feat(viewcube): add compass ring, cardinals, and nav controls

Build the ViewCube out into a full navigation widget:

- Compass ring painted in the cube's ground plane (z = base) so it
  reads as a ground compass and foreshortens with the view.
- N/E/S/W cardinals painted flat onto the ring band; clicking one snaps
  to that side elevation. Added S/W glyphs to the bitmap atlas.
- Home button (top-down view), roll arrows (90° roll about the view
  axis), and four nudge triangles (90° tip/spin) as SVG iced controls
  laid out around the cube. New home.svg.
- WCS / named-UCS selector under the cube, switching the active UCS.

The cube hit area now shares one stack with the control buttons, so a
click on a button is caught by the button while a click on the cube
falls through. Face clicks snap to the highlighted region rather than a
cursor position the viewport's move handler can overwrite.

Camera gains home_view / roll_by / nudge_90; floating viewports drive
the same ops through mutate_active_viewport_camera, which re-encodes the
result to the stored view direction + twist.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-25 23:46:43 +03:00
commit f00c48bebb
9 changed files with 633 additions and 40 deletions

1
assets/icons/ui/home.svg Normal file
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@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path d="M12 3 L21.5 11.5 H18.5 V20.5 H14 V14.5 H10 V20.5 H5.5 V11.5 H2.5 Z" fill="black"/></svg>

After

Width:  |  Height:  |  Size: 158 B

View file

@ -1114,6 +1114,14 @@ pub enum Message {
ViewportScroll(mouse::ScrollDelta),
ViewportExit,
ViewCubeSnap(CubeRegion),
/// ViewCube home button → jump to the default isometric view.
ViewCubeHome,
/// ViewCube roll arrow → roll the view 90° (true = clockwise).
ViewCubeRoll(bool),
/// ViewCube nudge triangle → tip / spin the view 90°.
ViewCubeNudge(crate::scene::NudgeDir),
/// WCS/UCS selector under the cube — empty string = World.
SetViewcubeUcs(String),
/// User picked an item in the multi-functional grip popup menu —
/// the index is into `grip_popup.items`.
GripMenuPick(usize),

View file

@ -4468,9 +4468,26 @@ impl OpenCADStudio {
)
}
};
// Prefer the currently-highlighted region: hover is recomputed
// on every move straight from the cube's own overlay, so it is
// immune to `cursor_pos` being overwritten by the viewport's
// move handler between the last move and this press.
if let Some(id) = self.tabs[i].scene.viewcube_hover.get() {
let region = if id < 6 {
scene::CubeRegion::Face(id)
} else if id < 18 {
scene::CubeRegion::Edge(id)
} else {
scene::CubeRegion::Corner(id)
};
return Task::done(Message::ViewCubeSnap(region));
}
if let Some(region) = scene::hit_test(cx, cy, w, h, rot, VIEWCUBE_PX) {
return Task::done(Message::ViewCubeSnap(region));
}
if let Some(card) = scene::hit_test_cardinal(cx, cy, w, h, rot, VIEWCUBE_PX) {
return Task::done(Message::ViewCubeSnap(card.face_region()));
}
Task::none()
}
@ -4509,6 +4526,80 @@ impl OpenCADStudio {
Task::none()
}
Message::ViewCubeHome => {
let i = self.active_tab;
let r_ucs = self.tabs[i].scene.viewcube_ucs_mat();
if self.tabs[i].scene.active_viewport.is_some() {
self.tabs[i]
.scene
.mutate_active_viewport_camera(|c| c.home_view(r_ucs));
} else {
self.tabs[i].scene.camera.borrow_mut().home_view(r_ucs);
}
self.tabs[i].scene.camera_generation += 1;
self.command_line.push_output("View: Home");
Task::none()
}
Message::ViewCubeRoll(cw) => {
let i = self.active_tab;
let ang = if cw {
std::f32::consts::FRAC_PI_2
} else {
-std::f32::consts::FRAC_PI_2
};
if self.tabs[i].scene.active_viewport.is_some() {
self.tabs[i]
.scene
.mutate_active_viewport_camera(|c| c.roll_by(ang));
} else {
self.tabs[i].scene.camera.borrow_mut().roll_by(ang);
}
self.tabs[i].scene.camera_generation += 1;
Task::none()
}
Message::ViewCubeNudge(dir) => {
use crate::scene::NudgeDir;
let (horizontal, positive) = match dir {
NudgeDir::Up => (false, false),
NudgeDir::Down => (false, true),
NudgeDir::Left => (true, false),
NudgeDir::Right => (true, true),
};
let i = self.active_tab;
if self.tabs[i].scene.active_viewport.is_some() {
self.tabs[i]
.scene
.mutate_active_viewport_camera(|c| c.nudge_90(horizontal, positive));
} else {
self.tabs[i]
.scene
.camera
.borrow_mut()
.nudge_90(horizontal, positive);
}
self.tabs[i].scene.camera_generation += 1;
Task::none()
}
Message::SetViewcubeUcs(name) => {
let i = self.active_tab;
if name.is_empty() || name == "WCS" {
self.tabs[i].active_ucs = None;
self.command_line.push_output("UCS: World");
} else if let Some(named) =
self.tabs[i].scene.document.ucss.get(&name).cloned()
{
self.tabs[i].active_ucs = Some(named);
self.command_line.push_output(&format!("UCS: {}", name));
}
self.tabs[i].sync_ucs_to_scene();
self.tabs[i].scene.camera_generation += 1;
self.tabs[i].dirty = true;
Task::none()
}
Message::GripDwellTick => {
let i = self.active_tab;
// Reuse the move-time logic — `p` is the last cursor

