forked from 1b-agent/opencadstudio-upstream
Migrate the command/snap/grip/cursor chain from f32 Vec3 to f64 DVec3 so picked points, snaps and grip drags stay precise at UTM-scale coordinates (f32 quantizes to ~0.5 m there). Done so far: - command/mod.rs: EntityTransform, CmdResult points, CadCommand point methods, TangentObject already DVec3 (radius f64). - snap: SnapResult.world DVec3; world_to_screen/try_pt DVec3. - GripApply -> DVec3; grip find/state (GripEdit) f64; camera pick_on_plane_f64 / pick_on_target_plane_f64; scene paper_to_model_f64. - update.rs click + mouse-move + grip-drag pipelines route precise DVec3 to on_point/on_preview_wires/on_entity_pick; ortho/polar cast at the UcsXform boundary only. - cmd_result dispatch, transform helpers, dimension/arc/circle/multileader apply_grip, circle/arc/ellipse/shapes draw commands, array modify. Tree does NOT compile yet (~236 errors remain across modify/annotate/ insert command files + entity apply_grip impls); committed at user request to checkpoint progress. Co-Authored-By: Claude Opus 4.8 <[email protected]>
463 lines
20 KiB
Rust
463 lines
20 KiB
Rust
// Arcball orbit camera — quaternion-based rotation, no gimbal lock.
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//
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// The camera orbits around a `target` point using a unit quaternion (`rotation`)
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// that maps the canonical "camera looks down -Z" pose to the current view.
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//
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// Pan: translates `target` in the view-plane (no rotation change).
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// Orbit: updates `rotation` via arcball delta — converts screen drag delta
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// to a rotation axis/angle, then pre-multiplies the current quaternion.
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// Zoom: adjusts `distance` (exponential feel).
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// Snap: directly assigns yaw+pitch encoded as a quaternion (for ViewCube).
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//
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// Coordinate convention: Z-up world space (same as the rest of OpenCADStudio).
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use glam::{vec3, DVec3, Mat4, Quat, Vec3};
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use iced::{Point, Rectangle};
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Projection {
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Orthographic,
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Perspective,
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}
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#[derive(Clone)]
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pub struct Camera {
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/// World-space pivot point the camera orbits around. Kept in f64 so a far
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/// pan (large offset-relative coordinate) doesn't lose precision in the
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/// pivot itself — the eventual relative-to-eye render path needs an exact
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/// eye, which derives from this target.
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pub target: DVec3,
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/// Arcball rotation: maps canonical pose to current orientation.
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pub rotation: Quat,
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/// Distance from eye to target.
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pub distance: f32,
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/// Vertical field of view in radians (perspective only).
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pub fov_y: f32,
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pub projection: Projection,
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// --- Legacy yaw/pitch exposed only for ViewCube hit-test compatibility ---
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// Kept in sync with `rotation` whenever orbit() or snap_angles() is called.
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pub yaw: f32,
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pub pitch: f32,
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}
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impl Default for Camera {
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fn default() -> Self {
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// Default: look straight down at the XY drawing plane (top view, Z-up).
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// yaw = 0, pitch = PI/2 → eye is directly above target.
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let yaw = 0.0_f32;
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let pitch = std::f32::consts::FRAC_PI_2;
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Self {
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target: DVec3::ZERO,
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rotation: yaw_pitch_to_quat(yaw, pitch, 0.0),
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distance: 60.36,
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fov_y: 45.0_f32.to_radians(),
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projection: Projection::Orthographic,
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yaw,
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pitch,
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}
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}
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}
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pub const OPENGL_TO_WGPU: Mat4 = glam::mat4(
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glam::vec4(1.0, 0.0, 0.0, 0.0),
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glam::vec4(0.0, 1.0, 0.0, 0.0),
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glam::vec4(0.0, 0.0, 0.5, 0.0),
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glam::vec4(0.0, 0.0, 0.5, 1.0),
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);
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impl Camera {
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// ── Eye position ───────────────────────────────────────────────────────
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pub fn eye(&self) -> Vec3 {
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// The canonical eye direction is +Z (looking at origin from above).
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// The rotation maps that canonical pose to the current orientation.
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let eye_dir = self.rotation * Vec3::Z;
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self.target.as_vec3() + eye_dir * self.distance
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}
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/// Eye position in full f64 precision (offset-relative world space). Used
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/// by the relative-to-eye render path; the f32 [`eye`] stays for ray/pick
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/// math that operates at human scale.
