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
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@@ -124,16 +124,28 @@ pub fn scene(s: &Session, cam: &Camera) -> Scene {
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let mut sc = Scene { background: Some((colors::BG_TOP, colors::BG_BOTTOM)), ..Default::default() };
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let b = bounds(s);
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sc.radius = (b.diagonal() * 0.5).max(cam.half_height()).max(10.0) + b.center().dist(cam.target);
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// Grid on XY.
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// Grid on the ground plane (XY with Z up, XZ with Y up).
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let (minor, major) = grid_step(cam.half_height());
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let ext = (cam.half_height() * 3.0 / major).ceil() * major;
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let c = Vec3::new((cam.target.x / major).round() * major, (cam.target.y / major).round() * major, 0.0);
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let tf = cam.to_frame(cam.target);
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let c = Vec3::new((tf.x / major).round() * major, (tf.y / major).round() * major, 0.0);
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let w = |p: Vec3| cam.from_frame(p);
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let n = ((ext / minor) as i64).clamp(1, 400);
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for i in -n..=n {
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let t = i as f64 * minor;
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let col = if (t / major).fract().abs() < 1e-9 { colors::GRID_MAJOR } else { colors::GRID };
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sc.lines.push(SceneLine { points: vec![c + Vec3::new(t, -ext, 0.0), c + Vec3::new(t, ext, 0.0)], color: col, width: 0.6, on_top: false });
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sc.lines.push(SceneLine { points: vec![c + Vec3::new(-ext, t, 0.0), c + Vec3::new(ext, t, 0.0)], color: col, width: 0.6, on_top: false });
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sc.lines.push(SceneLine {
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points: vec![w(c + Vec3::new(t, -ext, 0.0)), w(c + Vec3::new(t, ext, 0.0))],
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color: col,
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width: 0.6,
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on_top: false,
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});
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sc.lines.push(SceneLine {
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points: vec![w(c + Vec3::new(-ext, t, 0.0)), w(c + Vec3::new(ext, t, 0.0))],
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color: col,
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width: 0.6,
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on_top: false,
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});
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}
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let axis = cam.half_height() * 0.25;
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for (d, col) in [(Vec3::X, colors::AXIS_X), (Vec3::Y, colors::AXIS_Y), (Vec3::Z, colors::AXIS_Z)] {
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@@ -181,7 +181,42 @@ impl CameraAnim {
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}
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}
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/// Orbit camera around `target` (Z up).
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/// Which world axis points up in the view (#3): Z (the default) or Y, as most STEP files from
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/// other systems are modelled.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash, Serialize, Deserialize)]
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#[serde(rename_all = "lowercase")]
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pub enum UpAxis {
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#[default]
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Z,
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Y,
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}
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impl UpAxis {
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/// The world's up direction.
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pub fn dir(self) -> Vec3 {
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match self {
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UpAxis::Z => Vec3::Z,
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UpAxis::Y => Vec3::Y,
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}
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}
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/// A world vector in the camera's Z-up frame (yaw turns about the frame's Z).
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pub fn to_frame(self, v: Vec3) -> Vec3 {
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match self {
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UpAxis::Z => v,
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UpAxis::Y => Vec3::new(v.x, -v.z, v.y),
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}
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}
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/// A Z-up frame vector in the world.
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pub fn from_frame(self, v: Vec3) -> Vec3 {
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match self {
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UpAxis::Z => v,
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UpAxis::Y => Vec3::new(v.x, v.z, -v.y),
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}
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}
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}
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/// Orbit camera around `target`. Yaw and pitch are about the up axis (Z, or Y for a Y-up
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/// world): with Y up, the front view looks along −Z and the top view down −Y.
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Camera {
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pub target: Vec3,
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@@ -193,12 +228,15 @@ pub struct Camera {
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pub distance: f64,
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/// Vertical field of view (radians); 0 = orthographic.
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pub fov: f64,
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/// The world's up axis.
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#[serde(default)]
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pub up: UpAxis,
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}
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impl Default for Camera {
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fn default() -> Self {
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let (yaw, pitch) = StandardView::Iso.angles();
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Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0 }
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Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0, up: UpAxis::Z }
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}
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}
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@@ -206,7 +244,19 @@ impl Camera {
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/// Direction from the target toward the eye.
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pub fn back(&self) -> Vec3 {
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let (cp, sp) = (self.pitch.cos(), self.pitch.sin());
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Vec3::new(-self.yaw.sin() * cp, -self.yaw.cos() * cp, sp).normalized().unwrap_or(Vec3::Z)
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self.up.from_frame(Vec3::new(-self.yaw.sin() * cp, -self.yaw.cos() * cp, sp).normalized().unwrap_or(Vec3::Z))
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}
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/// The world's up direction.
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pub fn up_dir(&self) -> Vec3 {
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self.up.dir()
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}
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/// A world vector in the camera's Z-up frame (where yaw and pitch are measured).