View file

@ -5,7 +5,7 @@ use super::history::history_dropdown_labels;
use super::{Message, OpenCADStudio};
use crate::scene::pick::grip::{grips_to_screen, grips_to_screen_paper, grips_to_screen_rte};
use crate::scene::view::viewport_pane::ViewportPane;
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_PX, VIEWCUBE_REGION_PX};
use crate::ui::overlay;
use iced::widget::{
button, column, container, mouse_area, pick_list, row, shader, stack, text, text_input, Row,
@ -14,7 +14,7 @@ use iced::widget::{
use iced::window;
use iced::{keyboard, Background, Border, Color, Element, Fill, Subscription, Task, Theme};
const VIEWCUBE_HIT_SIZE: f32 = VIEWCUBE_DRAW_PX;
const VIEWCUBE_HIT_SIZE: f32 = VIEWCUBE_REGION_PX;
/// `pick_list` requires its items to implement `Display`; acadrust's
/// `ViewportRenderMode` enum carries the raw DXF integers, not a label,
@ -532,22 +532,42 @@ impl OpenCADStudio {
if self.show_viewcube {
let cube_x = (rect.x + rect.width - VIEWCUBE_HIT_SIZE - VIEWCUBE_PAD).max(0.0);
let cube_y = (rect.y + VIEWCUBE_PAD).max(0.0);
let cube_click = column![
let controls = column![
Space::new().height(iced::Length::Fixed(cube_y)),
row![
Space::new().width(iced::Length::Fixed(cube_x)),
mouse_area(
iced::widget::Space::new()
.width(iced::Length::Fixed(VIEWCUBE_HIT_SIZE))
.height(iced::Length::Fixed(VIEWCUBE_HIT_SIZE)),
)
.on_move(Message::CursorMoved)
.on_press(Message::ViewportClick),
viewcube_nav_controls(),
],
]
.width(Fill)
.height(Fill);
viewport_stack = viewport_stack.push(cube_click);
viewport_stack = viewport_stack.push(controls);
let ucs_current = tab
.active_ucs
.as_ref()
.map(|u| u.name.clone())
.unwrap_or_default();
let ucs_names: Vec<String> = tab
.scene
.document
.ucss
.iter()
.map(|u| u.name.clone())
.filter(|n| !n.is_empty())
.collect();
let picker = column![
Space::new().height(iced::Length::Fixed(cube_y + VIEWCUBE_HIT_SIZE - 8.0)),
row![
Space::new()
.width(iced::Length::Fixed(cube_x + VIEWCUBE_HIT_SIZE * 0.5 - 42.0)),
iced::widget::opaque(viewcube_ucs_picker(ucs_current, ucs_names)),
],
]
.width(Fill)
.height(Fill);
viewport_stack = viewport_stack.push(picker);
}
}
@ -559,22 +579,43 @@ impl OpenCADStudio {
let rect = tab.scene.active_model_tile_bounds(vw, vh);
let cube_x = (rect.x + rect.width - VIEWCUBE_HIT_SIZE - VIEWCUBE_PAD).max(0.0);
let cube_y = (rect.y + VIEWCUBE_PAD).max(0.0);
let cube_click = column![
// Cube hit area + nav controls (home / roll / nudge) as one layer.
let controls = column![
Space::new().height(iced::Length::Fixed(cube_y)),
row![
Space::new().width(iced::Length::Fixed(cube_x)),
mouse_area(
iced::widget::Space::new()
.width(iced::Length::Fixed(VIEWCUBE_HIT_SIZE))
.height(iced::Length::Fixed(VIEWCUBE_HIT_SIZE)),
)
.on_move(Message::CursorMoved)
.on_press(Message::ViewportClick),
viewcube_nav_controls(),
],
]
.width(Fill)
.height(Fill);
viewport_stack = viewport_stack.push(cube_click);
viewport_stack = viewport_stack.push(controls);
// WCS / named-UCS selector under the cube.
let ucs_current = tab
.active_ucs
.as_ref()
.map(|u| u.name.clone())
.unwrap_or_default();
let ucs_names: Vec<String> = tab
.scene
.document
.ucss
.iter()
.map(|u| u.name.clone())
.filter(|n| !n.is_empty())
.collect();
let picker = column![
Space::new().height(iced::Length::Fixed(cube_y + VIEWCUBE_HIT_SIZE - 8.0)),
row![
Space::new().width(iced::Length::Fixed(cube_x + VIEWCUBE_HIT_SIZE * 0.5 - 42.0)),
iced::widget::opaque(viewcube_ucs_picker(ucs_current, ucs_names)),
],
]
.width(Fill)
.height(Fill);
viewport_stack = viewport_stack.push(picker);
}
if let Some(dyn_ol) = dyn_input_overlay {
@ -4280,6 +4321,186 @@ pub(super) fn recent_files_panel<'a>(recents: &'a [std::path::PathBuf]) -> Eleme
/// grid-snap toggles. `include_split` is off for paper-space viewports, which
/// have no model-tile splitting. Grid / snap reflect the active viewport's
/// state and emit `ToggleGrid` / `ToggleGridSnap`.
// ── ViewCube navigation controls (home / roll / nudge / UCS) ───────────────
/// Place `el` at pixel offset (x, y) inside a Fill layer (top-left origin).
