forked from 1b-agent/opencadstudio-upstream
first commit
This commit is contained in:
1 parent
d52c6440ff
commit
d2fdac7f1e
274 files changed
+89330
No files matched your search
@@ -0,0 +1,252 @@
|
||||
// Arcball orbit camera — quaternion-based rotation, no gimbal lock.
|
||||
//
|
||||
// The camera orbits around a `target` point using a unit quaternion (`rotation`)
|
||||
// that maps the canonical "camera looks down -Z" pose to the current view.
|
||||
//
|
||||
// Pan: translates `target` in the view-plane (no rotation change).
|
||||
// Orbit: updates `rotation` via arcball delta — converts screen drag delta
|
||||
// to a rotation axis/angle, then pre-multiplies the current quaternion.
|
||||
// Zoom: adjusts `distance` (exponential feel).
|
||||
// Snap: directly assigns yaw+pitch encoded as a quaternion (for ViewCube).
|
||||
//
|
||||
// Coordinate convention: Z-up world space (same as the rest of H7CAD).
|
||||
|
||||
use glam::{vec3, Mat4, Quat, Vec3};
|
||||
use iced::{Point, Rectangle};
|
||||
|
||||
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
|
||||
pub enum Projection {
|
||||
Orthographic,
|
||||
Perspective,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct Camera {
|
||||
/// World-space pivot point the camera orbits around.
|
||||
pub target: Vec3,
|
||||
/// Arcball rotation: maps canonical pose to current orientation.
|
||||
pub rotation: Quat,
|
||||
/// Distance from eye to target.
|
||||
pub distance: f32,
|
||||
/// Vertical field of view in radians (perspective only).
|
||||
pub fov_y: f32,
|
||||
pub projection: Projection,
|
||||
|
||||
// --- Legacy yaw/pitch exposed only for ViewCube hit-test compatibility ---
|
||||
// Kept in sync with `rotation` whenever orbit() or snap_angles() is called.
|
||||
pub yaw: f32,
|
||||
pub pitch: f32,
|
||||
}
|
||||
|
||||
impl Default for Camera {
|
||||
fn default() -> Self {
|
||||
// Default: look straight down at the XY drawing plane (top view, Z-up).
|
||||
// yaw = 0, pitch = PI/2 → eye is directly above target.
|
||||
let yaw = 0.0_f32;
|
||||
let pitch = std::f32::consts::FRAC_PI_2;
|
||||
Self {
|
||||
target: Vec3::ZERO,
|
||||
rotation: yaw_pitch_to_quat(yaw, pitch),
|
||||
distance: 60.36,
|
||||
fov_y: 45.0_f32.to_radians(),
|
||||
projection: Projection::Orthographic,
|
||||
yaw,
|
||||
pitch,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub const OPENGL_TO_WGPU: Mat4 = glam::mat4(
|
||||
glam::vec4(1.0, 0.0, 0.0, 0.0),
|
||||
glam::vec4(0.0, 1.0, 0.0, 0.0),
|
||||
glam::vec4(0.0, 0.0, 0.5, 0.0),
|
||||
glam::vec4(0.0, 0.0, 0.5, 1.0),
|
||||
);
|
||||
|
||||
impl Camera {
|
||||
// ── Eye position ───────────────────────────────────────────────────────
|
||||
|
||||
pub fn eye(&self) -> Vec3 {
|
||||
// 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
|
||||
}
|
||||
|
||||
/// Half-height of the orthographic frustum in world units.
|
||||
pub fn ortho_size(&self) -> f32 {
|
||||
self.distance * (self.fov_y * 0.5).tan()
|
||||
}
|
||||
|
||||
// ── Projection matrices ────────────────────────────────────────────────
|
||||
|
||||
pub fn view_proj(&self, bounds: Rectangle) -> Mat4 {
|
||||
let near = self.distance * 0.001;
|
||||
let far = self.distance * 1000.0;
|
||||
let aspect = bounds.width / bounds.height;
|
||||
|
||||
// Up vector: use the rotation to find which world direction is "up"
|
||||
// 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 proj = match self.projection {
|
||||
Projection::Perspective => Mat4::perspective_rh(self.fov_y, aspect, near, far),
|
||||
Projection::Orthographic => {
|
||||
let h = self.ortho_size();
|
||||
let w = h * aspect;
|
||||
Mat4::orthographic_rh(-w, w, -h, h, near, far)
|
||||
}
|
||||
};
|
||||
OPENGL_TO_WGPU * proj * view
|
||||
}
|
||||
|
||||
pub fn pick_on_target_plane(&self, screen: Point, bounds: Rectangle) -> Vec3 {
|
||||
let ndc_x = (screen.x / bounds.width) * 2.0 - 1.0;
|
||||
let ndc_y = 1.0 - (screen.y / bounds.height) * 2.0;
|
||||
let inv = self.view_proj(bounds).inverse();
|
||||
|
||||
match self.projection {
|
||||
Projection::Perspective => {
|
||||
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 denom = dir.dot(forward);
|
||||
if denom.abs() < 1e-6 {
|
||||
return self.target;
|
||||
}
|
||||
let t = (self.target - near_pt).dot(forward) / denom;
|
||||
if t < 0.0 {
|
||||
return self.target;
|
||||
}
|
||||
near_pt + dir * t
|
||||
}
|
||||
Projection::Orthographic => {
|
||||
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);
|
||||
ray_origin + forward * t
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn position_vec4(&self) -> glam::Vec4 {
|
||||
glam::Vec4::from((self.eye(), 0.0))
|
||||
}
|
||||
|
||||
// ── ViewCube rotation matrix ───────────────────────────────────────────
|
||||
|
||||
/// Returns the rotation matrix for the ViewCube.
