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

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+16 -4
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@@ -124,16 +124,28 @@ pub fn scene(s: &Session, cam: &Camera) -> Scene {
let mut sc = Scene { background: Some((colors::BG_TOP, colors::BG_BOTTOM)), ..Default::default() };
let b = bounds(s);
sc.radius = (b.diagonal() * 0.5).max(cam.half_height()).max(10.0) + b.center().dist(cam.target);
// Grid on XY.
// Grid on the ground plane (XY with Z up, XZ with Y up).
let (minor, major) = grid_step(cam.half_height());
let ext = (cam.half_height() * 3.0 / major).ceil() * major;
let c = Vec3::new((cam.target.x / major).round() * major, (cam.target.y / major).round() * major, 0.0);
let tf = cam.to_frame(cam.target);
let c = Vec3::new((tf.x / major).round() * major, (tf.y / major).round() * major, 0.0);
let w = |p: Vec3| cam.from_frame(p);
let n = ((ext / minor) as i64).clamp(1, 400);
for i in -n..=n {
let t = i as f64 * minor;
let col = if (t / major).fract().abs() < 1e-9 { colors::GRID_MAJOR } else { colors::GRID };
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 });
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 });
sc.lines.push(SceneLine {
points: vec![w(c + Vec3::new(t, -ext, 0.0)), w(c + Vec3::new(t, ext, 0.0))],
color: col,
width: 0.6,
on_top: false,
});
sc.lines.push(SceneLine {
points: vec![w(c + Vec3::new(-ext, t, 0.0)), w(c + Vec3::new(ext, t, 0.0))],
color: col,
width: 0.6,
on_top: false,
});
}
let axis = cam.half_height() * 0.25;
for (d, col) in [(Vec3::X, colors::AXIS_X), (Vec3::Y, colors::AXIS_Y), (Vec3::Z, colors::AXIS_Z)] {
+82 -6
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@@ -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
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@@ -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};
+16
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@@ -97,6 +97,8 @@ pub struct UiState {
pub visual_style: u8,
/// A soft shadow on the ground under the model (seen from above).
pub ground_shadow: bool,
/// The world's up axis (Z or Y; #3): the camera, view cube, home view and ground follow it.
pub up_axis: solvecraft_engine::render::UpAxis,
/// Sketches hidden one by one, and finished sketches shown although a feature uses them.
pub hidden_sketches: Vec<u64>,
pub shown_sketches: Vec<u64>,
@@ -128,6 +130,7 @@ impl Default for UiState {
pick_bodies: false,
visual_style: 0,
ground_shadow: true,
up_axis: Default::default(),
hidden_sketches: Vec::new(),
shown_sketches: Vec::new(),
hidden_profiles: Vec::new(),
@@ -584,6 +587,16 @@ impl SolveApp {
}
/// Frame the model at once (programmatic use; the toolbar animates).
/// Make `up` the world's up axis: the camera turns to the same standard view in that world
/// (home) and frames the model.
pub fn set_up_axis(&mut self, up: solvecraft_engine::render::UpAxis) {
self.ui.up_axis = up;
self.cam_anim = None;
self.cam.up = up;
self.cam.set_view(StandardView::Iso);
self.fit_view();
}
pub fn fit_view(&mut self) {
self.cam_anim = None;
self.cam = self.fitted(self.cam);
@@ -659,6 +672,9 @@ impl SolveApp {
self.fitted = true;
}
self.now = ctx.input(|i| i.time);
if self.cam.up != self.ui.up_axis {
self.set_up_axis(self.ui.up_axis);
}
self.step_view_animation(ctx);
self.drain_control(ctx);
agent_cursor::step(self, ctx);
+21 -5
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@@ -165,6 +165,7 @@ fn scene_key(app: &SolveApp) -> u64 {
app.ui.show_grid.hash(&mut h);
app.ui.visual_style.hash(&mut h);
app.ui.ground_shadow.hash(&mut h);
app.cam.up.hash(&mut h);
(app.cam.pitch > 0.0).hash(&mut h);
app.ui.show_sketches.hash(&mut h);
app.ui.hidden_bodies.hash(&mut h);
@@ -204,15 +205,18 @@ fn build_scene(app: &SolveApp) -> GpuScene {
if app.ui.show_grid && !active_view(app).hide_grid {
let (minor, major) = grid_step(app.cam.half_height());
let ext = (app.cam.half_height() * 3.0 / major).ceil() * major;
let c = Vec3::new((app.cam.target.x / major).round() * major, (app.cam.target.y / major).round() * major, 0.0);
// The ground plane: XY with Z up, XZ with Y up (laid out in the camera's Z-up frame).
let tf = app.cam.to_frame(app.cam.target);
let c = Vec3::new((tf.x / major).round() * major, (tf.y / major).round() * major, 0.0);
let w3 = |p: Vec3| app.cam.from_frame(p).to_f32();
let n = ((ext / minor) as i64).clamp(1, 300);
for i in -n..=n {
let t = i as f64 * minor;
let maj = (t / major).round() * major == t;
let col = if maj { c4(tk.grid_major) } else { c4(tk.grid) };
let w = if maj { 1.0 } else { 0.7 };
sc.under_line((c + Vec3::new(t, -ext, 0.0)).to_f32(), (c + Vec3::new(t, ext, 0.0)).to_f32(), col, w);
sc.under_line((c + Vec3::new(-ext, t, 0.0)).to_f32(), (c + Vec3::new(ext, t, 0.0)).to_f32(), col, w);
sc.under_line(w3(c + Vec3::new(t, -ext, 0.0)), w3(c + Vec3::new(t, ext, 0.0)), col, w);
sc.under_line(w3(c + Vec3::new(-ext, t, 0.0)), w3(c + Vec3::new(ext, t, 0.0)), col, w);
}
}
for b in &st.bodies {
@@ -310,9 +314,21 @@ fn build_scene(app: &SolveApp) -> GpuScene {
/// A soft dark ellipse on the ground under the shown bodies (darkest in the middle).
fn ground_shadow(sc: &mut GpuScene, app: &SolveApp, st: &solvecraft_engine::doc::ModelState) {
// The bodies' box in the camera's Z-up frame (the ground is its XY plane).
let mut b = solvecraft_engine::geom::Aabb3::EMPTY;
for x in st.bodies.iter().filter(|x| !app.ui.hidden_bodies.contains(&x.name)) {
b = b.union(&x.mesh().bounds());
let bb = x.mesh().bounds();
if bb.is_empty() {
continue;
}
for i in 0..8 {
let p = Vec3::new(
if i & 1 == 0 { bb.min.x } else { bb.max.x },
if i & 2 == 0 { bb.min.y } else { bb.max.y },
if i & 4 == 0 { bb.min.z } else { bb.max.z },
);
b.add(app.cam.to_frame(p));
}
}
if b.is_empty() {
return;
@@ -330,7 +346,7 @@ fn ground_shadow(sc: &mut GpuScene, app: &SolveApp, st: &solvecraft_engine::doc:
let n = 48;
let at = |r: f64, k: usize| {
let a = k as f64 / n as f64 * std::f64::consts::TAU;
Vec3::new(c.x + rx * r * a.cos(), c.y + ry * r * a.sin(), z).to_f32()
app.cam.from_frame(Vec3::new(c.x + rx * r * a.cos(), c.y + ry * r * a.sin(), z)).to_f32()
};
for w in rings.windows(2) {
let ((r0, a0), (r1, a1)) = (w[0], w[1]);