fn vc_place<'a>(x: f32, y: f32, el: Element<'a, Message>) -> Element<'a, Message> {
column![
Space::new().height(iced::Length::Fixed(y.max(0.0))),
row![Space::new().width(iced::Length::Fixed(x.max(0.0))), el],
]
.width(Fill)
.height(Fill)
.into()
}
/// Borderless square icon button used by the ViewCube nav controls.
fn vc_btn<'a>(content: Element<'a, Message>, size: f32, msg: Message) -> Element<'a, Message> {
button(
container(content)
.width(iced::Length::Fixed(size))
.height(iced::Length::Fixed(size))
.center_x(iced::Length::Fixed(size))
.center_y(iced::Length::Fixed(size)),
)
.padding(0)
.on_press(msg)
.style(|_: &Theme, status| iced::widget::button::Style {
background: Some(Background::Color(match status {
iced::widget::button::Status::Hovered | iced::widget::button::Status::Pressed => Color {
r: 0.45,
g: 0.62,
b: 0.95,
a: 0.30,
},
_ => Color::TRANSPARENT,
})),
border: Border {
radius: 3.0.into(),
..Default::default()
},
..Default::default()
})
.into()
}
/// Overlay of home / roll / nudge controls sized to the whole nav region, so
/// the caller can position it exactly like the cube hit area.
fn viewcube_nav_controls<'a>() -> Element<'a, Message> {
use crate::scene::NudgeDir;
use crate::ui::icons;
let tint = Color {
r: 0.86,
g: 0.89,
b: 0.96,
a: 1.0,
};
let r = VIEWCUBE_REGION_PX;
let c = r * 0.5;
let cube_half = VIEWCUBE_PX as f32 * 0.36; // VIEWCUBE_PX * VIEWCUBE_SCALE
let nr = cube_half + 8.0; // nudge triangle distance from centre
const BTN: f32 = 18.0;
const TRI: f32 = 13.0;
let ctr = |cx: f32, cy: f32, s: f32| (cx - s * 0.5, cy - s * 0.5);
// Home top-left, roll arrows top-right.
let (rax, ray) = (r - 2.0 * BTN - 4.0, 2.0);
let (rbx, rby) = (r - BTN - 2.0, 2.0);
// Nudge triangles pointing inward at the four cube faces.
let (tux, tuy) = ctr(c, c - nr, TRI);
let (tdx, tdy) = ctr(c, c + nr, TRI);
let (tlx, tly) = ctr(c - nr, c, TRI);
let (trx, try_) = ctr(c + nr, c, TRI);
// Bottom layer: the cube/cardinal hit area covering the whole region. The
// control buttons sit ABOVE it in the same stack, so a click on a button is
// caught by the button while a click on the cube (or empty space) falls
// through to this mouse_area → ViewportClick. Moves keep cursor_pos current.
let cube_hit = mouse_area(
Space::new()
.width(iced::Length::Fixed(r))
.height(iced::Length::Fixed(r)),
)
.on_move(Message::CursorMoved)
.on_press(Message::ViewportClick);
let controls = stack![
cube_hit,
vc_place(
3.0,
3.0,
vc_btn(icons::home(15.0, tint), BTN, Message::ViewCubeHome)
),
vc_place(
rax,
ray,
vc_btn(icons::undo(14.0, tint), BTN, Message::ViewCubeRoll(false))
),
vc_place(
rbx,
rby,
vc_btn(icons::redo(14.0, tint), BTN, Message::ViewCubeRoll(true))
),
vc_place(
tux,
tuy,
vc_btn(
icons::arrow_down(11.0, tint),
TRI,
Message::ViewCubeNudge(NudgeDir::Up)
)
),
vc_place(
tdx,
tdy,
vc_btn(
icons::arrow_up(11.0, tint),
TRI,
Message::ViewCubeNudge(NudgeDir::Down)
)
),
vc_place(
tlx,
tly,
vc_btn(
icons::arrow_right(11.0, tint),
TRI,
Message::ViewCubeNudge(NudgeDir::Left)
)
),
vc_place(
trx,
try_,
vc_btn(
icons::arrow_left(11.0, tint),
TRI,
Message::ViewCubeNudge(NudgeDir::Right)
)
),
];
container(controls)
.width(iced::Length::Fixed(r))
.height(iced::Length::Fixed(r))
.into()
}
/// The WCS / named-UCS selector shown under the cube.
fn viewcube_ucs_picker<'a>(current: String, names: Vec<String>) -> Element<'a, Message> {
let light = Color {
r: 0.85,
g: 0.87,
b: 0.93,
a: 1.0,
};
let mut options = vec!["WCS".to_string()];
options.extend(names);
let selected = if current.is_empty() {
"WCS".to_string()
} else {
current
};
pick_list(options, Some(selected), Message::SetViewcubeUcs)
.text_size(11)
.padding([2, 6])
.style(move |_: &Theme, _| iced::widget::pick_list::Style {
background: Background::Color(Color {
r: 0.16,
g: 0.17,
b: 0.20,
a: 0.92,
}),
border: Border {
radius: 3.0.into(),
..Default::default()
},
text_color: light,
placeholder_color: light,
handle_color: light,
})
.into()
}
fn viewport_controls<'a>(
render_mode: acadrust::entities::ViewportRenderMode,
show_grid: bool,