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pub fn to_frame(&self, v: Vec3) -> Vec3 {
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self.up.to_frame(v)
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}
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/// A Z-up frame vector in the world.
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pub fn from_frame(&self, v: Vec3) -> Vec3 {
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self.up.from_frame(v)
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}
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pub fn eye(&self) -> Vec3 {
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self.target + self.back() * self.distance
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@@ -214,8 +264,8 @@ impl Camera {
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/// Camera basis: right, up, back (orthonormal).
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pub fn basis(&self) -> (Vec3, Vec3, Vec3) {
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let b = self.back();
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let right = Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0);
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let up = b.cross(right).normalized().unwrap_or(Vec3::Z);
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let right = self.up.from_frame(Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0));
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let up = b.cross(right).normalized().unwrap_or(self.up.dir());
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(right, up, b)
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}
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pub fn view(&self) -> Mat4 {
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@@ -317,7 +367,7 @@ impl Camera {
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/// The same camera looking from direction `back` (target → eye). Straight up or down
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/// keeps the yaw, rounded to the nearest quarter turn so the view stays square.
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pub fn looking_from(&self, back: Vec3) -> Camera {
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let Some(b) = back.normalized() else { return *self };
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let Some(b) = self.up.to_frame(back).normalized() else { return *self };
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let lim = std::f64::consts::FRAC_PI_2 - 1e-6;
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let pitch = b.z.clamp(-1.0, 1.0).asin().clamp(-lim, lim);
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let yaw = if b.x.hypot(b.y) < 1e-6 {
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@@ -355,6 +405,7 @@ impl Camera {
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pitch,
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distance: a.distance + (b.distance - a.distance) * s,
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fov: a.fov + (b.fov - a.fov) * s,
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up: b.up,
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}
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}
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pub fn is_valid(&self) -> bool {
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@@ -508,4 +559,29 @@ mod tests {
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}
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}
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}
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/// With Y up: the front view looks along −Z (eye on +Z), the top view looks down −Y with X
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/// to the right, orbiting turns about Y, and the picture's up is the world's up.
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#[test]
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fn y_up_views() {
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let mut c = Camera { up: UpAxis::Y, distance: 100.0, ..Default::default() };
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c.set_view(StandardView::Front);
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assert!(c.back().dist(Vec3::Z) < 1e-9, "front eye {:?}", c.back());
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let (r, u, b) = c.basis();
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assert!(r.dist(Vec3::X) < 1e-9 && u.dist(Vec3::Y) < 1e-9 && b.dist(Vec3::Z) < 1e-9);
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c.set_view(StandardView::Top);
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assert!(c.back().dist(Vec3::Y) < 1e-5, "top eye {:?}", c.back());
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assert!(c.basis().0.dist(Vec3::X) < 1e-9);
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// Orbiting sideways keeps the eye's height above the XZ ground.
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c.set_view(StandardView::Iso);
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let h = c.back().y;
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c.orbit(120.0, 0.0);
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assert!((c.back().y - h).abs() < 1e-12);
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// Looking from a world direction lands on it.
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let d = Vec3::new(1.0, 1.0, 1.0).normalized().unwrap();
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assert!(c.looking_from(d).back().dist(d) < 1e-9);
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// Frames round-trip.
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let v = Vec3::new(1.0, 2.0, 3.0);
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assert!(UpAxis::Y.from_frame(UpAxis::Y.to_frame(v)).dist(v) < 1e-12);
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}
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}
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@@ -7,5 +7,5 @@
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mod camera;
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mod raster;
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pub use camera::{Camera, CameraAnim, Mat4, Quat, StandardView, ease_in_out};
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pub use camera::{Camera, CameraAnim, Mat4, Quat, StandardView, UpAxis, ease_in_out};
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pub use raster::{Canvas, Rgb, Scene, SceneLine, SceneMesh, png, render, render_png, render_transparent};
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@@ -97,6 +97,8 @@ pub struct UiState {
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pub visual_style: u8,
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/// A soft shadow on the ground under the model (seen from above).
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pub ground_shadow: bool,
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/// The world's up axis (Z or Y; #3): the camera, view cube, home view and ground follow it.
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pub up_axis: solvecraft_engine::render::UpAxis,
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/// Sketches hidden one by one, and finished sketches shown although a feature uses them.
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pub hidden_sketches: Vec<u64>,
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pub shown_sketches: Vec<u64>,
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@@ -128,6 +130,7 @@ impl Default for UiState {
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pick_bodies: false,
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visual_style: 0,
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ground_shadow: true,
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up_axis: Default::default(),
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hidden_sketches: Vec::new(),
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shown_sketches: Vec::new(),
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hidden_profiles: Vec::new(),
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@@ -584,6 +587,16 @@ impl SolveApp {
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}
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/// Frame the model at once (programmatic use; the toolbar animates).
