diff --git a/crates/ui-egui/src/scenario.rs b/crates/ui-egui/src/scenario.rs index 3964f603..17ee4a99 100644 --- a/crates/ui-egui/src/scenario.rs +++ b/crates/ui-egui/src/scenario.rs @@ -548,6 +548,21 @@ pub fn check(h: &mut Harness, e: &Value) -> Result<(), String> { return Err(format!("handle order: got {xs:?}")); } } + "camera" => { + // {"camera": {"yaw_deg": y, "pitch_deg": p}}: where the camera looks from (±0.5°), + // once any view animation has finished. + for _ in 0..240 { + if h.app.cam_anim.is_none() { + break; + } + h.frame(); + } + let (yaw, pitch) = (h.app.cam.yaw.to_degrees(), h.app.cam.pitch.to_degrees()); + let near = |got: f64, want: &Value| want.as_f64().is_none_or(|w| ((got - w + 540.0).rem_euclid(360.0) - 180.0).abs() < 0.5); + if !near(yaw, &v["yaw_deg"]) || !near(pitch, &v["pitch_deg"]) { + return Err(format!("camera yaw {yaw:.2}°, pitch {pitch:.2}°, want {v}")); + } + } "count" => { // {"count": {"name": n, "value": x}}: a published count. let n = v["name"].as_str().unwrap_or_default(); diff --git a/crates/ui-egui/src/viewport.rs b/crates/ui-egui/src/viewport.rs index f73f82cc..abca0199 100644 --- a/crates/ui-egui/src/viewport.rs +++ b/crates/ui-egui/src/viewport.rs @@ -5,7 +5,7 @@ use egui::{Align2, Color32, FontId, Pos2, Rect, Sense, Shape, Stroke, pos2, vec2 use serde_json::json; use solvecraft_engine::Sel; use solvecraft_engine::geom::{Vec2, Vec3}; -use solvecraft_engine::render::{Camera, Mat4, Rgb, StandardView}; +use solvecraft_engine::render::{Camera, Mat4, Rgb}; use solvecraft_engine::sketch::{ConstraintKind, CurveKind}; use solvecraft_engine::view::{colors, grid_step, sketch_consumed, sketch_lines}; use std::hash::{Hash, Hasher}; @@ -1880,74 +1880,46 @@ pub(crate) fn cube_point(app: &SolveApp, rect: Rect, p: Vec3) -> Pos2 { /// Half a view cube face, in pixels. const CUBE_SCALE: f64 = 32.0; -/// The view cube (top right): click a face for a standard view; the house resets. +/// The view cube (top right): a cube with chamfered corners. Its 14 targets are the 6 faces +/// (orthographic views) and the 8 corner facets (iso views); the edges between them are not +/// targets. Hover lights the face or facet under the pointer, a click turns the view to it, the +/// house goes home. fn view_cube(app: &mut SolveApp, ui: &mut egui::Ui, rect: Rect) { let t = Tokens::get(); let c = pos2(rect.right() - 80.0, rect.top() + 80.0); - let s = CUBE_SCALE; - let mut lit = 0; let (r, u, b) = app.cam.basis(); - let to2 = |p: Vec3| -> (Pos2, f64) { (pos2(c.x + (p.dot(r) * s) as f32, c.y - (p.dot(u) * s) as f32), p.dot(b)) }; - let faces: [(Vec3, &str, StandardView); 6] = [ - (Vec3::new(0.0, -1.0, 0.0), "FRONT", StandardView::Front), - (Vec3::new(0.0, 1.0, 0.0), "BACK", StandardView::Back), - (Vec3::new(1.0, 0.0, 0.0), "RIGHT", StandardView::Right), - (Vec3::new(-1.0, 0.0, 0.0), "LEFT", StandardView::Left), - (Vec3::Z, "TOP", StandardView::Top), - (Vec3::new(0.0, 0.0, -1.0), "BOTTOM", StandardView::Bottom), - ]; let painter = ui.painter_at(rect); let hover = ui.input(|i| i.pointer.hover_pos()); - let mut order: Vec = (0..6).collect(); - order.sort_by(|a, b2| faces[*a].0.dot(b).total_cmp(&faces[*b2].0.dot(b))); - let visible: Vec = order.into_iter().filter(|i| faces[*i].0.dot(b) > 1e-3).collect(); - let outline = |n: Vec3| -> Vec { - let (e1, e2) = cube_face_axes(n); - [n - e1 - e2, n + e1 - e2, n + e1 + e2, n - e1 + e2].iter().map(|p| to2(*p).0).collect() - }; - // The region under the cursor (a face, edge or corner, as the view direction a click - // turns to): found on the frontmost face under it, the same zones a click uses. - let region: Option = hover.and_then(|h| { - visible.iter().rev().find_map(|i| { - let n = faces[*i].0; - let pts = outline(n); - let (e1, e2) = cube_face_axes(n); - point_in_poly(h, &pts).then(|| cube_zone(&pts, h)).flatten().map(|(zi, zj)| n + e1 * f64::from(zi) + e2 * f64::from(zj)) - }) - }); - for i in &visible { - let (n, label, _) = faces[*i]; - let pts = outline(n); + let targets = cube_targets(); + let shapes = cube_projected(&targets, (r, u, b), c); + let hovered = hover.and_then(|h| cube_hit(&shapes, h)); + // Back to front: the faces and facets turned toward the camera. + for (i, pts) in shapes.iter().rev() { + let tg = &targets[*i]; + let n = tg.normal(); let shade = (0.75 + 0.25 * n.dot(b)) as f32; - painter.add(Shape::convex_polygon(pts, t.cube_face.gamma_multiply(shade).to_opaque(), Stroke::new(1.0, t.cube_edge))); - // Every patch of this face that belongs to the hovered region: a corner lights its - // three patches, an edge its two strips, a face its middle. - let (e1, e2) = cube_face_axes(n); - for (zi, zj) in region.map(|d| cube_patches_on(n, d)).unwrap_or_default() { - let lo = |k: i32| match k { - -1 => (-1.0, -1.0 + 2.0 * CUBE_BAND), - 0 => (-1.0 + 2.0 * CUBE_BAND, 1.0 - 2.0 * CUBE_BAND), - _ => (1.0 - 2.0 * CUBE_BAND, 1.0), - }; - let ((a0, a1), (b0, b1)) = (lo(zi), lo(zj)); - let zp: Vec = [(a0, b0), (a1, b0), (a1, b1), (a0, b1)].iter().map(|(x, y)| to2(n + e1 * *x + e2 * *y).0).collect(); - painter.add(Shape::convex_polygon(zp, t.accent_soft, Stroke::NONE)); - lit += 1; + let fill = if tg.corner { t.cube_face.gamma_multiply(shade * 0.92) } else { t.cube_face.gamma_multiply(shade) }; + painter.add(Shape::convex_polygon(pts.clone(), fill.to_opaque(), Stroke::new(1.0, t.cube_edge))); + if hovered == Some(*i) { + painter.add(Shape::convex_polygon(pts.clone(), t.accent_soft, Stroke::new(1.0, t.accent))); } - let center = to2(n).0; - if n.dot(b) > 0.35 { - painter.text(center, Align2::CENTER_CENTER, label, FontId::proportional(9.5), Color32::from_rgb(40, 44, 52)); + let centre = cube_centroid(pts); + crate::scenario::publish_handle(&format!("cube:{}", tg.name), centre); + if !tg.corner && n.dot(b) > 0.35 { + painter.text(centre, Align2::CENTER_CENTER, tg.name.to_uppercase(), FontId::proportional(9.5), Color32::from_rgb(40, 44, 52)); } } - // Clicked view direction (target → eye): the hovered region. - let clicked = region.filter(|_| ui.input(|i| i.pointer.primary_clicked())); - crate::scenario::publish_count("cube_highlights", f64::from(lit)); + crate::scenario::publish_count("cube_highlights", f64::from(u8::from(hovered.is_some()))); + if let Some(i) = hovered { + crate::scenario::publish_handle(&format!