forked from 1b-agent/opencadstudio-upstream
fix(viewcube): snap to direction with nearest-canonical up axis
ViewCube tıklaması artık sabit (yaw, pitch) tablosu yerine bir yön
vektörüne (eye direction) snap ediyor. Up vektörü şöyle seçiliyor:
1. Mevcut up alın.
2. ±X / ±Y / ±Z arasından (yeni gaze ile (anti-)paralel olmayanlar)
mevcut up'a en yüksek dot-product veren cardinal axis'i seç.
3. Bu axis'i yeni gaze yönüne dik plane'e projekte et ve up olarak
kullan.
Sonuç:
- Küçük tilt'ler ilgili canonical axis'e snap olarak temizleniyor.
- TOP yukarıda iken TOP-LEFT edge tıklayınca TOP yukarıda kalıyor;
cube edge'e dönüyor ama kullanıcının "yukarı" hissi korunuyor.
- Upside-down orbit edilmişse -Z up olarak seçilir, snap baş aşağı
yapılandırmayı bozmuyor.
CubeRegion::snap_angles ve Camera::snap_to_angles yerini
snap_direction / snap_to_direction aldı.
snap_active_viewport_to_direction viewport'un view_direction'ını
günceller, twist_angle'a dokunmaz.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -46,7 +46,7 @@ impl Default for Camera {
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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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rotation: yaw_pitch_to_quat(yaw, pitch),
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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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projection: Projection::Orthographic,
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@@ -250,12 +250,59 @@ impl Camera {
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// ── ViewCube snap ─────────────────────────────────────────────────────
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/// Snap to canonical yaw+pitch (called by ViewCubeSnap message).
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/// Updates the arcball quaternion to match.
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pub fn snap_to_angles(&mut self, yaw: f32, pitch: f32) {
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self.yaw = yaw;
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self.pitch = pitch;
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self.rotation = yaw_pitch_to_quat(yaw, pitch);
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/// Snap to a canonical view direction (called by ViewCubeSnap).
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/// `eye_dir` is the unit vector from the target toward the camera.
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///
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/// Up vector resolution:
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/// 1. Take the current up.
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/// 2. Pick the world axis (±X, ±Y, ±Z) whose dot product with the
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/// current up is highest — skipping any axis (anti-)parallel to
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/// the new gaze direction.
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/// 3. Project that axis onto the plane ⊥ `new_eye` and use that as
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/// the new up.
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///
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/// Result: small tilts collapse onto the nearest world axis (so the
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/// view always lands cleanly aligned), while genuine flips of the
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/// up-sense (e.g. orbited upside-down) are preserved.
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pub fn snap_to_direction(&mut self, eye_dir: Vec3) {
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let new_eye = eye_dir.normalize_or(Vec3::Z);
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let cur_up = self.rotation * Vec3::Y;
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let cardinals = [
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Vec3::X,
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Vec3::NEG_X,
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Vec3::Y,
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Vec3::NEG_Y,
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Vec3::Z,
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Vec3::NEG_Z,
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];
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let mut best_score = f32::NEG_INFINITY;
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let mut best_up = Vec3::Z;
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for axis in cardinals {
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// Skip axes (nearly) collinear with the new gaze — they can't
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// serve as up because the projection onto the plane would
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// vanish.
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if axis.dot(new_eye).abs() > 0.999 {
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continue;
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}
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let score = axis.dot(cur_up);
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if score > best_score {
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best_score = score;
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best_up = axis;
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}
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}
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// Project the chosen axis onto the plane ⊥ new_eye and normalize.
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let projected = best_up - new_eye * best_up.dot(new_eye);
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let new_up = projected.normalize_or(if new_eye.z.abs() < 0.99 {
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(Vec3::Z - new_eye * Vec3::Z.dot(new_eye)).normalize()
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} else {
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(Vec3::Y - new_eye * Vec3::Y.dot(new_eye)).normalize()
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});
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let new_right = new_up.cross(new_eye).normalize();
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// Camera rotation columns: [cam_x | cam_y | cam_z] where
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// cam_z = eye_dir (canonical "+Z is toward eye"), cam_y = up.
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let mat = glam::Mat3::from_cols(new_right, new_up, new_eye);
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self.rotation = Quat::from_mat3(&mat).normalize();
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self.sync_yaw_pitch();
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}
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// ── Internal helpers ───────────────────────────────────────────────────
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@@ -283,11 +330,14 @@ impl Camera {
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/// yaw = 0 → camera looks along +Y axis (front view)
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/// pitch = PI/2 → camera looks down -Z (top view)
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/// pitch = 0 → camera in the XY plane
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/// Build a rotation quaternion from yaw and pitch.
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/// Build a rotation quaternion from yaw, pitch and roll.
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/// Positive yaw rotates the view direction clockwise when seen from above (Z-up).
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pub fn yaw_pitch_to_quat(yaw: f32, pitch: f32) -> Quat {
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/// Roll rotates the camera around its own view axis (post-multiplied so it
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/// composes after the yaw/pitch gaze direction is set).
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pub fn yaw_pitch_to_quat(yaw: f32, pitch: f32, roll: f32) -> Quat {
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// +yaw so ViewCube faces match camera direction (FRONT at yaw=0 = +Y world axis).
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let q_yaw = Quat::from_rotation_z(yaw);
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let q_pitch = Quat::from_rotation_x(std::f32::consts::FRAC_PI_2 - pitch);
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(q_yaw * q_pitch).normalize()
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let q_roll = Quat::from_rotation_z(roll);
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(q_yaw * q_pitch * q_roll).normalize()
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}
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