|
||||
///
|
||||
/// The camera quaternion maps canonical pose (+Z eye) → current view.
|
||||
/// The ViewCube needs the inverse so the cube stays world-aligned.
|
||||
/// Inverse of a unit quaternion = its conjugate.
|
||||
pub fn view_rotation_mat(&self) -> Mat4 {
|
||||
Mat4::from_quat(self.rotation.conjugate())
|
||||
}
|
||||
|
||||
// ── Navigation ────────────────────────────────────────────────────────
|
||||
|
||||
/// Arcball orbit: drag delta (dx, dy) in screen pixels.
|
||||
pub fn orbit(&mut self, delta_x: f32, delta_y: f32) {
|
||||
if delta_x.abs() < 1e-6 && delta_y.abs() < 1e-6 {
|
||||
return;
|
||||
}
|
||||
|
||||
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 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 delta_rot = Quat::from_axis_angle(world_axis, angle);
|
||||
self.rotation = (delta_rot * self.rotation).normalize();
|
||||
|
||||
// Sync legacy yaw/pitch for hit-test functions.
|
||||
self.sync_yaw_pitch();
|
||||
}
|
||||
|
||||
pub fn zoom(&mut self, delta: f32) {
|
||||
self.distance = (self.distance * (1.0 - delta * 0.1)).max(0.001);
|
||||
}
|
||||
|
||||
pub fn zoom_about_point(&mut self, screen: Point, bounds: Rectangle, delta: f32) {
|
||||
if bounds.width <= 0.0 || bounds.height <= 0.0 {
|
||||
self.zoom(delta);
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
pub fn pan(&mut self, delta_x: f32, delta_y: f32) {
|
||||
let speed = self.distance * 0.001;
|
||||
let cam_right = self.rotation * Vec3::X;
|
||||
let cam_up = self.rotation * Vec3::Y;
|
||||
self.target -= cam_right * delta_x * speed;
|
||||
self.target += cam_up * delta_y * speed;
|
||||
}
|
||||
|
||||
pub fn fit_to_bounds(&mut self, min: Vec3, max: Vec3) {
|
||||
self.target = (min + max) * 0.5;
|
||||
let size = (max - min).length();
|
||||
self.distance = size * 1.5;
|
||||
}
|
||||
|
||||
// ── ViewCube snap ─────────────────────────────────────────────────────
|
||||
|
||||
/// Snap to canonical yaw+pitch (called by ViewCubeSnap message).
|
||||
/// Updates the arcball quaternion to match.
|
||||
pub fn snap_to_angles(&mut self, yaw: f32, pitch: f32) {
|
||||
self.yaw = yaw;
|
||||
self.pitch = pitch;
|
||||
self.rotation = yaw_pitch_to_quat(yaw, pitch);
|
||||
}
|
||||
|
||||
// ── Internal helpers ───────────────────────────────────────────────────
|
||||
|
||||
/// Derive yaw and pitch from the current quaternion for the ViewCube
|
||||
/// hit-test functions (hit_test / hover_id). These use yaw/pitch to
|
||||
/// compute the same rotation matrix as the shader, so they must match.
|
||||
fn sync_yaw_pitch(&mut self) {
|
||||
// Eye direction in world space (canonical eye dir is +Z).
|
||||
let eye_dir = self.rotation * Vec3::Z;
|
||||
// pitch: angle above/below the XY plane.
|
||||
self.pitch = eye_dir.z.clamp(-0.999, 0.999).asin();
|
||||
// yaw: atan2(x, y) matches from_rotation_z(yaw) used in view_rotation_mat.
|
||||
self.yaw = eye_dir.x.atan2(eye_dir.y);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Free helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
/// Build a rotation quaternion from yaw (rotation around Z) and pitch
|
||||
/// (tilt toward Z). Matches the coordinate convention of the ViewCube
|
||||
/// so snap angles continue to work unchanged.
|
||||
///
|
||||
/// Convention (Z-up, Y-forward):
|
||||
/// yaw = 0 → camera looks along +Y axis (front view)
|
||||
/// pitch = PI/2 → camera looks down -Z (top view)
|
||||
/// pitch = 0 → camera in the XY plane
|
||||
/// Build a rotation quaternion from yaw and pitch.
|
||||
/// Positive yaw rotates the view direction clockwise when seen from above (Z-up).
|
||||
pub fn yaw_pitch_to_quat(yaw: f32, pitch: f32) -> Quat {
|
||||
// +yaw so ViewCube faces match camera direction (FRONT at yaw=0 = +Y world axis).
|
||||
let q_yaw = Quat::from_rotation_z(yaw);
|
||||
let q_pitch = Quat::from_rotation_x(std::f32::consts::FRAC_PI_2 - pitch);
|
||||
(q_yaw * q_pitch).normalize()
|
||||
}
|
||||
Reference in new issue
Block a user