View file

@ -29,7 +29,8 @@ pub use model::mesh_model::MeshLodSet;
pub use model::object::{GripApply, GripDef};
pub use pipeline::uniforms::Uniforms;
pub use pipeline::viewcube::{
hit_test, hover_id, CubeRegion, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX,
hit_test, hit_test_cardinal, hover_id, CubeRegion, NudgeDir, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD,
VIEWCUBE_PX, VIEWCUBE_REGION_PX,
};
pub use pick::selection::SelectionState;
pub use model::wire_model::WireModel;
@ -3939,6 +3940,45 @@ impl Scene {
}
}
/// Mutate the active viewport's camera through a closure, then re-encode the
/// result to the stored `(view_direction, twist_angle)` — the same decode
/// the ViewCube snap uses. Lets the home / roll / nudge controls drive a
/// floating viewport just like the model camera. Returns `false` if there is
/// no active (unlocked) viewport.
pub fn mutate_active_viewport_camera(
&mut self,
f: impl FnOnce(&mut view::camera::Camera),
) -> bool {
let Some(vp_handle) = self.active_viewport else {
return false;
};
let mut tmp = self.camera_for_viewport(vp_handle).unwrap_or_default();
f(&mut tmp);
let dir = (tmp.rotation * glam::Vec3::Z).normalize_or(glam::Vec3::Z);
let desired_up = (tmp.rotation * glam::Vec3::Y).normalize_or(glam::Vec3::Y);
let pitch = dir.z.clamp(-1.0, 1.0).asin();
let yaw = if dir.x.abs() < 1e-6 && dir.y.abs() < 1e-6 {
0.0
} else {
dir.x.atan2(-dir.y)
};
let up0 = (view::camera::yaw_pitch_to_quat(yaw, pitch, 0.0) * glam::Vec3::Y)
.normalize_or(glam::Vec3::Y);
let roll = up0.cross(desired_up).dot(dir).atan2(up0.dot(desired_up));
let twist = -roll as f64;
if let Some(acadrust::EntityType::Viewport(vp)) = self.document.get_entity_mut(vp_handle) {
if vp.status.locked {
return false;
}
vp.view_direction.x = dir.x as f64;
vp.view_direction.y = dir.y as f64;
vp.view_direction.z = dir.z as f64;
vp.twist_angle = twist;
return true;
}
false
}
/// Render mode of the active paper-space viewport, or `None` when no
/// viewport is active (PSPACE / model layout).
pub fn active_viewport_render_mode(