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#[allow(dead_code)] // consumed by the relative-to-eye uniform (next phase)
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pub fn eye_f64(&self) -> DVec3 {
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let eye_dir = (self.rotation * Vec3::Z).as_dvec3();
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self.target + eye_dir * self.distance as f64
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}
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/// Half-height of the orthographic frustum in world units.
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pub fn ortho_size(&self) -> f32 {
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self.distance * (self.fov_y * 0.5).tan()
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}
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// ── Projection matrices ────────────────────────────────────────────────
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pub fn view_proj(&self, bounds: Rectangle) -> Mat4 {
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let near = self.distance * 0.001;
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let far = self.distance * 1000.0;
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let aspect = bounds.width / bounds.height;
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// Up vector: use the rotation to find which world direction is "up"
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// in the current camera frame.
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let up_dir = self.rotation * Vec3::Y;
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let view = Mat4::look_at_rh(self.eye(), self.target.as_vec3(), up_dir);
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let proj = match self.projection {
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Projection::Perspective => Mat4::perspective_rh(self.fov_y, aspect, near, far),
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Projection::Orthographic => {
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let h = self.ortho_size();
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let w = h * aspect;
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Mat4::orthographic_rh(-w, w, -h, h, near, far)
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}
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};
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OPENGL_TO_WGPU * proj * view
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}
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/// Relative-to-eye view-projection: identical projection, but the view
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/// matrix carries rotation only (translation zeroed). Positions fed to it
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/// must already be expressed relative to the eye (done per-vertex with
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/// double-single precision in the shader), so the large eye translation
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/// never enters the f32 matrix and large-coordinate jitter disappears.
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pub fn view_proj_rte(&self, bounds: Rectangle) -> Mat4 {
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let near = self.distance * 0.001;
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let far = self.distance * 1000.0;
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let aspect = bounds.width / bounds.height;
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let up_dir = self.rotation * Vec3::Y;
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let mut view = Mat4::look_at_rh(self.eye(), self.target.as_vec3(), up_dir);
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// Zero the translation column → pure rotation (world→view basis).
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view.w_axis = glam::vec4(0.0, 0.0, 0.0, 1.0);
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let proj = match self.projection {
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Projection::Perspective => Mat4::perspective_rh(self.fov_y, aspect, near, far),
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Projection::Orthographic => {
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let h = self.ortho_size();
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let w = h * aspect;
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Mat4::orthographic_rh(-w, w, -h, h, near, far)
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}
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};
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OPENGL_TO_WGPU * proj * view
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}
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/// Project a world point to screen pixels with full f64 precision: the
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/// point is made eye-relative in f64 (small numbers near the view) before
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/// the rotation-only projection, so it stays exact at large absolute
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/// coordinates — the CPU equivalent of the GPU's relative-to-eye path.
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/// Returns `None` for points at/behind the eye plane (w ≈ 0).
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#[allow(dead_code)] // consumed by the world_offset-removal CPU migration
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pub fn project_f64(&self, p: glam::DVec3, bounds: Rectangle) -> Option<glam::Vec2> {
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let rel = (p - self.eye_f64()).as_vec3();
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let clip = self.view_proj_rte(bounds) * rel.extend(1.0);
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if clip.w.abs() < 1e-9 {
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return None;
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}
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let ndc = clip.truncate() / clip.w;
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Some(glam::vec2(
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(ndc.x * 0.5 + 0.5) * bounds.width,
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(0.5 - ndc.y * 0.5) * bounds.height,
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))
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}
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/// Unproject a screen point onto an arbitrary world plane in f64. The ray
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/// is built in eye-relative space (precise), intersected with the plane
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/// expressed relative to the eye, then shifted back by the f64 eye — so the
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/// returned world point keeps full precision at large absolute coordinates.
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#[allow(dead_code)] // consumed by the world_offset-removal CPU migration
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pub fn unproject_on_plane_f64(
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&self,
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screen: Point,
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bounds: Rectangle,
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plane_normal: Vec3,
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plane_point: glam::DVec3,
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) -> glam::DVec3 {
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let eye = self.eye_f64();
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let ndc_x = (screen.x / bounds.width) * 2.0 - 1.0;
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let ndc_y = 1.0 - (screen.y / bounds.height) * 2.0;
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let inv = self.view_proj_rte(bounds).inverse();
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// Ray origin / direction in eye-relative space.
