forked from 1b-agent/opencadstudio-upstream
fix(view): preserve projection framing
Use full 3D bounds to derive a safe perspective eye distance without changing the camera target, orientation, or field of view. Refs #502
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@@ -189,6 +189,53 @@ impl Scene {
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self.camera_generation += 1;
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}
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/// Refresh model bounds without moving the live camera. Reusing `fit_all`
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/// keeps projection framing on the same visibility and outlier filters as
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/// Zoom Extents instead of accepting every finite cached AABB.
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fn refresh_projection_bounds(&mut self) {
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if self.current_layout != "Model"
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|| self.active_viewport.is_some()
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|| (self.projection_bounds_epoch.get() == self.geometry_epoch
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&& self.camera.borrow().fitted_model_bounds().is_some())
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{
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return;
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}
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let saved_camera = self.camera.borrow().clone();
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let saved_generation = self.camera_generation;
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self.camera.borrow_mut().model_bounds = None;
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self.fit_all();
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let refreshed = self.camera.borrow().fitted_model_bounds();
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*self.camera.borrow_mut() = saved_camera;
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self.camera_generation = saved_generation;
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if let Some((min, max)) = refreshed {
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self.camera.borrow_mut().fit_depth_to_bounds(min, max);
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self.projection_bounds_epoch.set(self.geometry_epoch);
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}
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}
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/// Switch the live camera projection without changing its target or
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/// orientation. Model layout bounds are refreshed first so perspective eye
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/// distance accounts for the current, visible drawing depth.
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pub fn set_projection_preserving_frame(
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&mut self,
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projection: view::camera::Projection,
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) -> bool {
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if self.camera.borrow().projection == projection {
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return false;
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}
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self.refresh_projection_bounds();
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let aspect = self.active_camera_aspect();
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self.camera
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.borrow_mut()
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.set_projection_preserving_frame(projection, aspect);
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self.camera_generation += 1;
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true
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}
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/// Aspect ratio of the active camera's actual render rectangle. Model
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/// panes are separate shader widgets, so the full-canvas render aspect is
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/// wrong whenever a tiled viewport is active.
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@@ -219,6 +266,7 @@ impl Scene {
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self.camera
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.borrow_mut()
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.fit_to_bounds(min, max, aspect);
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self.projection_bounds_epoch.set(self.geometry_epoch);
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self.camera_generation += 1;
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}
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@@ -603,6 +651,7 @@ impl Scene {
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*self.model_tiles.borrow_mut() = tiles;
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self.active_model_tile.set(0);
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*self.camera.borrow_mut() = active_cam;
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self.projection_bounds_epoch.set(0);
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// Rebuild the pane_grid layout from the restored tile rects so the panes
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// match (the renderer / input iterate panes, not tiles).
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self.rebuild_panes_from_tiles();
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@@ -1057,19 +1106,31 @@ impl Scene {
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}
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!is_infinite
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});
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// 3D solids render as meshes, not wires, so collect their (offset-rel)
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// XY AABBs separately — a drawing of only solids has no wires to fit.
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let mesh_aabbs: Vec<[f32; 4]> = self
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// 3D solids render as meshes, not wires, so collect their complete
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// world boxes separately — a drawing of only solids has no wires to fit.
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let mesh_aabbs: Vec<([f32; 4], [f32; 2])> = self
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.meshes
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.iter()
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.filter(|(h, _)| {
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self.document
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.get_entity(**h)
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.map(|e| e.common().owner_handle == layout_block)
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.unwrap_or(false)
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let handle = **h;
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self.mesh_entity_visible(handle)
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&& self.document.get_entity(handle).is_some_and(|entity| {
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self.belongs_to_visible_block(
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handle,
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entity.common().owner_handle,
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layout_block,
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)
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})
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})
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.map(|(_, set)| (set.world_aabb, set.z_aabb))
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.filter(|(xy, z)| {
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xy[0].is_finite()
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&& xy[1].is_finite()
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&& xy[2].is_finite()
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&& xy[3].is_finite()
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&& z[0].is_finite()
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&& z[1].is_finite()
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})
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.map(|(_, set)| set.world_aabb)
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.filter(|a| a[0].is_finite() && a[2].is_finite())
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.collect();
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if wires.is_empty() && mesh_aabbs.is_empty() && infinite_base_pts.is_empty() {
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return;
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@@ -1174,9 +1235,9 @@ impl Scene {
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}
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}
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// Fold in 3D-solid mesh AABBs (not subject to the wire IQR reject).
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for [ax, ay, bx, by] in &mesh_aabbs {
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min = min.min(glam::Vec3::new(*ax, *ay, 0.0));
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max = max.max(glam::Vec3::new(*bx, *by, 0.0));
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for ([ax, ay, bx, by], [az, bz]) in &mesh_aabbs {
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min = min.min(glam::Vec3::new(*ax, *ay, *az));
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max = max.max(glam::Vec3::new(*bx, *by, *bz));
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}
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// Drawing holds only infinite construction geometry: fit the view to
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// its base points rather than leaving the camera unchanged.
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@@ -1195,6 +1256,7 @@ impl Scene {
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}
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let aspect = self.active_camera_aspect();
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self.camera.borrow_mut().fit_to_bounds(min, max, aspect);
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self.projection_bounds_epoch.set(self.geometry_epoch);
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self.camera_generation += 1;
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}
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