View file

@ -19,6 +19,37 @@ pub const VIEWCUBE_PX: u32 = 120;
pub const VIEWCUBE_SCALE: f32 = 0.36;
pub const VIEWCUBE_DRAW_PX: f32 = VIEWCUBE_PX as f32 * VIEWCUBE_SCALE * 2.0;
pub const VIEWCUBE_PAD: f32 = 12.0;
/// The cube centre is inset from the screen corner by this multiple of the
/// cube half-size, leaving room for the compass ring and the nav controls
/// (home / roll / nudge) drawn around it.
pub const NAV_INSET_F: f32 = 2.2;
/// Side of the whole nav widget (cube + compass ring + controls) in pixels.
pub const VIEWCUBE_REGION_PX: f32 = VIEWCUBE_DRAW_PX * NAV_INSET_F;
/// Z height of the compass ring + cardinals in cube-local space. The cube
/// spans ±1, so 1 parks the ring at the cube's base — it sits *under* the
/// cube in 3D views and reads as a ground compass.
const RING_Z: f32 = -1.0;
/// Horizontal radius of the N/E/S/W cardinal letters — the ring's mid-line, so
/// they sit painted on the ring band.
const R_CARD: f32 = 1.57;
/// Compass cardinal directions, mapped to a side-face snap when clicked.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Cardinal {
North,
East,
South,
West,
}
/// 90° view nudge directions (tip the cube up/down or spin it left/right).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum NudgeDir {
Up,
Down,
Left,
Right,
}
const FACE_LABELS: [&str; 6] = ["TOP", "BOTTOM", "FRONT", "BACK", "RIGHT", "LEFT"];
const FACE_CENTERS: [[f32; 3]; 6] = [
@ -172,8 +203,10 @@ impl CubeUniforms {
) -> Self {
let (hw, hh) = (vp_w as f32 * 0.5, vp_h as f32 * 0.5);
let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
let cx = hw - cube_half - VIEWCUBE_PAD;
let cy = hh - cube_half - VIEWCUBE_PAD;
// Inset the cube centre to leave room for the ring + controls.
let inset = cube_half * NAV_INSET_F;
let cx = hw - inset - VIEWCUBE_PAD;
let cy = hh - inset - VIEWCUBE_PAD;
let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(cx, cy, 0.0))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
@ -197,10 +230,11 @@ const GLYPH_H: usize = 7;
const CELL_W: usize = 6;
const CELL_H: usize = 8;
const ATLAS_COLS: usize = 8;
const ATLAS_ROWS: usize = 2;
const ATLAS_ROWS: usize = 3;
const MAX_LABEL_CHARS: usize = 6;
const LABEL_COUNT: usize = 6;
const MAX_GLYPHS: usize = MAX_LABEL_CHARS * LABEL_COUNT;
// Face labels + the four compass cardinals (one glyph each).
const MAX_GLYPHS: usize = MAX_LABEL_CHARS * LABEL_COUNT + 4;
const MAX_VERTS: usize = MAX_GLYPHS * 6;
#[repr(C)]
@ -249,6 +283,8 @@ fn glyph_index(c: char) -> Option<usize> {
'P' => Some(13),
'R' => Some(14),
'T' => Some(15),
'S' => Some(16),
'W' => Some(17),
_ => None,
}
}
@ -303,6 +339,12 @@ fn glyph_rows(c: char) -> [u8; GLYPH_H] {
'T' => [
0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100,
],
'S' => [
0b01111, 0b10000, 0b10000, 0b01110, 0b00001, 0b00001, 0b11110,
],
'W' => [
0b10001, 0b10001, 0b10001, 0b10101, 0b10101, 0b11011, 0b10001,
],
_ => [0; GLYPH_H],
}
}
@ -312,7 +354,7 @@ fn build_atlas() -> (Vec<u8>, u32, u32) {
let h = (ATLAS_ROWS * CELL_H) as u32;
let mut data = vec![0u8; (w * h) as usize];
let glyphs = [
'A', 'B', 'C', 'E', 'F', 'G', 'H', 'I', 'K', 'L', 'M', 'N', 'O', 'P', 'R', 'T',
