feat(nav): turntable orbit, selection/cursor pivot, Shift+MMB rotate (#229)

Rework 3D view navigation:

- Turntable / lock-horizon orbit: horizontal drag yaws about world +Z,
  vertical drag pitches about the horizontal camera-right axis, so the
  view never banks. Pitch is pole-clamped but the straight-down default
  view can still be tilted out of.
- Orbit centre: the selection's centre when something is selected,
  otherwise the point under the cursor — no longer only the file centre.
  The camera revolves rigidly about the pivot, so it stays put on screen
  and the view doesn't jump.
- Mouse scheme: Zoom = wheel, Pan = MMB, Rotate = Shift+MMB. Right-drag
  no longer orbits (right-click stays context menu / Enter). Floating
  viewports orbit with Shift+MMB too.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-01 21:58:04 +03:00
1 parent c303900bd2
commit 98aa051a74
6 files changed
+106 -82

No files matched your search

+4
View File
@@ -1215,6 +1215,7 @@ impl OpenCADStudio {
sel.right_press_time = None;
sel.right_last_pos = None;
sel.right_dragging = false;
sel.orbit_pivot = None;
if !was_click {
return Task::none();
}
@@ -1257,6 +1258,9 @@ impl OpenCADStudio {
let mut sel = self.tabs[i].scene.selection.borrow_mut();
sel.middle_down = false;
sel.middle_last_pos = None;
// End of a Shift+MMB orbit — drop the captured pivot so the next
// gesture recomputes it against the current selection. (#229)
sel.orbit_pivot = None;
Task::none()
}
+34 -65
View File
@@ -20,10 +20,6 @@ use acadrust::{EntityType as AcadEntityType, Handle};
use iced::time::Instant;
use iced::{mouse, Point, Task};
/// How long the right button must be held (ms) before a right-drag is treated
/// as an orbit. A press + release inside this window stays a click (context
/// menu / Enter), so quick right-clicks aren't lost to slight pointer jitter.
const RIGHT_HOLD_MS: u128 = 150;
/// Pixel radius for grabbing a UCS-icon grip (origin dot or an axis tip).
const UCS_GRIP_HIT_PX: f32 = 9.0;
/// Pixel reach for hovering/clicking the icon body (origin, tips, or an arm).
@@ -571,72 +567,44 @@ pub(super) fn on_tick(&mut self, t: Instant) -> Task<Message> {
}
}
if sel.right_down {
// Time-based click-vs-orbit split: a quick right-click
// (press + release within RIGHT_HOLD_MS) is always a click —
// it opens the context menu / fires Enter on release, even if
// the pointer drifted a little. Orbit only engages once the
// button has been *held* past the threshold and the pointer
// is actually moving, so hand jitter during a click never
// promotes it to an orbit drag.
if !sel.right_dragging {
let held = sel
.right_press_time
.map(|t| t.elapsed().as_millis() >= RIGHT_HOLD_MS)
.unwrap_or(false);
let moved = sel
.right_press_pos
.map(|press| {
let (dx, dy) = (p.x - press.x, p.y - press.y);
dx * dx + dy * dy > 4.0
})
.unwrap_or(false);
if held && moved {
sel.right_dragging = true;
sel.context_menu = None;
// An orbit restarts the right-click cycle.
sel.right_click_entered = false;
// Start the orbit from the current position so the
// view doesn't jump by the pre-threshold movement.
sel.right_last_pos = Some(p);
}
}
if sel.right_dragging {
if let Some(last) = sel.right_last_pos {
let (dx, dy) = (p.x - last.x, p.y - last.y);
if self.tabs[i].scene.active_viewport.is_some() {
// Update position before dropping the borrow.
sel.right_last_pos = Some(p);
drop(sel);
self.tabs[i].scene.orbit_active_viewport(dx, dy);
// Bump so the GPU re-uploads the viewport's
// re-culled wire set after the view rotates.
