Feat: Phase 1.2 — VIEW command (save/restore/list/delete named views)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
7a5e3ed6ed
commit
7c3cf7accc
2 changed files with 137 additions and 0 deletions
|
|
@ -1618,6 +1618,75 @@ impl Scene {
|
|||
name.parse::<u64>().ok().map(Handle::new)
|
||||
}
|
||||
|
||||
/// Restore camera to a named view from the document view table.
|
||||
pub fn restore_named_view(&mut self, view: &acadrust::tables::View) {
|
||||
use glam::Vec3;
|
||||
let cam = &mut *self.camera.borrow_mut();
|
||||
// view.target is the look-at point; view.direction is eye→target direction.
|
||||
cam.target = Vec3::new(view.target.x as f32, view.target.y as f32, view.target.z as f32);
|
||||
// direction in acadrust = from-target-to-eye (same as AutoCAD convention).
|
||||
let eye_dir = Vec3::new(
|
||||
view.direction.x as f32,
|
||||
view.direction.y as f32,
|
||||
view.direction.z as f32,
|
||||
);
|
||||
let eye_dir = if eye_dir.length_squared() > 1e-10 {
|
||||
eye_dir.normalize()
|
||||
} else {
|
||||
Vec3::Z
|
||||
};
|
||||
// Build rotation: canonical eye is +Z, rotate to eye_dir.
|
||||
cam.rotation = glam::Quat::from_rotation_arc(Vec3::Z, eye_dir);
|
||||
// Sync yaw/pitch from new rotation (for ViewCube).
|
||||
let pitch = eye_dir.z.clamp(-0.999, 0.999).asin();
|
||||
let yaw = eye_dir.x.atan2(eye_dir.y);
|
||||
cam.yaw = yaw;
|
||||
cam.pitch = pitch;
|
||||
// Derive distance from view height and fov.
|
||||
let h = view.height as f32;
|
||||
cam.distance = if h > 0.0 {
|
||||
h / (2.0 * (cam.fov_y * 0.5).tan())
|
||||
} else {
|
||||
cam.distance
|
||||
};
|
||||
self.camera_generation += 1;
|
||||
}
|
||||
|
||||
/// Save the current camera state into a new named view entry.
|
||||
/// Returns the view; caller must push it into document.views.
|
||||
pub fn current_as_named_view(&self, name: &str) -> acadrust::tables::View {
|
||||
use acadrust::types::Vector3;
|
||||
let cam = self.camera.borrow();
|
||||
let eye_dir = cam.rotation * glam::Vec3::Z;
|
||||
let height = cam.ortho_size() * 2.0;
|
||||
let width = height; // caller can adjust; rough square
|
||||
acadrust::tables::View {
|
||||
handle: acadrust::types::Handle::NULL,
|
||||
name: name.to_string(),
|
||||
center: Vector3 {
|
||||
x: cam.target.x as f64,
|
||||
y: cam.target.y as f64,
|
||||
z: 0.0,
|
||||
},
|
||||
target: Vector3 {
|
||||
x: cam.target.x as f64,
|
||||
y: cam.target.y as f64,
|
||||
z: cam.target.z as f64,
|
||||
},
|
||||
direction: Vector3 {
|
||||
x: eye_dir.x as f64,
|
||||
y: eye_dir.y as f64,
|
||||
z: eye_dir.z as f64,
|
||||
},
|
||||
height: height as f64,
|
||||
width: width as f64,
|
||||
lens_length: 50.0,
|
||||
front_clip: 0.0,
|
||||
back_clip: 0.0,
|
||||
twist_angle: 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn fit_all(&mut self) {
|
||||
let wires = self.entity_wires();
|
||||
if wires.is_empty() {
|
||||
|
|
|
|||
Loading…
Reference in a new issue