Render preview uses the shared camera navigation (#1462)
* Render preview uses the shared camera navigation The Render workspace's product preview had its own hard-coded camera controls. Camera input now lives in one component, navigation::handle, which the modelling viewport and the Render preview both call (NavCaps: orbit, pick). Render gets the navigation preset, Orbit around, zoom to the cursor, the middle double-click and the axis view or navigation cube. Flat pages can call it with orbit off. A test rejects pages that read the wheel or move the camera themselves. Fixes #1454 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Render panel hint says the camera moves as in Design Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -81,6 +81,10 @@ People trust SolidCraft with their designs; a crash loses their work. **This out
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egui/eframe/winit/wgpu/rfd. **The UI crate is swappable.** Only `crates/kernel` may use `truck`.
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- **The UI is thin**: panels read engine state and act through `app.run(id, params)` /
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`app.start(id)`. Colours come from `theme::Tokens`.
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- **One set of camera controls**: every page or canvas with a camera (viewport, Render
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preview, future flat pattern or drawing pages) calls `navigation::handle` with its `NavCaps`
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(orbit off for flat 2D pages). New canvases must use `navigation::handle`; never hand-roll
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camera input (a test rejects it).
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- **Rust only.** Units are millimetres and radians internally; Z is up. The one exception is
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JavaScript the browser requires: the service worker `apps/solidcraft-web/sw.js` (browsers only
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run service workers as JavaScript) and the small inline scripts in `apps/solidcraft-web/index.html`.
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