self.tabs[i].scene.camera_generation += 1;
return Task::none();
} else if self.tabs[i].scene.current_layout == "Model" {
sel.right_last_pos = Some(p);
drop(sel);
self.tabs[i].scene.camera.borrow_mut().orbit(dx, dy);
self.tabs[i].scene.camera_generation += 1;
return Task::none();
} else {
// Paper sheet is top-locked: right-drag never
// orbits it (orbiting would corrupt the camera
// frame and skew subsequent pans).
sel.right_last_pos = Some(p);
return Task::none();
}
} else {
sel.right_last_pos = Some(p);
}
}
}
let (mid_down, mid_last, vp_size) =
(sel.middle_down, sel.middle_last_pos, sel.vp_size);
if mid_down {
if let Some(last) = mid_last {
let (dx, dy) = (p.x - last.x, p.y - last.y);
// Shift+MMB drag orbits the model view instead of panning
// — the requested Zoom=wheel / Pan=MMB / Rotate=Shift+MMB
// scheme (#229). Floating viewports and paper keep the
// plain MMB pan.
if self.shift_down {
if self.tabs[i].scene.active_viewport.is_some() {
// Orbit the floating viewport's own model view.
drop(sel);
self.tabs[i].scene.orbit_active_viewport(dx, dy);
self.tabs[i].scene.camera_generation += 1;
self.tabs[i].scene.selection.borrow_mut().middle_last_pos =
Some(p);
return Task::none();
} else if self.tabs[i].scene.current_layout == "Model" {
if sel.orbit_pivot.is_none() {
// Selection centre when something is selected,
// otherwise the point under the cursor. (#229)
sel.orbit_pivot = self.tabs[i]
.scene
.orbit_pivot()
.or(Some(self.tabs[i].last_cursor_world.as_dvec3()));
}
let pivot = sel.orbit_pivot;
drop(sel);
self.tabs[i].scene.camera.borrow_mut().orbit(dx, dy, pivot);
self.tabs[i].scene.camera_generation += 1;
self.tabs[i].scene.selection.borrow_mut().middle_last_pos =
Some(p);
return Task::none();
}
// Paper sheet is top-locked: Shift+MMB falls through
// to the plain pan below.
}
// Pan scale uses the active tile's size (ortho size
// is relative to viewport height), so a tiled pane
// pans at the correct rate.
@@ -1244,6 +1212,7 @@ pub(super) fn on_tick(&mut self, t: Instant) -> Task<Message> {
sel.right_click_entered = false;
sel.middle_down = false;
sel.middle_last_pos = None;
sel.orbit_pivot = None;
sel.box_anchor = None;
sel.box_anchor_world = None;
sel.box_current = None;
+36
View File
@@ -3370,6 +3370,42 @@ impl Scene {
result
}
/// The AABB centre of the current selection, in absolute world coordinates
/// (same space as `Camera::target`) — the point the 3D view orbits around
/// when something is selected. `None` when nothing is selected; the caller
/// then orbits about the point under the cursor. (#229)
pub fn orbit_pivot(&self) -> Option<glam::DVec3> {
if self.selected.is_empty() {
return None;
}
let block = self.current_layout_block_handle();
let wires = self.wires_for_block_culled(block, None, None, None, None);
let mut min = glam::DVec2::splat(f64::INFINITY);
let mut max = glam::DVec2::splat(f64::NEG_INFINITY);
let mut any = false;
for wire in &wires {
let Some(h) = Self::handle_from_wire_name(&wire.name) else {
continue;
};
if !self.selected.contains(&h) {
continue;
}
for &[x, y, _] in &wire.points {
if x.is_finite() && y.is_finite() {
min = min.min(glam::DVec2::new(x as f64, y as f64));
max = max.max(glam::DVec2::new(x as f64, y as f64));
any = true;
}
}
}
if any {
let c = (min + max) * 0.5;
Some(glam::DVec3::new(c.x, c.y, 0.0))
} else {
None
}
}
fn compute_model_space_extents(&self) -> Option<(glam::Vec3, glam::Vec3)> {
let model_block = self.model_space_block_handle();
if model_block.is_null() {
+2 -1
View File
@@ -220,7 +220,8 @@ impl Scene {
Some(c) => c,
None => return,
};
cam.orbit(delta_x, delta_y);
// Floating viewport orbits about its own target (no selection pivot).