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let (ray_origin, ray_dir) = match self.projection {
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Projection::Perspective => {
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let near_pt = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
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let far_pt = inv.project_point3(Vec3::new(ndc_x, ndc_y, 1.0));
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(near_pt, (far_pt - near_pt).normalize())
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}
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Projection::Orthographic => {
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let origin = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
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let forward = self.rotation * Vec3::NEG_Z;
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(origin, forward)
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}
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};
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// Plane point relative to the eye (small) for a precise intersection.
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let plane_rel = (plane_point - eye).as_vec3();
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let denom = ray_dir.dot(plane_normal);
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let rel_hit = if denom.abs() < 1e-6 {
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plane_rel
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} else {
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let t = (plane_rel - ray_origin).dot(plane_normal) / denom;
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ray_origin + ray_dir * t
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};
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eye + rel_hit.as_dvec3()
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}
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/// Eye position split into two f32 (high + low) emulating f64, for the
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/// double-single relative-to-eye shaders. `high + low ≈ eye` to ~f64
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/// precision; the shader subtracts these from each vertex's own high/low.
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pub fn eye_high_low(&self) -> ([f32; 3], [f32; 3]) {
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let e = self.eye_f64();
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let high = [e.x as f32, e.y as f32, e.z as f32];
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let low = [
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(e.x - high[0] as f64) as f32,
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(e.y - high[1] as f64) as f32,
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(e.z - high[2] as f64) as f32,
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];
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(high, low)
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}
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/// Project a screen point onto an arbitrary world-space plane.
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///
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/// The plane is defined by `plane_normal` (unit vector) and a `plane_point`
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/// that lies on it. Returns the intersection of the view ray with the plane;
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/// falls back to `plane_point` when the ray is nearly parallel to the plane.
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pub fn pick_on_plane(
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&self,
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screen: Point,
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bounds: Rectangle,
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plane_normal: Vec3,
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plane_point: Vec3,
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) -> Vec3 {
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// Delegate to the eye-relative f64 unproject so the cursor stays
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// precise at UTM-scale coordinates (the old full view_proj.inverse()
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// cancelled catastrophically in f32).
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self.unproject_on_plane_f64(screen, bounds, plane_normal, plane_point.as_dvec3())
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.as_vec3()
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}
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pub fn pick_on_target_plane(&self, screen: Point, bounds: Rectangle) -> Vec3 {
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self.pick_on_target_plane_f64(screen, bounds).as_vec3()
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}
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/// f64 variant of [`pick_on_plane`] — keeps the cursor precise at UTM-scale.
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pub fn pick_on_plane_f64(
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&self,
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screen: Point,
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bounds: Rectangle,
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plane_normal: Vec3,
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plane_point: glam::DVec3,
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) -> glam::DVec3 {
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self.unproject_on_plane_f64(screen, bounds, plane_normal, plane_point)
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}
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/// f64 variant of [`pick_on_target_plane`].
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pub fn pick_on_target_plane_f64(&self, screen: Point, bounds: Rectangle) -> glam::DVec3 {
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let forward = (self.target.as_vec3() - self.eye()).normalize_or(Vec3::NEG_Z);
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self.unproject_on_plane_f64(screen, bounds, forward, self.target)
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}
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// ── ViewCube rotation matrix ───────────────────────────────────────────
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/// Returns the rotation matrix for the ViewCube.
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///
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/// The camera quaternion maps canonical pose (+Z eye) → current view.
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/// The ViewCube needs the inverse so the cube stays world-aligned.
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/// Inverse of a unit quaternion = its conjugate.
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pub fn view_rotation_mat(&self) -> Mat4 {
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Mat4::from_quat(self.rotation.conjugate())
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}
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/// The camera's roll — rotation about the view axis, in radians — the
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/// inverse of the `roll` argument to [`yaw_pitch_to_quat`]. Recovered by
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/// removing the yaw/pitch frame from the live rotation, so a saved view can
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/// store its twist and round-trip it. Exact for a plan view (the twisted-
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/// UCS case); approximate after a free 3D orbit.
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pub fn roll(&self) -> f32 {
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let q_yp = yaw_pitch_to_quat(self.yaw, self.pitch, 0.0);
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let q_roll = q_yp.conjugate() * self.rotation;
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// q_roll is (nominally) a rotation about Z; extract its angle.
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2.0 * q_roll.z.atan2(q_roll.w)
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}
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// ── Navigation ────────────────────────────────────────────────────────
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/// Arcball orbit: drag delta (dx, dy) in screen pixels.
