Grid: stay on the ground (XY) by default; following the view is a preference (#2035)

#1583 turned the grid to the upright origin plane in side views for
everyone. That is now Preferences > Grid follows the view, off by
default; headless pictures keep the ground grid.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
bherbruckandClaude Opus 5.5 authored and GitHub committed 2026-10-17 09:45:04 -04:00
1 parent a6eeb88de0
commit 72145d4aba
5 files changed
+19 -5

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+2
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@@ -1146,6 +1146,8 @@
"ui.fully_constrained": "Fully constrained",
"ui.general": "General",
"ui.graphics": "Graphics",
"ui.grid_follows_view": "Grid follows the view",
"ui.grid_follows_view_hint": "Side views show the grid on the upright plane facing them instead of the ground",
"ui.ground_shadow": "Ground shadow",
"ui.groupSelected": "Group Selected",
"ui.heading_add_ins": "ADD-INS",
+3 -3
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@@ -390,13 +390,13 @@ fn build_scene(
};
let b = bounds(s);
sc.radius = (b.diagonal() * 0.5).max(cam.half_height()).max(10.0) + b.center().dist(cam.target);
// Grid on the ground plane (XY with Z up, XZ with Y up), or the upright origin plane facing
// a view that sees the ground edge-on ([`grid_plane`]), drawn under the model as in the viewport.
// Grid on the ground plane (XY with Z up, XZ with Y up), drawn under the model as in the viewport.
if guides.grid {
let (minor, major) = grid_step(cam.half_height());
let ext = (cam.half_height() * 3.0 / major).ceil() * major;
let tf = cam.to_frame(cam.target);
let (u, v) = grid_plane(cam.to_frame(cam.back()));
// Headless pictures keep the grid on the ground, the viewport's default.
let (u, v) = (Vec3::X, Vec3::Y);
let snap = |a: Vec3| a * ((tf.dot(a) / major).round() * major);
let c = snap(u) + snap(v);
let w = |p: Vec3| cam.from_frame(p);
+8
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@@ -280,6 +280,9 @@ pub struct Prefs {
pub space_mouse_axis_speed: [f32; 6],
/// Anti-aliasing samples (applies on restart).
pub msaa: u32,
/// The grid turns to the upright origin plane facing a side view (#1470). Off by default: the
/// grid stays on the ground plane (XY) whatever the view.
pub grid_follows_view: bool,
/// How finely the viewport tessellates curved faces and edges: `coarse`, `normal`, `fine` or
/// `ultra` (#1287). Only the display plan the viewport draws; never the design or exports.
pub display_quality: String,
@@ -410,6 +413,7 @@ impl Default for Prefs {
space_mouse_reverse: [false; 6],
space_mouse_axis_speed: [1.0; 6],
msaa: 4,
grid_follows_view: false,
display_quality: "normal".into(),
supersampling: 1.0,
supersampling_adaptive: true,
@@ -1265,6 +1269,10 @@ fn page(app: &mut SolveApp, ui: &mut egui::Ui, t: &Tokens) {
ui.label(crate::i18n::tr_label("Grid"));
ui.checkbox(&mut app.ui.show_grid, "");
ui.end_row();
ui.label(crate::i18n::tr_label("Grid follows the view"));
ui.add_enabled(app.ui.show_grid, egui::Checkbox::without_text(&mut app.preferences.grid_follows_view))
.on_hover_text(crate::i18n::tr_label("Side views show the grid on the upright plane facing them instead of the ground"));
ui.end_row();
ui.label(crate::i18n::tr_label("Ground shadow"));
ui.checkbox(&mut app.ui.ground_shadow, "");
ui.end_row();
+4 -1
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@@ -290,7 +290,10 @@ fn unzip_one(zip: &Path, name: &str, to: &Path) -> Result<bool, String> {
let file = std::fs::File::open(zip).map_err(|e| format!("{}: {e}", zip.display()))?;
let mut archive = zip::ZipArchive::new(file).map_err(|e| format!("{}: {e}", zip.display()))?;
let index = (0..archive.len()).find(|&i| {
archive.name_for_index(i).is_some_and(|n| n.rsplit(['/', '\\']).next().is_some_and(|f| f.eq_ignore_ascii_case(name)) && !n.ends_with('/'))
archive
.name_for_index(i)
.and_then(Result::ok)
.is_some_and(|n| n.rsplit(['/', '\\']).next().is_some_and(|f| f.eq_ignore_ascii_case(name)) && !n.ends_with('/'))
});
let Some(index) = index else { return Ok(false) };
let mut entry = archive.by_index(index).map_err(|e| format!("{}: {e}", zip.display()))?;
+2 -1
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@@ -733,7 +733,8 @@ fn build_sketch_scene(app: &SolveApp, proj: &Proj) -> GpuScene {
// The ground plane: XY with Z up, XZ with Y up (laid out in the camera's Z-up frame), or
// the upright origin plane facing the view when the ground is seen edge-on.
let tf = app.cam.to_frame(app.cam.target);
let (u, v) = grid_plane(app.cam.to_frame(app.cam.back()));
// On the ground (XY) unless the Grid follows the view preference is on (#1470).
let (u, v) = if app.preferences.grid_follows_view { grid_plane(app.cam.to_frame(app.cam.back())) } else { (Vec3::X, Vec3::Y) };
let snap = |a: Vec3| a * ((tf.dot(a) / major).round() * major);
let c = snap(u) + snap(v);
let w3 = |p: Vec3| app.cam.from_frame(p).to_f32();