Y-up worlds in the camera: an up axis on the camera (Z by default, or Y), with yaw and pitch measured about it; standard views, the home view, Look At, orbit, pan, the ground grid (XZ with Y up), the ground shadow and snapshots follow it. ui upAxis setting (app.set_up_axis re-aims and frames); cam.up_dir / to_frame / from_frame for the view cube and others

Part of #3 (the camera half; the preference and import offer are shell's)

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
This commit is contained in:
bherbruckandClaude Opus 5.5 committed 2026-10-09 23:49:12 +00:00
1 parent abb9d7460f
commit 322a357dee
5 files changed
+136 -16

No files matched your search

+82 -6
View File
@@ -181,7 +181,42 @@ impl CameraAnim {
}
}
/// Orbit camera around `target` (Z up).
/// Which world axis points up in the view (#3): Z (the default) or Y, as most STEP files from
/// other systems are modelled.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum UpAxis {
#[default]
Z,
Y,
}
impl UpAxis {
/// The world's up direction.
pub fn dir(self) -> Vec3 {
match self {
UpAxis::Z => Vec3::Z,
UpAxis::Y => Vec3::Y,
}
}
/// A world vector in the camera's Z-up frame (yaw turns about the frame's Z).
pub fn to_frame(self, v: Vec3) -> Vec3 {
match self {
UpAxis::Z => v,
UpAxis::Y => Vec3::new(v.x, -v.z, v.y),
}
}
/// A Z-up frame vector in the world.
pub fn from_frame(self, v: Vec3) -> Vec3 {
match self {
UpAxis::Z => v,
UpAxis::Y => Vec3::new(v.x, v.z, -v.y),
}
}
}
/// Orbit camera around `target`. Yaw and pitch are about the up axis (Z, or Y for a Y-up
/// world): with Y up, the front view looks along −Z and the top view down −Y.
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Camera {
pub target: Vec3,
@@ -193,12 +228,15 @@ pub struct Camera {
pub distance: f64,
/// Vertical field of view (radians); 0 = orthographic.
pub fov: f64,
/// The world's up axis.
#[serde(default)]
pub up: UpAxis,
}
impl Default for Camera {
fn default() -> Self {
let (yaw, pitch) = StandardView::Iso.angles();
Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0 }
Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0, up: UpAxis::Z }
}
}
@@ -206,7 +244,19 @@ impl Camera {
/// Direction from the target toward the eye.
pub fn back(&self) -> Vec3 {
let (cp, sp) = (self.pitch.cos(), self.pitch.sin());
Vec3::new(-self.yaw.sin() * cp, -self.yaw.cos() * cp, sp).normalized().unwrap_or(Vec3::Z)
self.up.from_frame(Vec3::new(-self.yaw.sin() * cp, -self.yaw.cos() * cp, sp).normalized().unwrap_or(Vec3::Z))
}
/// The world's up direction.
pub fn up_dir(&self) -> Vec3 {
self.up.dir()
}
/// A world vector in the camera's Z-up frame (where yaw and pitch are measured).
pub fn to_frame(&self, v: Vec3) -> Vec3 {
self.up.to_frame(v)
}
/// A Z-up frame vector in the world.
pub fn from_frame(&self, v: Vec3) -> Vec3 {
self.up.from_frame(v)
}
pub fn eye(&self) -> Vec3 {
self.target + self.back() * self.distance
@@ -214,8 +264,8 @@ impl Camera {
/// Camera basis: right, up, back (orthonormal).
pub fn basis(&self) -> (Vec3, Vec3, Vec3) {
let b = self.back();
let right = Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0);
let up = b.cross(right).normalized().unwrap_or(Vec3::Z);
let right = self.up.from_frame(Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0));
let up = b.cross(right).normalized().unwrap_or(self.up.dir());
(right, up, b)
}
pub fn view(&self) -> Mat4 {
@@ -317,7 +367,7 @@ impl Camera {
/// The same camera looking from direction `back` (target → eye). Straight up or down
/// keeps the yaw, rounded to the nearest quarter turn so the view stays square.
pub fn looking_from(&self, back: Vec3) -> Camera {
let Some(b) = back.normalized() else { return *self };
let Some(b) = self.up.to_frame(back).normalized() else { return *self };
let lim = std::f64::consts::FRAC_PI_2 - 1e-6;
let pitch = b.z.clamp(-1.0, 1.0).asin().clamp(-lim, lim);
let yaw = if b.x.hypot(b.y) < 1e-6 {
@@ -355,6 +405,7 @@ impl Camera {
pitch,
distance: a.distance + (b.distance - a.distance) * s,
fov: a.fov + (b.fov - a.fov) * s,
up: b.up,
}
}
pub fn is_valid(&self) -> bool {
@@ -508,4 +559,29 @@ mod tests {
}
}
}
/// With Y up: the front view looks along −Z (eye on +Z), the top view looks down −Y with X
/// to the right, orbiting turns about Y, and the picture's up is the world's up.
#[test]
fn y_up_views() {
let mut c = Camera { up: UpAxis::Y, distance: 100.0, ..Default::default() };
c.set_view(StandardView::Front);
assert!(c.back().dist(Vec3::Z) < 1e-9, "front eye {:?}", c.back());
let (r, u, b) = c.basis();
assert!(r.dist(Vec3::X) < 1e-9 && u.dist(Vec3::Y) < 1e-9 && b.dist(Vec3::Z) < 1e-9);
c.set_view(StandardView::Top);
assert!(c.back().dist(Vec3::Y) < 1e-5, "top eye {:?}", c.back());
assert!(c.basis().0.dist(Vec3::X) < 1e-9);
// Orbiting sideways keeps the eye's height above the XZ ground.
c.set_view(StandardView::Iso);
let h = c.back().y;
c.orbit(120.0, 0.0);
assert!((c.back().y - h).abs() < 1e-12);
// Looking from a world direction lands on it.
let d = Vec3::new(1.0, 1.0, 1.0).normalized().unwrap();
assert!(c.looking_from(d).back().dist(d) < 1e-9);
// Frames round-trip.
let v = Vec3::new(1.0, 2.0, 3.0);
assert!(UpAxis::Y.from_frame(UpAxis::Y.to_frame(v)).dist(v) < 1e-12);
}
}
+1 -1
View File
@@ -7,5 +7,5 @@
mod camera;
mod raster;
pub use camera::{Camera, CameraAnim, Mat4, Quat, StandardView, ease_in_out};
pub use camera::{Camera, CameraAnim, Mat4, Quat, StandardView, UpAxis, ease_in_out};
pub use raster::{Canvas, Rgb, Scene, SceneLine, SceneMesh, png, render, render_png, render_transparent};