View cube: the axis triad is drawn behind the cube, so only its parts outside the cube show
Refs #15 Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01RjGw4gA5ZvKrU8MQP6sBgT
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@@ -1909,6 +1909,12 @@ fn view_cube(app: &mut SolveApp, ui: &mut egui::Ui, rect: Rect) {
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let targets = cube_targets();
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let shapes = cube_projected(&targets, (r, u, b), c);
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let hovered = hover.and_then(|h| cube_hit(&shapes, h));
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// Axis triad from the cube's back corner, drawn first: the cube hides what is behind it.
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let to2 = |p: Vec3| pos2(c.x + (p.dot(r) * CUBE_SCALE) as f32, c.y - (p.dot(u) * CUBE_SCALE) as f32);
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let o = Vec3::new(-1.0, -1.0, -1.0);
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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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painter.line_segment([to2(o), to2(o + d * 2.6)], Stroke::new(2.0, Color32::from_rgb(col.0, col.1, col.2)));
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}
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// Back to front: the faces and facets turned toward the camera.
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for (i, pts) in shapes.iter().rev() {
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let tg = &targets[*i];
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@@ -1931,12 +1937,6 @@ fn view_cube(app: &mut SolveApp, ui: &mut egui::Ui, rect: Rect) {
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}
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// Clicked: the view from the face's or facet's direction (target → eye).
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let clicked = hovered.filter(|_| ui.input(|i| i.pointer.primary_clicked())).map(|i| targets[i].dir);
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// Axis triad at the cube's corner.
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let to2 = |p: Vec3| pos2(c.x + (p.dot(r) * CUBE_SCALE) as f32, c.y - (p.dot(u) * CUBE_SCALE) as f32);
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let o = Vec3::new(-1.0, -1.0, -1.0);
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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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painter.line_segment([to2(o), to2(o + d * 2.6)], Stroke::new(2.0, Color32::from_rgb(col.0, col.1, col.2)));
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}
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let home = Rect::from_center_size(pos2(c.x - 52.0, c.y - 48.0), vec2(18.0, 18.0));
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let hr = ui.interact(home, ui.id().with("vc_home"), Sense::click());
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icons::paint(&painter, home, "home", t.icon, if hr.hovered() { t.accent_soft } else { t.overlay }, t.accent);
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