'A', 'B', 'C', 'E', 'F', 'G', 'H', 'I', 'K', 'L', 'M', 'N', 'O', 'P', 'R', 'T', 'S', 'W',
];
for (i, &ch) in glyphs.iter().enumerate() {
let col = i % ATLAS_COLS;
@ -534,11 +576,12 @@ impl ViewCubeText {
) {
let (vw, vh) = (vp_w as f32, vp_h as f32);
let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
let inset = cube_half * NAV_INSET_F;
let (hw, hh) = (vw * 0.5, vh * 0.5);
let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(
hw - cube_half - VIEWCUBE_PAD,
hh - cube_half - VIEWCUBE_PAD,
hw - inset - VIEWCUBE_PAD,
hh - inset - VIEWCUBE_PAD,
0.0,
))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
@ -629,6 +672,50 @@ impl ViewCubeText {
break;
}
}
// ── Compass cardinals (N / E / S / W) ──────────────────────────────
// Painted flat onto the ring band (z = RING_Z) so they foreshorten with
// the ring and read upright in plan. Local axes u = +X, v = +Y give
// u × v = +Z → never mirrored when seen from above.
const CARD_GW: f32 = 0.16; // glyph size in cube-local units
const CARD_GH: f32 = 0.22;
let cardinals = [
('N', Vec3::new(0.0, 1.0, 0.0)),
('E', Vec3::new(1.0, 0.0, 0.0)),
('S', Vec3::new(0.0, -1.0, 0.0)),
('W', Vec3::new(-1.0, 0.0, 0.0)),
];
for (ch, dir) in cardinals {
let Some(gi) = glyph_index(ch) else {
continue;
};
let center = Vec3::new(dir.x * R_CARD, dir.y * R_CARD, RING_Z);
// Dim a cardinal whose ring point sits behind the cube.
let alpha = if cam_rotation.transform_point3(center).z >= -0.15 {
1.0
} else {
0.5
};
let color = [1.0, 1.0, 1.0, alpha];
let (u0, v0, u1, v1) = glyph_uv(gi, self.atlas_w, self.atlas_h);
let corner = |lx: f32, ly: f32| center + Vec3::X * lx + Vec3::Y * ly;
let tl = project(corner(-CARD_GW * 0.5, CARD_GH * 0.5));
let tr = project(corner(CARD_GW * 0.5, CARD_GH * 0.5));
let br = project(corner(CARD_GW * 0.5, -CARD_GH * 0.5));
let bl = project(corner(-CARD_GW * 0.5, -CARD_GH * 0.5));
if let (Some(tl), Some(tr), Some(br), Some(bl)) = (tl, tr, br, bl) {
let mk = |pos: [f32; 2], uv: [f32; 2]| TextVertex { pos, uv, color };
verts.push(mk(tl, [u0, v0]));
verts.push(mk(tr, [u1, v0]));
verts.push(mk(br, [u1, v1]));
verts.push(mk(tl, [u0, v0]));
verts.push(mk(br, [u1, v1]));
verts.push(mk(bl, [u0, v1]));
}
if verts.len() >= self.vertex_capacity as usize {
break;
}
}
self.vertex_count = verts.len() as u32;
if self.vertex_count > 0 {
queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&verts));
@ -918,9 +1005,42 @@ pub fn build_geometry() -> (Vec<CubeVertex>, Vec<u32>) {
&mut is,
);
}
build_ring(&mut vs, &mut is);
(vs, is)
}
/// A flat compass ring in the cube's local XY plane (the ground plane),
/// surrounding the cube. Pushed with a sentinel `region_f = -1.0` so the
/// shader never highlights it on hover, and a constant grey colour.
fn build_ring(vs: &mut Vec<CubeVertex>, is: &mut Vec<u32>) {
const SEG: usize = 64;
const R0: f32 = 1.40; // inner radius — clear gap to the cube faces
const R1: f32 = 1.74; // outer radius — wider, thicker band
const RING_RGB: [f32; 3] = [0.22, 0.23, 0.26];
for s in 0..SEG {
let a0 = s as f32 / SEG as f32 * std::f32::consts::TAU;
