Viewport: the grid faces side views (#1470) (#1583)

Thanks @DuBearte.
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DuBearte authored and GitHub committed 2026-10-16 00:27:19 -04:00
1 parent ac3a25fb5b
commit f91103c51d
2 files changed
+63 -10

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+23 -5
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@@ -131,6 +131,22 @@ pub fn visible_bounds(s: &Session, sketches: bool) -> Aabb3 {
b
}
/// The two axes (in the camera's Z-up frame) of the plane the grid lies in, for a view whose
/// direction toward the eye is `back` (in that frame). The ground (frame XY) unless it is seen
/// nearly edge-on, as in the Front or Right view; then the upright origin plane that faces the
/// view more, so the grid stays visible (#1470).
pub fn grid_plane(back: Vec3) -> (Vec3, Vec3) {
// About 11.5° above or below the ground.
const EDGE_ON: f64 = 0.2;
if back.z.abs() >= EDGE_ON || !back.z.is_finite() {
(Vec3::X, Vec3::Y)
} else if back.y.abs() >= back.x.abs() {
(Vec3::X, Vec3::Z)
} else {
(Vec3::Y, Vec3::Z)
}
}
/// Grid spacing (minor, major) for a view of the given half height.
pub fn grid_step(half_height: f64) -> (f64, f64) {
let raw = (half_height / 10.0).max(1e-3);
@@ -374,13 +390,15 @@ fn build_scene(
};
let b = bounds(s);
sc.radius = (b.diagonal() * 0.5).max(cam.half_height()).max(10.0) + b.center().dist(cam.target);
// Grid on the ground plane (XY with Z up, XZ with Y up), drawn under the model as in the
// viewport.
// Grid on the ground plane (XY with Z up, XZ with Y up), or the upright origin plane facing
// a view that sees the ground edge-on ([`grid_plane`]), drawn under the model as in the viewport.
if guides.grid {
let (minor, major) = grid_step(cam.half_height());
let ext = (cam.half_height() * 3.0 / major).ceil() * major;
let tf = cam.to_frame(cam.target);
let c = Vec3::new((tf.x / major).round() * major, (tf.y / major).round() * major, 0.0);
let (u, v) = grid_plane(cam.to_frame(cam.back()));
let snap = |a: Vec3| a * ((tf.dot(a) / major).round() * major);
let c = snap(u) + snap(v);
let w = |p: Vec3| cam.from_frame(p);
let n = ((ext / minor) as i64).clamp(1, 400);
for i in -n..=n {
@@ -389,8 +407,8 @@ fn build_scene(
let col = if major_line { p.grid_major } else { p.grid };
// The viewport's widths (pixels).
let width = if major_line { 1.0 } else { 0.7 };
sc.grid.push(SceneLine { points: vec![w(c + Vec3::new(t, -ext, 0.0)), w(c + Vec3::new(t, ext, 0.0))], color: col, width, on_top: false });
sc.grid.push(SceneLine { points: vec![w(c + Vec3::new(-ext, t, 0.0)), w(c + Vec3::new(ext, t, 0.0))], color: col, width, on_top: false });
sc.grid.push(SceneLine { points: vec![w(c + u * t - v * ext), w(c + u * t + v * ext)], color: col, width, on_top: false });
sc.grid.push(SceneLine { points: vec![w(c - u * ext + v * t), w(c + u * ext + v * t)], color: col, width, on_top: false });
}
}
// The origin's axes, each unless hidden one by one (`browser.visibility`), as in the viewport.
+40 -5
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@@ -7,7 +7,7 @@ use solidcraft_engine::Sel;
use solidcraft_engine::geom::{Vec2, Vec3};
use solidcraft_engine::render::{Camera, Mat4, Rgb};
use solidcraft_engine::sketch::CurveKind;
use solidcraft_engine::view::{colors, grid_step, sketch_lines_with_sampler};
use solidcraft_engine::view::{colors, grid_plane, grid_step, sketch_lines_with_sampler};
use std::hash::{Hash, Hasher};
use crate::gpu::{Frame, GpuScene, GpuTarget, SceneSlot, ViewportCallback};
@@ -696,9 +696,12 @@ fn build_sketch_scene(app: &SolveApp, proj: &Proj) -> 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;
// The ground plane: XY with Z up, XZ with Y up (laid out in the camera's Z-up frame).
// The ground plane: XY with Z up, XZ with Y up (laid out in the camera's Z-up frame), or
// the upright origin plane facing the view when the ground is seen edge-on.
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 (u, v) = grid_plane(app.cam.to_frame(app.cam.back()));
let snap = |a: Vec3| a * ((tf.dot(a) / major).round() * major);
let c = snap(u) + snap(v);
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 {
@@ -706,8 +709,8 @@ fn build_sketch_scene(app: &SolveApp, proj: &Proj) -> GpuScene {
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(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);
sc.under_line(w3(c + u * t - v * ext), w3(c + u * t + v * ext), col, w);
sc.under_line(w3(c - u * ext + v * t), w3(c + u * ext + v * t), col, w);
}
}
for sid in visible_sketches(app) {
@@ -5496,3 +5499,35 @@ mod tests {
#[cfg(test)]
#[path = "view_home_tests.rs"]
mod view_home_tests;
#[cfg(test)]
mod grid_plane_tests {
use super::*;
use solidcraft_engine::render::{StandardView, UpAxis};
fn plane(view: StandardView, up: UpAxis) -> (Vec3, Vec3) {
let (yaw, pitch) = view.angles();
let cam = Camera { yaw, pitch, up, ..Camera::default() };
let (u, v) = grid_plane(cam.to_frame(cam.back()));
(cam.from_frame(u), cam.from_frame(v))
}
/// #1470: the grid lies on the ground unless the view sees the ground edge-on; then it lies on
/// the upright origin plane facing the view, Z up or Y up alike.
#[test]
fn the_grid_faces_side_views_and_stays_on_the_ground_otherwise() {
let normal = |(u, v): (Vec3, Vec3)| u.cross(v);
for up in [UpAxis::Z, UpAxis::Y] {
for view in [StandardView::Top, StandardView::Bottom, StandardView::Iso] {
assert_eq!(normal(plane(view, up)).dot(up.dir()).abs(), 1.0, "{view:?} {up:?}: the ground");
}
for view in [StandardView::Front, StandardView::Back, StandardView::Right, StandardView::Left] {
let (yaw, pitch) = view.angles();
let back = Camera { yaw, pitch, up, ..Camera::default() }.back();
let n = normal(plane(view, up));
assert!(n.dot(up.dir()).abs() < 1e-9, "{view:?} {up:?}: an upright plane");
assert!((n.dot(back).abs() - 1.0).abs() < 1e-9, "{view:?} {up:?}: facing the view");
}
}
}
}