("cube_hover:{}", targets[i].name), hover.unwrap_or(c)); + } + // Clicked: the view from the face's or facet's direction (target → eye). + let clicked = hovered.filter(|_| ui.input(|i| i.pointer.primary_clicked())).map(|i| targets[i].dir); // Axis triad at the cube's corner. + let to2 = |p: Vec3| pos2(c.x + (p.dot(r) * CUBE_SCALE) as f32, c.y - (p.dot(u) * CUBE_SCALE) as f32); let o = Vec3::new(-1.0, -1.0, -1.0); for (d, col) in [(Vec3::X, colors::AXIS_X), (Vec3::Y, colors::AXIS_Y), (Vec3::Z, colors::AXIS_Z)] { - let (a, _) = to2(o); - let (bb, _) = to2(o + d * 2.6); - painter.line_segment([a, bb], Stroke::new(2.0, Color32::from_rgb(col.0, col.1, col.2))); + painter.line_segment([to2(o), to2(o + d * 2.6)], Stroke::new(2.0, Color32::from_rgb(col.0, col.1, col.2))); } let home = Rect::from_center_size(pos2(c.x - 52.0, c.y - 48.0), vec2(18.0, 18.0)); let hr = ui.interact(home, ui.id().with("vc_home"), Sense::click()); @@ -1961,7 +1933,101 @@ fn view_cube(app: &mut SolveApp, ui: &mut egui::Ui, rect: Rect) { } } -/// The in-face axes of a view cube face (the zone grid's u and v). +/// How far along each edge a view cube corner is cut off (the cube's faces are at ±1). +const CUBE_CHAMFER: f64 = 0.38; + +/// A view cube target: a face or a corner facet, its view direction (target → eye) and outline +/// (cube units). +#[derive(Clone, Debug)] +pub(crate) struct CubeTarget { + pub name: String, + pub dir: Vec3, + pub corner: bool, + pub outline: Vec, +} + +impl CubeTarget { + fn normal(&self) -> Vec3 { + self.dir.normalized().unwrap_or(Vec3::Z) + } +} + +/// The 14 targets: 6 octagonal faces and 8 triangular corner facets. +pub(crate) fn cube_targets() -> Vec { + let k = CUBE_CHAMFER; + let mut out = Vec::new(); + for (n, name) in [ + (Vec3::new(0.0, -1.0, 0.0), "front"), + (Vec3::new(0.0, 1.0, 0.0), "back"), + (Vec3::new(1.0, 0.0, 0.0), "right"), + (Vec3::new(-1.0, 0.0, 0.0), "left"), + (Vec3::Z, "top"), + (Vec3::new(0.0, 0.0, -1.0), "bottom"), + ] { + let (e1, e2) = cube_face_axes(n); + let uv = + [(-1.0 + k, -1.0), (1.0 - k, -1.0), (1.0, -1.0 + k), (1.0, 1.0 - k), (1.0 - k, 1.0), (-1.0 + k, 1.0), (-1.0, 1.0 - k), (-1.0, -1.0 + k)]; + out.push(CubeTarget { name: name.into(), dir: n, corner: false, outline: uv.iter().map(|(a, b2)| n + e1 * *a + e2 * *b2).collect() }); + } + for sz in [1.0, -1.0] { + for sy in [-1.0, 1.0] { + for sx in [1.0, -1.0] { + let corner = Vec3::new(sx, sy, sz); + let name = format!( + "{}-{}-{}", + if sz > 0.0 { "top" } else { "bottom" }, + if sy < 0.0 { "front" } else { "back" }, + if sx > 0.0 { "right" } else { "left" } + ); + let outline = vec![corner - Vec3::X * (sx * k), corner - Vec3::Y * (sy * k), corner - Vec3::Z * (sz * k)]; + out.push(CubeTarget { name, dir: corner, corner: true, outline }); + } + } + } + out +} + +/// The targets turned toward the camera (basis `rub`), front first, as screen polygons around +/// the cube's centre `c`. +pub(crate) fn cube_projected(targets: &[CubeTarget], rub: (Vec3, Vec3, Vec3), c: Pos2) -> Vec<(usize, Vec)> { + let (r, u, b) = rub; + let to2 = |p: Vec3| pos2(c.x + (p.dot(r) * CUBE_SCALE) as f32, c.y - (p.dot(u) * CUBE_SCALE) as f32); + let mut v: Vec<(usize, f64, Vec)> = targets + .iter() + .enumerate() + .filter(|(_, tg)| tg.normal().dot(b) > 1e-3) + .map(|(i, tg)| (i, tg.normal().dot(b), tg.outline.iter().map(|p| to2(*p)).collect())) + .collect(); + v.sort_by(|a, b2| b2.1.total_cmp(&a.1)); + v.into_iter().map(|(i, _, p)| (i, p)).collect() +} + +/// The target under `p`. The faces and facets tile the cube, so a point on an edge between two +/// of them (where neither polygon claims it) goes to the nearer one, within a few