Files
OneCAD-Draft/src/scene/camera.rs
T
Hakan SevenandClaude Opus 4.7 417a708275 feat(viewport): tile-relative input + overlays in unified model
Route every per-frame interaction through the active model tile's screen
rectangle so a tiled VPORTS layout behaves like independent panes while
still sharing one shader widget:

- pick / draw / snap / box+lasso: cursor mapped to tile-local space; the
  hover-activates-tile rule on ViewportMove keeps the active tile under
  the cursor, so the picked camera matches what the user sees.
- pan: switched to Camera::pan_screen(dx, dy, viewport_height) so the
  world-per-pixel rate matches the active tile's height instead of the
  full canvas.
- grid: clipped via Frame::with_clip to the active tile rect; world→screen
  adds the tile origin so the lines align with the panel.
- UCS icon: origin offset by the tile rect so the gizmo sits in the
  active tile's bottom-left corner.
- render-mode picker (+ split buttons) and ViewCube hit-area: positioned
  via active_model_tile_bounds with leading Spaces, mirroring the
  floating-viewport pattern.
- ViewCube hover: driven by the CursorMoved/ViewportMove handlers into a
  new Scene::viewcube_hover cell, so the highlight survives the cube
  hit-area overlay masking events from shader::Program::update.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:45:19 +03:00

352 lines
14 KiB
Rust

// 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 OpenCADStudio).
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, 0.0),
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
}
/// Project a screen point onto an arbitrary world-space plane.
///
/// The plane is defined by `plane_normal` (unit vector) and a `plane_point`
/// that lies on it. Returns the intersection of the view ray with the plane;
/// falls back to `plane_point` when the ray is nearly parallel to the plane.
pub fn pick_on_plane(
&self,
screen: Point,
bounds: Rectangle,
plane_normal: Vec3,
plane_point: Vec3,
) -> 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();
let (ray_origin, ray_dir) = 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();
(near_pt, dir)
}
Projection::Orthographic => {
let origin = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0));
let forward = (self.target - self.eye()).normalize();
(origin, forward)
}
};
let denom = ray_dir.dot(plane_normal);
if denom.abs() < 1e-6 {
return plane_point;
}
let t = (plane_point - ray_origin).dot(plane_normal) / denom;
if t < 0.0 {
return plane_point;
}
ray_origin + ray_dir * t
}
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;
}
/// Pan so the world point under the cursor tracks it: screen pixels are
/// converted to world units via the ortho world-per-pixel scale of a
/// viewport `viewport_height` pixels tall. Used by tiled panes where the
/// pane height differs from the full canvas.
pub fn pan_screen(&mut self, delta_x: f32, delta_y: f32, viewport_height: f32) {
let wpp = if viewport_height > 0.0 {
(2.0 * self.ortho_size()) / viewport_height
} else {
0.0
};
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;
}
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 a canonical view direction (called by ViewCubeSnap).
/// `eye_dir` is the unit vector from the target toward the camera.
///
/// Up vector resolution:
/// 1. Take the current up.
/// 2. Pick the world axis (±X, ±Y, ±Z) whose dot product with the
/// current up is highest — skipping any axis (anti-)parallel to
/// the new gaze direction.
/// 3. Project that axis onto the plane ⊥ `new_eye` and use that as
/// the new up.
///
/// Result: small tilts collapse onto the nearest world axis (so the
/// view always lands cleanly aligned), while genuine flips of the
/// up-sense (e.g. orbited upside-down) are preserved.
pub fn snap_to_direction(&mut self, eye_dir: Vec3) {
let new_eye = eye_dir.normalize_or(Vec3::Z);
let cur_up = self.rotation * Vec3::Y;
let cardinals = [
Vec3::X,
Vec3::NEG_X,
Vec3::Y,
Vec3::NEG_Y,
Vec3::Z,
Vec3::NEG_Z,
];
let mut best_score = f32::NEG_INFINITY;
let mut best_up = Vec3::Z;
for axis in cardinals {
// Skip axes (nearly) collinear with the new gaze — they can't
// serve as up because the projection onto the plane would
// vanish.
if axis.dot(new_eye).abs() > 0.999 {
continue;
}
let score = axis.dot(cur_up);
if score > best_score {
best_score = score;
best_up = axis;
}
}
// Project the chosen axis onto the plane ⊥ new_eye and normalize.
let projected = best_up - new_eye * best_up.dot(new_eye);
let new_up = projected.normalize_or(if new_eye.z.abs() < 0.99 {
(Vec3::Z - new_eye * Vec3::Z.dot(new_eye)).normalize()
} else {
(Vec3::Y - new_eye * Vec3::Y.dot(new_eye)).normalize()
});
let new_right = new_up.cross(new_eye).normalize();
// Camera rotation columns: [cam_x | cam_y | cam_z] where
// cam_z = eye_dir (canonical "+Z is toward eye"), cam_y = up.
let mat = glam::Mat3::from_cols(new_right, new_up, new_eye);
self.rotation = Quat::from_mat3(&mat).normalize();
self.sync_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, pitch and roll.
/// Positive yaw rotates the view direction clockwise when seen from above (Z-up).
/// Roll rotates the camera around its own view axis (post-multiplied so it
/// composes after the yaw/pitch gaze direction is set).
pub fn yaw_pitch_to_quat(yaw: f32, pitch: f32, roll: 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);
let q_roll = Quat::from_rotation_z(roll);
(q_yaw * q_pitch * q_roll).normalize()
}