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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@@ -604,44 +604,6 @@ pub fn zoom_sign(app: &SolveApp) -> f64 {
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if app.preferences.zoom_reverse { -1.0 } else { 1.0 }
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}
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/// Orbit by pixel deltas about the configured centre: the view's centre (default), the world
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/// origin, or the model point that was under the cursor when the drag began. The origin and the
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/// cursor pivot are kept still on screen; a cursor drag that begins over empty space turns around
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/// the centre of the visible geometry instead, so the model never swings around a far-off point.
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/// The cursor pivot is chosen once, when the drag begins.
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pub fn orbit(app: &mut SolveApp, rect: egui::Rect, dx: f64, dy: f64, press: Option<Pos2>) {
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let pivot = match app.preferences.orbit_around {
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OrbitAround::ViewCentre => None,
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OrbitAround::Origin => Some(Vec3::ZERO),
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OrbitAround::Cursor => Some(match app.viewport.orbit_pivot {
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Some(p) => p,
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None => {
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let proj = crate::viewport::projection(app, rect);
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let at = press.unwrap_or(rect.center());
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let p = pivot_under(app, &proj, at);
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app.viewport.orbit_pivot = Some(p);
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p
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}
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}),
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};
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let Some(pivot) = pivot else {
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app.cam.orbit(dx, dy);
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return;
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};
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orbit_about(app, rect, dx, dy, pivot);
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}
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/// Orbit by pixel deltas, keeping `pivot` still on screen: the camera turns about it and a pan
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/// correction puts it back where it was.
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fn orbit_about(app: &mut SolveApp, rect: egui::Rect, dx: f64, dy: f64, pivot: Vec3) {
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let before = crate::viewport::projection(app, rect).to_screen(pivot);
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app.cam.orbit(dx, dy);
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let after = crate::viewport::projection(app, rect).to_screen(pivot);
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if let (Some(a), Some(b)) = (before, after) {
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app.cam.pan(f64::from(a.x - b.x), f64::from(a.y - b.y), f64::from(rect.height().max(1.0)));
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}
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}
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/// The model point under a screen position. Over empty space: the centre of the visible bodies
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/// and sketches (what Fit frames), or the view's centre when nothing is visible.
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pub(crate) fn pivot_under(app: &SolveApp, proj: &crate::viewport::Proj, at: Pos2) -> Vec3 {
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@@ -1521,6 +1483,7 @@ mod tests {
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}
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use super::*;
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use crate::navigation::orbit;
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#[test]
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fn unsupported_saved_msaa_is_reset_to_the_default_with_a_notice() {
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