pixels. +pub(crate) fn cube_hit(shapes: &[(usize, Vec)], p: Pos2) -> Option { + if let Some((i, _)) = shapes.iter().find(|(_, pts)| point_in_poly(p, pts)) { + return Some(*i); + } + shapes.iter().map(|(i, pts)| (*i, poly_distance(p, pts))).filter(|(_, d)| *d <= 3.0).min_by(|a, b| a.1.total_cmp(&b.1)).map(|(i, _)| i) +} + +fn poly_distance(p: Pos2, pts: &[Pos2]) -> f32 { + (0..pts.len()) + .map(|i| { + let (a, b) = (pts[i], pts[(i + 1) % pts.len()]); + let ab = b - a; + let t = ((p - a).dot(ab) / ab.length_sq().max(1e-6)).clamp(0.0, 1.0); + p.distance(a + ab * t) + }) + .fold(f32::INFINITY, f32::min) +} + +fn cube_centroid(pts: &[Pos2]) -> Pos2 { + let n = pts.len().max(1) as f32; + pos2(pts.iter().map(|p| p.x).sum::() / n, pts.iter().map(|p| p.y).sum::() / n) +} + +/// The in-face axes of a view cube face. fn cube_face_axes(n: Vec3) -> (Vec3, Vec3) { if n.z.abs() > 0.5 { (Vec3::X, Vec3::Y) @@ -1972,52 +2038,6 @@ fn cube_face_axes(n: Vec3) -> (Vec3, Vec3) { } } -/// The patches (zones) of face `n` that belong to region `d` (a face, edge or corner direction -/// with components −1, 0 or 1): the zones a click on would turn to `d`. -pub(crate) fn cube_patches_on(n: Vec3, d: Vec3) -> Vec<(i32, i32)> { - let (e1, e2) = cube_face_axes(n); - let mut out = Vec::new(); - for zi in -1..=1 { - for zj in -1..=1 { - if (n + e1 * f64::from(zi) + e2 * f64::from(zj)).dist(d) < 1e-9 { - out.push((zi, zj)); - } - } - } - out -} - -/// Width of the edge/corner band of a view cube face, as a fraction of the face. -const CUBE_BAND: f64 = 0.2; - -/// Which of the 3×3 zones of a projected cube face (corners in order −−, +−, ++, −+) the point -/// is over: (−1|0|1, −1|0|1). -pub(crate) fn cube_zone(pts: &[Pos2], p: Pos2) -> Option<(i32, i32)> { - let [c0, c1, _, c3] = pts else { return None }; - let (ux, uy) = ((c1.x - c0.x) as f64, (c1.y - c0.y) as f64); - let (vx, vy) = ((c3.x - c0.x) as f64, (c3.y - c0.y) as f64); - let det = ux * vy - uy * vx; - if det.abs() < 1e-9 { - return None; - } - let (px, py) = ((p.x - c0.x) as f64, (p.y - c0.y) as f64); - let a = (px * vy - py * vx) / det; - let b = (ux * py - uy * px) / det; - if !(-1e-6..=1.0 + 1e-6).contains(&a) || !(-1e-6..=1.0 + 1e-6).contains(&b) { - return None; - } - let k = |t: f64| { - if t < CUBE_BAND { - -1 - } else if t > 1.0 - CUBE_BAND { - 1 - } else { - 0 - } - }; - Some((k(a), k(b))) -} - fn point_in_poly(p: Pos2, poly: &[Pos2]) -> bool { let n = poly.len(); let mut inside = false; @@ -2152,32 +2172,50 @@ fn view_menu(app: &mut SolveApp, ui: &mut egui::Ui, button: Rect) -> bool { mod tests { use super::*; + /// A camera basis looking from `dir` (target → eye), as the view cube draws with. + fn basis_from(dir: Vec3) -> (Vec3, Vec3, Vec3) { + let cam = solvecraft_engine::render::Camera::default().looking_from(dir); + cam.basis() + } + #[test] - fn view_cube_regions_light_their_patches() { - let faces = [Vec3::X, -Vec3::X, Vec3::Y, -Vec3::Y, Vec3::Z, -Vec3::Z]; - let mut regions = 0; - for x in -1i32..=1 { - for y in -1i32..=1 { - for z in -1i32..=1 { - let d = Vec3::new(f64::from(x), f64::from(y), f64::from(z)); - let k = x.abs() + y.abs() + z.abs(); - if k == 0 { - continue; - } - regions += 1; - let lit: Vec<(Vec3, (i32, i32))> = faces.iter().flat_map(|n| cube_patches_on(*n, d).into_iter().map(move |z| (*n, z))).collect(); - // A face lights 1 patch, an edge 2, a corner 3, each on a different face. - assert_eq!