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/// Make `up` the world's up axis: the camera turns to the same standard view in that world
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/// (home) and frames the model.
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pub fn set_up_axis(&mut self, up: solvecraft_engine::render::UpAxis) {
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self.ui.up_axis = up;
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self.cam_anim = None;
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self.cam.up = up;
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self.cam.set_view(StandardView::Iso);
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self.fit_view();
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}
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pub fn fit_view(&mut self) {
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self.cam_anim = None;
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self.cam = self.fitted(self.cam);
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@@ -659,6 +672,9 @@ impl SolveApp {
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self.fitted = true;
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}
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self.now = ctx.input(|i| i.time);
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if self.cam.up != self.ui.up_axis {
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self.set_up_axis(self.ui.up_axis);
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}
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self.step_view_animation(ctx);
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self.drain_control(ctx);
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agent_cursor::step(self, ctx);
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@@ -165,6 +165,7 @@ fn scene_key(app: &SolveApp) -> u64 {
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app.ui.show_grid.hash(&mut h);
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app.ui.visual_style.hash(&mut h);
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app.ui.ground_shadow.hash(&mut h);
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app.cam.up.hash(&mut h);
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(app.cam.pitch > 0.0).hash(&mut h);
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app.ui.show_sketches.hash(&mut h);
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app.ui.hidden_bodies.hash(&mut h);
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@@ -204,15 +205,18 @@ fn build_scene(app: &SolveApp) -> GpuScene {
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if app.ui.show_grid && !active_view(app).hide_grid {
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let (minor, major) = grid_step(app.cam.half_height());
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let ext = (app.cam.half_height() * 3.0 / major).ceil() * major;
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let c = Vec3::new((app.cam.target.x / major).round() * major, (app.cam.target.y / major).round() * major, 0.0);
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// The ground plane: XY with Z up, XZ with Y up (laid out in the camera's Z-up frame).
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let tf = app.cam.to_frame(app.cam.target);
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let c = Vec3::new((tf.x / major).round() * major, (tf.y / major).round() * major, 0.0);
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let w3 = |p: Vec3| app.cam.from_frame(p).to_f32();
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let n = ((ext / minor) as i64).clamp(1, 300);
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for i in -n..=n {
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let t = i as f64 * minor;
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let maj = (t / major).round() * major == t;
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let col = if maj { c4(tk.grid_major) } else { c4(tk.grid) };
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let w = if maj { 1.0 } else { 0.7 };
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sc.under_line((c + Vec3::new(t, -ext, 0.0)).to_f32(), (c + Vec3::new(t, ext, 0.0)).to_f32(), col, w);
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sc.under_line((c + Vec3::new(-ext, t, 0.0)).to_f32(), (c + Vec3::new(ext, t, 0.0)).to_f32(), col, w);
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sc.under_line(w3(c + Vec3::new(t, -ext, 0.0)), w3(c + Vec3::new(t, ext, 0.0)), col, w);
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sc.under_line(w3(c + Vec3::new(-ext, t, 0.0)), w3(c + Vec3::new(ext, t, 0.0)), col, w);
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}
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}
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for b in &st.bodies {
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@@ -310,9 +314,21 @@ fn build_scene(app: &SolveApp) -> GpuScene {
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/// A soft dark ellipse on the ground under the shown bodies (darkest in the middle).
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fn ground_shadow(sc: &mut GpuScene, app: &SolveApp, st: &solvecraft_engine::doc::ModelState) {
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// The bodies' box in the camera's Z-up frame (the ground is its XY plane).
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let mut b = solvecraft_engine::geom::Aabb3::EMPTY;
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for x in st.bodies.iter().filter(|x| !app.ui.hidden_bodies.contains(&x.name)) {
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b = b.union(&x.mesh().bounds());
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let bb = x.mesh().bounds();
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if bb.is_empty() {
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continue;
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}
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for i in 0..8 {
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let p = Vec3::new(
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if i & 1 == 0 { bb.min.x } else { bb.max.x },
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if i & 2 == 0 { bb.min.y } else { bb.max.y },
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if i & 4 == 0 { bb.min.z } else { bb.max.z },
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);
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b.add(app.cam.to_frame(p));
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}
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}
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if b.is_empty() {
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return;
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@@ -330,7 +346,7 @@ fn ground_shadow(sc: &mut GpuScene, app: &SolveApp, st: &solvecraft_engine::doc:
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let n = 48;
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let at = |r: f64, k: usize| {
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let a = k as f64 / n as f64 * std::f64::consts::TAU;
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Vec3::new(c.x + rx * r * a.cos(), c.y + ry * r * a.sin(), z).to_f32()
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app.cam.from_frame(Vec3::new(c.x + rx * r * a.cos(), c.y + ry * r * a.sin(), z)).to_f32()
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};
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for w in rings.windows(2) {
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let ((r0, a0), (r1, a1)) = (w[0], w[1]);
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