feat(ucs): orient the ViewCube to the active UCS
The ViewCube showed world Front/Top/Right. It now composes the camera rotation with the active UCS (scene.viewcube_ucs, synced from the tab's active_ucs), so its faces follow the user's coordinate system in model space. Render uniform, hover/click hit-test, and the click→snap direction all go through scene.viewcube_ucs_mat() so they stay in lock-step; identity outside model space leaves paper-viewport navigation unchanged. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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5 changed files with 43 additions and 9 deletions
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@ -3822,6 +3822,8 @@ impl OpenCADStudio {
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}
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}
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}
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// Keep the scene's ViewCube UCS in lock-step with active_ucs.
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self.tabs[i].sync_ucs_to_scene();
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}
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// ── Named Views (VIEW command) ────────────────────────────────
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@ -186,6 +186,19 @@ impl DocumentTab {
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} else {
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Some(u)
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};
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self.sync_ucs_to_scene();
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}
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/// Push the active UCS rotation into the scene so the ViewCube composes with
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/// it. Call after any change to `active_ucs`.
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pub(super) fn sync_ucs_to_scene(&mut self) {
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let (_, x, y, z) = self.ucs_xform().axes();
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self.scene.viewcube_ucs = glam::Mat4::from_cols(
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x.extend(0.0),
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y.extend(0.0),
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z.extend(0.0),
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glam::Vec4::W,
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);
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}
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pub(super) fn new_drawing(n: usize) -> Self {
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@ -3175,10 +3175,9 @@ impl OpenCADStudio {
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let (vw, vh) = vp_size;
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if vw > 1.0 && vh > 1.0 {
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let cam = self.tabs[i].scene.camera.borrow();
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if scene::hit_test(p.x, p.y, vw, vh, cam.view_rotation_mat(), VIEWCUBE_PX)
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.is_some()
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{
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let rot = self.tabs[i].scene.camera.borrow().view_rotation_mat()
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* self.tabs[i].scene.viewcube_ucs_mat();
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if scene::hit_test(p.x, p.y, vw, vh, rot, VIEWCUBE_PX).is_some() {
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return Task::none();
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}
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}
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@ -4330,9 +4329,13 @@ impl OpenCADStudio {
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Message::ViewCubeSnap(region) => {
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let i = self.active_tab;
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let mut region = region;
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// The cube is oriented in the active UCS, so its face directions
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// are UCS-frame — rotate them into world before comparing /
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// snapping (identity outside model space).
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let r_ucs = self.tabs[i].scene.viewcube_ucs_mat();
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// "Already there → flip to opposite" check: compare the
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// current gaze direction with the region's target gaze.
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let target_dir = region.snap_direction();
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let target_dir = r_ucs.transform_vector3(region.snap_direction());
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let cur_dir = {
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let cam = self.tabs[i].scene.camera.borrow();
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cam.rotation * glam::Vec3::Z
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@ -4340,7 +4343,7 @@ impl OpenCADStudio {
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if cur_dir.dot(target_dir) > 0.9999 {
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region = region.opposite();
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}
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let eye_dir = region.snap_direction();
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let eye_dir = r_ucs.transform_vector3(region.snap_direction());
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if self.tabs[i].scene.active_viewport.is_some() {
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self.tabs[i]
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