(lit.len() as i32, k, "{d:?}: {lit:?}"); - // Each lit patch is one a click turns to this same region. - for (n, (zi, zj)) in lit { - let (e1, e2) = cube_face_axes(n); - assert!((n + e1 * f64::from(zi) + e2 * f64::from(zj)).dist(d) < 1e-12); - assert!(n.dot(d) > 0.5, "a patch on a face away from {d:?}"); - } - } - } + fn view_cube_has_14_targets_each_hit_where_drawn() { + let targets = cube_targets(); + assert_eq!(targets.len(), 14); + assert_eq!(targets.iter().filter(|t| t.corner).count(), 8); + let c = pos2(100.0, 100.0); + for (i, tg) in targets.iter().enumerate() { + // Seen from a little off its own direction, its middle hits it. + let shapes = cube_projected(&targets, basis_from(tg.dir + Vec3::new(0.11, 0.07, 0.05)), c); + let pts = &shapes.iter().find(|(j, _)| *j == i).expect("visible").1; + assert_eq!(cube_hit(&shapes, cube_centroid(pts)), Some(i), "{}", tg.name); + } + // From an iso view: 3 faces and the 4 facets turned toward it. + let shapes = cube_projected(&targets, basis_from(Vec3::new(1.0, -1.0, 1.0)), c); + assert_eq!(shapes.len(), 3 + 4); + assert_eq!(cube_hit(&shapes, pos2(400.0, 400.0)), None); + } + + #[test] + fn view_cube_edges_are_not_targets() { + let targets = cube_targets(); + let c = pos2(100.0, 100.0); + let shapes = cube_projected(&targets, basis_from(Vec3::new(1.0, -1.2, 0.9)), c); + let (r, u, _) = basis_from(Vec3::new(1.0, -1.2, 0.9)); + let to2 = |p: Vec3| pos2(c.x + (p.dot(r) * CUBE_SCALE) as f32, c.y - (p.dot(u) * CUBE_SCALE) as f32); + let name = |i: Option| i.map(|i| targets[i].name.clone()).unwrap_or_default(); + // On the top-front edge, its middle and near its ends: a neighbouring face (or facet). + for x in [-0.5, 0.0, 0.5] { + let hit = name(cube_hit(&shapes, to2(Vec3::new(x, -1.0, 1.0)))); + assert!(hit == "top" || hit == "front", "edge point {x}: {hit}"); + } + let end = name(cube_hit(&shapes, to2(Vec3::new(0.9, -1.0, 1.0)))); + assert!(["top", "front", "top-front-right"].contains(&end.as_str()), "{end}"); + // Every direction a click turns to is a face's or a corner's: none along an edge. + for tg in &targets { + let zeros = [tg.dir.x, tg.dir.y, tg.dir.z].iter().filter(|v| v.abs() < 1e-9).count(); + assert!(zeros == 2 || zeros == 0, "{}: {:?}", tg.name, tg.dir); } - assert_eq!(regions, 26); } #[test] @@ -2203,15 +2241,4 @@ mod tests { app.ui.hidden_origin.push(name); assert!(construction_axis_segments(&app).is_empty()); } - - #[test] - fn view_cube_zones() { - // A square face 100 px wide, corners in order −−, +−, ++, −+ (screen y down). - let pts = [pos2(0.0, 100.0), pos2(100.0, 100.0), pos2(100.0, 0.0), pos2(0.0, 0.0)]; - assert_eq!(cube_zone(&pts, pos2(50.0, 50.0)), Some((0, 0))); - assert_eq!(cube_zone(&pts, pos2(5.0, 95.0)), Some((-1, -1))); - assert_eq!(cube_zone(&pts, pos2(95.0, 50.0)), Some((1, 0))); - assert_eq!(cube_zone(&pts, pos2(50.0, 5.0)), Some((0, 1))); - assert_eq!