragging {
if let Some(last) = sel.right_last_pos {
let (dx, dy) = (p.x - last.x, p.y - last.y);
self.tabs[i].scene.camera.borrow_mut().orbit(dx, dy);
if self.tabs[i].scene.active_viewport.is_some() {
// Update position before dropping the borrow.
sel.right_last_pos = Some(p);
drop(sel);
self.tabs[i].scene.orbit_active_viewport(dx, dy);
return Task::none();
} else {
self.tabs[i].scene.camera.borrow_mut().orbit(dx, dy);
sel.right_last_pos = Some(p);
}
} else {
sel.right_last_pos = Some(p);
}
sel.right_last_pos = Some(p);
}
}
@@ -1803,10 +1813,10 @@ impl H7CAD {
Message::ViewportClick => {
let i = self.active_tab;
let cam = self.tabs[i].scene.camera.borrow();
let rot = self.tabs[i].scene.active_view_rotation_mat();
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
if let Some(region) = scene::hit_test(
self.cursor_pos.x, self.cursor_pos.y, vw, vh, cam.view_rotation_mat(), VIEWCUBE_PX,
self.cursor_pos.x, self.cursor_pos.y, vw, vh, rot, VIEWCUBE_PX,
) {
return Task::done(Message::ViewCubeSnap(region));
}
@@ -1821,15 +1831,31 @@ impl H7CAD {
Message::ViewCubeSnap(region) => {
let i = self.active_tab;
let mut region = region;
{
let mut cam = self.tabs[i].scene.camera.borrow_mut();
let (yaw, pitch) = {
let (target_yaw, target_pitch) = region.snap_angles();
if angle_close(cam.yaw, target_yaw, 0.01)
&& angle_close(cam.pitch, target_pitch, 0.01)
// Check current orientation to detect "already there → flip to opposite".
let already_there = if let Some((cur_yaw, cur_pitch)) =
self.tabs[i].scene.active_viewport_yaw_pitch()
{
angle_close(cur_yaw, target_yaw, 0.01)
&& angle_close(cur_pitch, target_pitch, 0.01)
} else if self.tabs[i].scene.active_viewport.is_some() {
false
} else {
let cam = self.tabs[i].scene.camera.borrow();
angle_close(cam.yaw, target_yaw, 0.01)
&& angle_close(cam.pitch, target_pitch, 0.01)
};
if already_there {
region = region.opposite();
}
let (yaw, pitch) = region.snap_angles();
region.snap_angles()
};
if self.tabs[i].scene.active_viewport.is_some() {
self.tabs[i].scene.snap_active_viewport_to_angles(yaw, pitch);
} else {
let mut cam = self.tabs[i].scene.camera.borrow_mut();
cam.snap_to_angles(yaw, pitch);
}
self.tabs[i].scene.camera_generation += 1;