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pub fn orbit(&mut self, delta_x: f32, delta_y: f32) {
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if delta_x.abs() < 1e-6 && delta_y.abs() < 1e-6 {
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return;
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}
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let speed = 0.005_f32;
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let angle = (delta_x * delta_x + delta_y * delta_y).sqrt() * speed;
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// Screen drag → rotation axis: right drag = rotate around cam_up (Y),
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// down drag = rotate around cam_right (X). Negate so drag direction
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// matches intuitive "grab and spin" arcball behaviour.
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let screen_axis = vec3(-delta_y, -delta_x, 0.0).normalize_or_zero();
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let cam_right = self.rotation * Vec3::X;
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let cam_up = self.rotation * Vec3::Y;
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let world_axis = (cam_right * screen_axis.x + cam_up * screen_axis.y).normalize_or_zero();
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if world_axis.length_squared() < 1e-12 {
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return;
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}
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let delta_rot = Quat::from_axis_angle(world_axis, angle);
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self.rotation = (delta_rot * self.rotation).normalize();
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// Sync legacy yaw/pitch for hit-test functions.
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self.sync_yaw_pitch();
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}
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pub fn zoom(&mut self, delta: f32) {
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self.distance = (self.distance * (1.0 - delta * 0.1)).max(0.001);
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}
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/// World-space offset from `target` to the point under `screen` on the
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/// target plane. Computed in the camera frame (small numbers) and rotated
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/// to world — it never touches the large absolute target, so it stays
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/// precise at UTM-scale coordinates. For perspective this is the offset
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/// evaluated at the target plane (the correct pivot for zoom-to-cursor).
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fn cursor_offset_on_target_plane(&self, screen: Point, bounds: Rectangle) -> Vec3 {
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let ndc_x = (screen.x / bounds.width) * 2.0 - 1.0;
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let ndc_y = 1.0 - (screen.y / bounds.height) * 2.0;
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let aspect = bounds.width / bounds.height;
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let half_h = self.ortho_size();
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let half_w = half_h * aspect;
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let cam_right = self.rotation * Vec3::X;
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let cam_up = self.rotation * Vec3::Y;
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cam_right * (ndc_x * half_w) + cam_up * (ndc_y * half_h)
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}
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pub fn zoom_about_point(&mut self, screen: Point, bounds: Rectangle, delta: f32) {
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if bounds.width <= 0.0 || bounds.height <= 0.0 {
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self.zoom(delta);
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return;
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}
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// Keep the point under the cursor fixed by working with its offset
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// *relative to target* before and after the zoom. Both offsets are
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// small (camera-frame) numbers, so their difference is exact even at
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// UTM coordinates — the old absolute view_proj.inverse() picks each
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// carried ~0.5 m of f32 error that didn't cancel, making the whole
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// scene jump on every zoom step.
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let before = self.cursor_offset_on_target_plane(screen, bounds);
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self.zoom(delta);
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let after = self.cursor_offset_on_target_plane(screen, bounds);
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self.target += (before - after).as_dvec3();
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}
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/// Pan so the world point under the cursor tracks it: screen pixels are
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/// converted to world units via the ortho world-per-pixel scale of a
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/// viewport `viewport_height` pixels tall. Used by tiled panes where the
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/// pane height differs from the full canvas.
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pub fn pan_screen(&mut self, delta_x: f32, delta_y: f32, viewport_height: f32) {
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let wpp = if viewport_height > 0.0 {
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(2.0 * self.ortho_size()) / viewport_height
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} else {
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0.0
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};
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let cam_right = self.rotation * Vec3::X;
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let cam_up = self.rotation * Vec3::Y;
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self.target -= (cam_right * delta_x * wpp).as_dvec3();
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self.target += (cam_up * delta_y * wpp).as_dvec3();
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}
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pub fn fit_to_bounds(&mut self, min: Vec3, max: Vec3) {
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self.target = ((min + max) * 0.5).as_dvec3();
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let size = (max - min).length();
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self.distance = size * 1.5;
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}
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// ── ViewCube snap ─────────────────────────────────────────────────────
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/// Snap to a canonical view direction (called by ViewCubeSnap).
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/// `eye_dir` is the unit vector from the target toward the camera.
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///
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/// Up vector resolution:
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/// 1. Take the current up.
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/// 2. Pick the world axis (±X, ±Y, ±Z) whose dot product with the
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/// current up is highest — skipping any axis (anti-)parallel to
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/// the new gaze direction.
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/// 3. Project that axis onto the plane ⊥ `new_eye` and use that as
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/// the new up.
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///
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/// Result: small tilts collapse onto the nearest world axis (so the
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/// view always lands cleanly aligned), while genuine flips of the
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/// up-sense (e.g. orbited upside-down) are preserved.