let a1 = (s + 1) as f32 / SEG as f32 * std::f32::consts::TAU;
let (c0, s0) = (a0.cos(), a0.sin());
let (c1, s1) = (a1.cos(), a1.sin());
let quad = [
[c0 * R0, s0 * R0, RING_Z],
[c1 * R0, s1 * R0, RING_Z],
[c1 * R1, s1 * R1, RING_Z],
[c0 * R1, s0 * R1, RING_Z],
];
let base = vs.len() as u32;
for pos in quad {
vs.push(CubeVertex {
pos,
normal: [0.0, 0.0, 1.0],
color: RING_RGB,
region_f: -1.0,
});
}
is.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
}
}
pub fn region_centroids() -> [[f32; 3]; NUM_REGIONS] {
let m = (F + E) * 0.5;
[
@ -1203,8 +1323,9 @@ pub fn hit_test(
cube_px: u32,
) -> Option<CubeRegion> {
let half = cube_px as f32 * VIEWCUBE_SCALE;
let cx = vp_w - half - VIEWCUBE_PAD;
let cy = half + VIEWCUBE_PAD;
let inset = half * NAV_INSET_F;
let cx = vp_w - inset - VIEWCUBE_PAD;
let cy = inset + VIEWCUBE_PAD;
if (mx - cx).abs() > half || (my - cy).abs() > half {
return None;
}
@ -1212,8 +1333,8 @@ pub fn hit_test(
let (hw, hh) = (vp_w * 0.5, vp_h * 0.5);
let vp = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(
hw - half - VIEWCUBE_PAD,
hh - half - VIEWCUBE_PAD,
hw - inset - VIEWCUBE_PAD,
hh - inset - VIEWCUBE_PAD,
0.0,
))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
@ -1259,3 +1380,69 @@ pub fn hover_id(
) -> Option<usize> {
hit_test(mx, my, vp_w, vp_h, cam_rotation, cube_px).map(|r| r.id())
}
impl Cardinal {
/// The side-elevation face a compass letter snaps to when clicked.
pub fn face_region(self) -> CubeRegion {
CubeRegion::Face(match self {
Cardinal::North => FACE_BACK,
Cardinal::South => FACE_FRONT,
Cardinal::East => FACE_RIGHT,
Cardinal::West => FACE_LEFT,
})
}
}
/// Returns the compass cardinal under (mx, my), or None. Projects each of the
/// four ring letters and accepts the nearest within a small pixel radius — the
/// caller tries the cube body first, so this only fires out on the ring.
pub fn hit_test_cardinal(
mx: f32,
my: f32,
vp_w: f32,
vp_h: f32,
cam_rotation: Mat4,
cube_px: u32,
) -> Option<Cardinal> {
let half = cube_px as f32 * VIEWCUBE_SCALE;
let inset = half * NAV_INSET_F;
let cx = vp_w - inset - VIEWCUBE_PAD;
let cy = inset + VIEWCUBE_PAD;
if (mx - cx).abs() > inset || (my - cy).abs() > inset {
return None;
}
let (hw, hh) = (vp_w * 0.5, vp_h * 0.5);
let vp = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(
hw - inset - VIEWCUBE_PAD,
hh - inset - VIEWCUBE_PAD,
0.0,
))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
let dirs = [
(Cardinal::North, Vec3::new(0.0, 1.0, 0.0)),
(Cardinal::East, Vec3::new(1.0, 0.0, 0.0)),
(Cardinal::South, Vec3::new(0.0, -1.0, 0.0)),
(Cardinal::West, Vec3::new(-1.0, 0.0, 0.0)),
];
let thresh = (half * 0.34).powi(2);
let (mut best, mut best_d) = (None, f32::MAX);
for (card, dir) in dirs {
let anchor = Vec3::new(dir.x * R_CARD, dir.y * R_CARD, RING_Z);
let world = cam_rotation.transform_point3(anchor);
let clip = vp * Vec4::new(world.x, world.y, world.z, 1.0);
if clip.w.abs() < 1e-6 {
continue;
}
let sx = (clip.x / clip.w + 1.0) * 0.5 * vp_w;
let sy = (1.0 - clip.y / clip.w) * 0.5 * vp_h;
let d = (sx - mx).powi(2) + (sy - my).powi(2);
if d < thresh && d < best_d {
best_d = d;
best = Some(card);
}
}
best
}

