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>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-23 18:28:52 +03:00
1 parent 4100044c01
commit 091b8e1805
4 files changed
+44 -34

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