forked from 1b-agent/opencadstudio-upstream
refactor(camera): store orbit target in f64
Foundation for relative-to-eye rendering: the pivot the camera orbits must stay precise at large offset-relative coordinates so the derived eye (which the RTE path subtracts per vertex) is exact. `Camera::target` is now DVec3 and `eye_f64()` exposes the full-precision eye; `view_proj` still casts to f32 at the matrix, so behaviour is unchanged for now. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4100044c01
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091b8e1805
4 files changed
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-34
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+4
-4
@@ -3265,8 +3265,8 @@ impl OpenCADStudio {
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let aspect = if vh > 0.0 { vw / vh } else { 1.0 };
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let half_h = cam.ortho_size();
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let half_w = half_h * aspect;
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let tx = cam.target.x;
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let ty = cam.target.y;
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let tx = cam.target.x as f32;
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let ty = cam.target.y as f32;
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drop(cam);
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find_hit_grip_paper(
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p,
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@@ -8259,8 +8259,8 @@ impl OpenCADStudio {
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let aspect = if vh > 0.0 { vw / vh } else { 1.0 };
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let half_h = cam.ortho_size();
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let half_w = half_h * aspect;
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let tx = cam.target.x;
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let ty = cam.target.y;
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let tx = cam.target.x as f32;
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let ty = cam.target.y as f32;
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drop(cam);
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find_hit_grip_paper(
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p,
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+2
-2
@@ -93,8 +93,8 @@ impl OpenCADStudio {
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let aspect = if vh > 0.0 { vw / vh } else { 1.0 };
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let half_h = cam.ortho_size();
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let half_w = half_h * aspect;
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let tx = cam.target.x;
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let ty = cam.target.y;
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let tx = cam.target.x as f32;
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let ty = cam.target.y as f32;
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drop(cam);
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grips_to_screen_paper(&tab.selected_grips, tx, ty, half_w, half_h, bounds)
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} else {
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+7
-11
@@ -676,7 +676,7 @@ fn view_cull_aabb(cam: &Camera, aspect: f32, margin: f32) -> Option<[f32; 4]> {
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let w = h * aspect.max(0.01);
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let right = cam.rotation * glam::Vec3::X;
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let up = cam.rotation * glam::Vec3::Y;
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let c = cam.target;
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let c = cam.target.as_vec3();
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let (mut min_x, mut min_y) = (f32::INFINITY, f32::INFINITY);
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let (mut max_x, mut max_y) = (f32::NEG_INFINITY, f32::NEG_INFINITY);
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for (sw, sh) in [(-w, -h), (w, -h), (-w, h), (w, h)] {
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@@ -1012,8 +1012,8 @@ impl Scene {
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// `cam.target` is in the same local f32 space as emitted wire points
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// (fit_to_bounds populates it from local wire coords). No further
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// `world_offset` subtraction is needed.
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let cx = cam.target.x;
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let cy = cam.target.y;
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let cx = cam.target.x as f32;
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let cy = cam.target.y as f32;
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Some([
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cx - w * margin,
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cy - h * margin,
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@@ -5948,11 +5948,7 @@ impl Scene {
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use glam::Vec3;
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let cam = &mut *self.camera.borrow_mut();
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// view.target is the look-at point; view.direction is eye→target direction.
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cam.target = Vec3::new(
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view.target.x as f32,
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view.target.y as f32,
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view.target.z as f32,
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);
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cam.target = glam::DVec3::new(view.target.x, view.target.y, view.target.z);
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// direction in acadrust = from-target-to-eye (same as AutoCAD convention).
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let eye_dir = Vec3::new(
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view.direction.x as f32,
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@@ -6162,7 +6158,7 @@ impl Scene {
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let fov_y = 45.0_f32.to_radians();
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let distance = ((view_height as f32 / 2.0) / (fov_y * 0.5).tan()).max(0.001);
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Some(Camera {
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target,
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target: target.as_dvec3(),
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rotation,
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distance,
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fov_y,
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@@ -7358,8 +7354,8 @@ impl Scene {
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let aspect = canvas_w / canvas_h;
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let half_h = cam.ortho_size();
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let half_w = half_h * aspect;
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let tx = cam.target.x;
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let ty = cam.target.y;
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let tx = cam.target.x as f32;
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let ty = cam.target.y as f32;
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drop(cam);
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// Top-down ortho mapping matching the GPU sheet viewport's camera.
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+31
-17
@@ -11,7 +11,7 @@
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//
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// Coordinate convention: Z-up world space (same as the rest of OpenCADStudio).
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use glam::{vec3, Mat4, Quat, Vec3};
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use glam::{vec3, DVec3, Mat4, Quat, Vec3};
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use iced::{Point, Rectangle};
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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@@ -22,8 +22,11 @@ pub enum Projection {
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#[derive(Clone)]
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pub struct Camera {
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/// World-space pivot point the camera orbits around.