cam.orbit(delta_x, delta_y, None);
// yaw_pitch_to_quat(y,p)*Z = (cos(p)*sin(y), -cos(p)*cos(y), sin(p))
// `camera_for_viewport` reconstructs the rotation so that
// `rotation * Z == view_direction` exactly (its `yaw = atan2(x, -y)`
+4
View File
@@ -32,6 +32,10 @@ pub struct SelectionState {
pub right_press_time: Option<Instant>,
pub right_dragging: bool,
pub right_last_pos: Option<Point>,
/// World point the current orbit drag revolves around (selection or model
/// centre), captured when the drag starts so it stays fixed for the whole
/// gesture. `None` when no orbit is in progress. (#229)
pub orbit_pivot: Option<glam::DVec3>,
/// While a command is active, a right-click acts as Enter; the *next*
/// consecutive right-click opens the context menu instead. This tracks
/// whether the previous right-click already fired Enter. Reset by any
+26 -16
View File
@@ -11,7 +11,7 @@
//
// Coordinate convention: Z-up world space (same as the rest of OpenCADStudio).
use glam::{vec3, DVec3, Mat4, Quat, Vec3};
use glam::{DVec3, Mat4, Quat, Vec3};
use iced::{Point, Rectangle};
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
@@ -246,29 +246,39 @@ impl Camera {
// ── Navigation ────────────────────────────────────────────────────────
/// Arcball orbit: drag delta (dx, dy) in screen pixels.
pub fn orbit(&mut self, delta_x: f32, delta_y: f32) {
/// Orbit the view by a screen drag, turntable-style: horizontal drag yaws
/// about world +Z, vertical drag pitches about the camera's (always
/// horizontal) right axis — so the horizon never banks. `pivot` is the world
/// point to revolve around (selection or model centre); `None` keeps the
/// current target as the centre. (#229)
pub fn orbit(&mut self, delta_x: f32, delta_y: f32, pivot: Option<DVec3>) {
if delta_x.abs() < 1e-6 && delta_y.abs() < 1e-6 {
return;
}
let old_rot = self.rotation;
let speed = 0.005_f32;
let angle = (delta_x * delta_x + delta_y * delta_y).sqrt() * speed;
// Screen drag → rotation axis: right drag = rotate around cam_up (Y),
// down drag = rotate around cam_right (X). Negate so drag direction
// matches intuitive "grab and spin" arcball behaviour.
let screen_axis = vec3(-delta_y, -delta_x, 0.0).normalize_or_zero();
let yaw = Quat::from_rotation_z(-delta_x * speed);
self.rotation = (yaw * self.rotation).normalize();
let cam_right = self.rotation * Vec3::X;
let cam_up = self.rotation * Vec3::Y;
let world_axis = (cam_right * screen_axis.x + cam_up * screen_axis.y).normalize_or_zero();
if world_axis.length_squared() < 1e-12 {
return;
let cur_z = (self.rotation * Vec3::Z).z;
let pitched =
(Quat::from_axis_angle(cam_right, -delta_y * speed) * self.rotation).normalize();
let new_z = (pitched * Vec3::Z).z;
// Accept the pitch while the gaze stays clear of the poles, OR when it
// moves back AWAY from a pole — so the straight-down default view (z = 1)
// can still be tilted out of (a hard `< 0.9995` gate alone would freeze
// small drags there). Only a step deeper INTO a pole is rejected.
if new_z.abs() < 0.9995 || new_z.abs() < cur_z.abs() {
self.rotation = pitched;
}
let delta_rot = Quat::from_axis_angle(world_axis, angle);
self.rotation = (delta_rot * self.rotation).normalize();
// Revolve the target around the pivot by the same rotation delta so the
// view orbits the chosen centre instead of the fixed file centre (#229).
if let Some(p) = pivot {
let delta = self.rotation * old_rot.conjugate();
self.target = p + (delta * (self.target - p).as_vec3()).as_dvec3();
}
// Sync legacy yaw/pitch for hit-test functions.
self.sync_yaw_pitch();