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>
This commit is contained in:
Hakan Seven 2026-05-28 09:45:19 +03:00
commit 417a708275
7 changed files with 330 additions and 86 deletions

View file

@ -40,7 +40,9 @@ pub use image_model::ImageModel;
pub use mesh_model::MeshLodSet;
pub use object::{GripApply, GripDef};
pub use pipeline::uniforms::Uniforms;
pub use pipeline::viewcube::{hit_test, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX};
pub use pipeline::viewcube::{
hit_test, hover_id, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX,
};
pub use selection::SelectionState;
pub use wire_model::WireModel;
@ -548,6 +550,12 @@ pub struct Scene {
/// in expand_insert / tessellate_entity. 0 means "not yet set" — culling
/// falls back to None.
last_world_per_pixel: std::cell::Cell<f32>,
/// ViewCube hover region (0..25, face/edge/corner index), driven by the
/// `CursorMoved` message that the cube hit-area overlay publishes. Lives
/// here so the unified render path can read it for the active viewport
/// without depending on the shader widget's internal `Program::State`
/// (which can miss events under overlapping overlays).
pub viewcube_hover: std::cell::Cell<Option<usize>>,
}
impl Scene {
@ -597,6 +605,7 @@ impl Scene {
entity_index_cache: RefCell::new(None),
last_render_aspect: std::cell::Cell::new(16.0 / 9.0),
last_world_per_pixel: std::cell::Cell::new(0.0),
viewcube_hover: std::cell::Cell::new(None),
}
}
@ -4390,6 +4399,27 @@ impl Scene {
self.active_model_tile.set(0);
}
/// Screen-pixel rectangle of the active Model tile within a canvas of
/// `(vw, vh)`. Full canvas outside the Model layout or for a single
/// tile. Used to map cursor coordinates into the active tile so pick /
/// pan / ViewCube work per-pane in a tiled layout.
pub fn active_model_tile_bounds(&self, vw: f32, vh: f32) -> iced::Rectangle {
if self.current_layout != "Model" {
return iced::Rectangle { x: 0.0, y: 0.0, width: vw, height: vh };
}
let tiles = self.model_tiles.borrow();
let active = self.active_model_tile.get().min(tiles.len().saturating_sub(1));
match tiles.get(active) {
Some(t) => iced::Rectangle {
x: t.rect.x * vw,
y: t.rect.y * vh,
width: (t.rect.width * vw).max(1.0),
height: (t.rect.height * vh).max(1.0),
},
None => iced::Rectangle { x: 0.0, y: 0.0, width: vw, height: vh },
}
}
/// The viewports to render this frame, one entry per scissor pass.
///
/// - **Model layout**: a single full-canvas instance driven by the