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pub fn snap_to_direction(&mut self, eye_dir: Vec3, ucs: glam::Mat4) {
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let new_eye = eye_dir.normalize_or(Vec3::Z);
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let cur_up = self.rotation * Vec3::Y;
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// Candidate up axes are the UCS axes, not world X/Y/Z, so a face snap
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// lands the view square to the user's coordinate system (in-plane roll
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// included). Identity `ucs` reproduces the world-aligned snap.
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let ux = ucs.transform_vector3(Vec3::X).normalize_or(Vec3::X);
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let uy = ucs.transform_vector3(Vec3::Y).normalize_or(Vec3::Y);
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let uz = ucs.transform_vector3(Vec3::Z).normalize_or(Vec3::Z);
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let cardinals = [ux, -ux, uy, -uy, uz, -uz];
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let mut best_score = f32::NEG_INFINITY;
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let mut best_up = uz;
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for axis in cardinals {
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// Skip axes (nearly) collinear with the new gaze — they can't
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// serve as up because the projection onto the plane would
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// vanish.
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if axis.dot(new_eye).abs() > 0.999 {
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continue;
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}
|
|
let score = axis.dot(cur_up);
|
|
if score > best_score {
|
|
best_score = score;
|
|
best_up = axis;
|
|
}
|
|
}
|
|
// Project the chosen axis onto the plane ⊥ new_eye and normalize.
|
|
let projected = best_up - new_eye * best_up.dot(new_eye);
|
|
let new_up = projected.normalize_or(if new_eye.dot(uz).abs() < 0.99 {
|
|
(uz - new_eye * uz.dot(new_eye)).normalize()
|
|
} else {
|
|
(uy - new_eye * uy.dot(new_eye)).normalize()
|
|
});
|
|
let new_right = new_up.cross(new_eye).normalize();
|
|
// Camera rotation columns: [cam_x | cam_y | cam_z] where
|
|
// cam_z = eye_dir (canonical "+Z is toward eye"), cam_y = up.
|
|
let mat = glam::Mat3::from_cols(new_right, new_up, new_eye);
|
|
self.rotation = Quat::from_mat3(&mat).normalize();
|
|
self.sync_yaw_pitch();
|
|
}
|
|
|
|
// ── Internal helpers ───────────────────────────────────────────────────
|
|
|
|
/// Derive yaw and pitch from the current quaternion for the ViewCube
|
|
/// hit-test functions (hit_test / hover_id). These use yaw/pitch to
|
|
/// compute the same rotation matrix as the shader, so they must match.
|
|
fn sync_yaw_pitch(&mut self) {
|
|
// Eye direction in world space (canonical eye dir is +Z).
|
|
let eye_dir = self.rotation * Vec3::Z;
|
|
// pitch: angle above/below the XY plane.
|
|
self.pitch = eye_dir.z.clamp(-0.999, 0.999).asin();
|
|
// yaw: atan2(x, y) matches from_rotation_z(yaw) used in view_rotation_mat.
|
|
self.yaw = eye_dir.x.atan2(eye_dir.y);
|
|
}
|
|
}
|
|
|
|
// ── Free helpers ───────────────────────────────────────────────────────────
|
|
|
|
/// Build a rotation quaternion from yaw (rotation around Z) and pitch
|
|
/// (tilt toward Z). Matches the coordinate convention of the ViewCube
|
|
/// so snap angles continue to work unchanged.
|
|
///
|
|
/// Convention (Z-up, Y-forward):
|
|
/// yaw = 0 → camera looks along +Y axis (front view)
|
|
/// pitch = PI/2 → camera looks down -Z (top view)
|
|
/// pitch = 0 → camera in the XY plane
|
|
/// Build a rotation quaternion from yaw, pitch and roll.
|
|
/// Positive yaw rotates the view direction clockwise when seen from above (Z-up).
|
|
/// Roll rotates the camera around its own view axis (post-multiplied so it
|
|
/// composes after the yaw/pitch gaze direction is set).
|
|
pub fn yaw_pitch_to_quat(yaw: f32, pitch: f32, roll: f32) -> Quat {
|
|
// +yaw so ViewCube faces match camera direction (FRONT at yaw=0 = +Y world axis).
|
|
let q_yaw = Quat::from_rotation_z(yaw);
|
|
let q_pitch = Quat::from_rotation_x(std::f32::consts::FRAC_PI_2 - pitch);
|
|
let q_roll = Quat::from_rotation_z(roll);
|
|
(q_yaw * q_pitch * q_roll).normalize()
|
|
}
|