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pub target: Vec3,
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/// World-space pivot point the camera orbits around. Kept in f64 so a far
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/// pan (large offset-relative coordinate) doesn't lose precision in the
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/// pivot itself — the eventual relative-to-eye render path needs an exact
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/// eye, which derives from this target.
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pub target: DVec3,
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/// Arcball rotation: maps canonical pose to current orientation.
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pub rotation: Quat,
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/// Distance from eye to target.
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@@ -45,7 +48,7 @@ impl Default for Camera {
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let yaw = 0.0_f32;
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let pitch = std::f32::consts::FRAC_PI_2;
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Self {
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target: Vec3::ZERO,
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target: DVec3::ZERO,
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rotation: yaw_pitch_to_quat(yaw, pitch, 0.0),
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distance: 60.36,
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fov_y: 45.0_f32.to_radians(),
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@@ -70,7 +73,16 @@ impl Camera {
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// The canonical eye direction is +Z (looking at origin from above).
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// The rotation maps that canonical pose to the current orientation.
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let eye_dir = self.rotation * Vec3::Z;
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self.target + eye_dir * self.distance
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self.target.as_vec3() + eye_dir * self.distance
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}
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/// Eye position in full f64 precision (offset-relative world space). Used
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/// by the relative-to-eye render path; the f32 [`eye`] stays for ray/pick
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/// math that operates at human scale.
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#[allow(dead_code)] // consumed by the relative-to-eye uniform (next phase)
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pub fn eye_f64(&self) -> DVec3 {
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let eye_dir = (self.rotation * Vec3::Z).as_dvec3();
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self.target + eye_dir * self.distance as f64
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}
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/// Half-height of the orthographic frustum in world units.
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@@ -89,7 +101,7 @@ impl Camera {
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// in the current camera frame.
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let up_dir = self.rotation * Vec3::Y;
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let view = Mat4::look_at_rh(self.eye(), self.target, up_dir);
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let view = Mat4::look_at_rh(self.eye(), self.target.as_vec3(), up_dir);
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let proj = match self.projection {
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Projection::Perspective => Mat4::perspective_rh(self.fov_y, aspect, near, far),
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Projection::Orthographic => {
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@@ -126,7 +138,7 @@ impl Camera {
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}
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Projection::Orthographic => {
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let origin = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
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let forward = (self.target - self.eye()).normalize();
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let forward = (self.target.as_vec3() - self.eye()).normalize();
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(origin, forward)
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}
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};
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@@ -149,24 +161,26 @@ impl Camera {
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match self.projection {
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Projection::Perspective => {
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let target = self.target.as_vec3();
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let near_pt = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
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let far_pt = inv.project_point3(Vec3::new(ndc_x, ndc_y, 1.0));
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let dir = (far_pt - near_pt).normalize();
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let forward = (self.target - self.eye()).normalize();
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let forward = (target - self.eye()).normalize();
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let denom = dir.dot(forward);
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if denom.abs() < 1e-6 {
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return self.target;
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return target;
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}
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let t = (self.target - near_pt).dot(forward) / denom;
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let t = (target - near_pt).dot(forward) / denom;
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if t < 0.0 {
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return self.target;
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return target;
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}
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near_pt + dir * t
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}
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Projection::Orthographic => {
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let target = self.target.as_vec3();
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let ray_origin = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
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let forward = (self.target - self.eye()).normalize();
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let t = (self.target - ray_origin).dot(forward) / forward.dot(forward);
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let forward = (target - self.eye()).normalize();
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let t = (target - ray_origin).dot(forward) / forward.dot(forward);
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ray_origin + forward * t
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}
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}
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@@ -243,7 +257,7 @@ impl Camera {
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let before = self.pick_on_target_plane(screen, bounds);
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self.zoom(delta);
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let after = self.pick_on_target_plane(screen, bounds);
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self.target += before - after;
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self.target += (before - after).as_dvec3();
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}
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/// Pan so the world point under the cursor tracks it: screen pixels are
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@@ -258,12 +272,12 @@ impl Camera {
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};
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let cam_right = self.rotation * Vec3::X;
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let cam_up = self.rotation * Vec3::Y;
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self.target -= cam_right * delta_x * wpp;
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self.target += cam_up * delta_y * wpp;
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self.target -= (cam_right * delta_x * wpp).as_dvec3();
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self.target += (cam_up * delta_y * wpp).as_dvec3();
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}
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pub fn fit_to_bounds(&mut self, min: Vec3, max: Vec3) {
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self.target = (min + max) * 0.5;
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self.target = ((min + max) * 0.5).as_dvec3();
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let size = (max - min).length();
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self.distance = size * 1.5;
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}
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