(cube_zone(&pts, pos2(150.0, 50.0)), None); - } } diff --git a/crates/ui-egui/tests/scenarios/s39_view_cube_hover.json b/crates/ui-egui/tests/scenarios/s39_view_cube_hover.json index 633dd3b3..d524f0f3 100644 --- a/crates/ui-egui/tests/scenarios/s39_view_cube_hover.json +++ b/crates/ui-egui/tests/scenarios/s39_view_cube_hover.json @@ -1,110 +1,22 @@ [ - { - "note": "View cube hover from the home view: a face lights one patch, an edge the 2 patches on its faces, a corner the 3 around it (Fusion)." - }, - { - "call": "ui.view", - "params": { - "view": "home" - } - }, - { - "move": { - "cube": [ - 0, - 0, - 1 - ] - } - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 1 - } - } - }, - { - "move": { - "cube": [ - 0, - -0.9, - 1 - ] - } - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 2 - } - } - }, - { - "move": { - "cube": [ - 1, - -0.9, - 0 - ] - } - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 2 - } - } - }, - { - "move": { - "cube": [ - 0.9, - -0.9, - 1 - ] - } - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 3 - } - } - }, - { - "move": { - "cube": [ - 0.9, - -1, - 0.9 - ] - } - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 3 - } - } - }, - { - "move": [ - 800, - 500 - ] - }, - { - "expect": { - "count": { - "name": "cube_highlights", - "value": 0 - } - } - } + {"note": "The view cube is a cube with chamfered corners. Its targets are the 6 faces and the 8 corner facets; hover lights exactly the one under the pointer (edges are not targets: a point on an edge goes to a neighbour), and a click turns the view to it."}, + {"call": "ui.view", "params": {"view": "home"}}, + {"move": {"cube": [0, 0, 1]}}, + {"expect": {"count": {"name": "cube_highlights", "value": 1}, "shown_handles": ["cube_hover:top"]}}, + {"move": {"cube": [0.3, -1, 0.2]}}, + {"expect": {"count": {"name": "cube_highlights", "value": 1}, "shown_handles": ["cube_hover:front"]}}, + {"note": "On the top-front edge: one target, the top or the front face."}, + {"move": {"cube": [0, -1, 1]}}, + {"expect": {"count": {"name": "cube_highlights", "value": 1}}}, + {"move": {"cube": [0.873, -0.873, 0.873]}}, + {"expect": {"count": {"name": "cube_highlights", "value": 1}, "shown_handles": ["cube_hover:top-front-right"]}}, + {"click": {"handle": "cube:top-front-right"}}, + {"expect": {"camera": {"yaw_deg": -45, "pitch_deg": 35.26}}}, + {"click": {"handle": "cube:front"}}, + {"expect": {"camera": {"yaw_deg": 0, "pitch_deg": 0}}}, + {"call": "ui.view", "params": {"view": "home"}}, + {"click": {"handle": "cube:top-back-right"}}, + {"expect": {"camera": {"yaw_deg": -135, "pitch_deg": 35.26}}}, + {"move": [800, 500]}, + {"expect": {"count": {"name": "cube_highlights", "value": 0}}} ] diff --git a/docs/book/src/guide/ui-tour.md b/docs/book/src/guide/ui-tour.md index ee6d96ea..1121a18d 100644 --- a/docs/book/src/guide/ui-tour.md +++ b/docs/book/src/guide/ui-tour.md @@ -15,7 +15,8 @@ - **Viewport.** Click to select, Shift or Ctrl to add, drag for a window or crossing box. The wheel zooms at the cursor, the middle button pans and Shift+middle orbits (the mouse preset in Preferences switches to SolidWorks or Inventor style). The view cube and the navigation bar - change the view. Right-click for the marking menu: eight commands around the cursor, plus a + change the view: a cube face turns to its standard view, a chamfered corner to that corner's + iso view, and the house goes home. Right-click for the marking menu: eight commands around the cursor, plus a menu for whatever is under it. - **Dialogs** dock on the right with a live preview. Most features also show drag handles and a value box in the viewport.