View file

@ -390,6 +390,39 @@ impl Camera {
self.sync_yaw_pitch();
}
/// Jump to the default "home" view — top-down (looking along Z), expressed
/// in the active UCS so it lands square to the user's coordinate frame.
pub fn home_view(&mut self, ucs: glam::Mat4) {
let dir = ucs.transform_vector3(Vec3::Z);
self.snap_to_direction(dir, ucs);
}
/// Roll the camera about its own view axis by `angle` radians. The gaze
/// direction is unchanged; only the up-sense twists.
pub fn roll_by(&mut self, angle: f32) {
self.rotation = (self.rotation * Quat::from_rotation_z(angle)).normalize();
self.sync_yaw_pitch();
}
/// Tip / spin the view 90° about a screen axis. `horizontal = false` tips
/// up/down (rotation about the camera's right axis); `true` spins
/// left/right (about the camera's up axis).
pub fn nudge_90(&mut self, horizontal: bool, positive: bool) {
let axis = if horizontal {
self.rotation * Vec3::Y
} else {
self.rotation * Vec3::X
};
let ang = if positive {
std::f32::consts::FRAC_PI_2
} else {
-std::f32::consts::FRAC_PI_2
};
let delta = Quat::from_axis_angle(axis, ang);
self.rotation = (delta * self.rotation).normalize();
self.sync_yaw_pitch();
}
// ── Internal helpers ───────────────────────────────────────────────────
/// Derive yaw and pitch from the current quaternion for the ViewCube

View file

@ -12,6 +12,8 @@ use iced::{Color, Element, Length, Theme};
const TRI_DOWN: &[u8] = include_bytes!("../../assets/icons/ui/tri_down.svg");
const TRI_UP: &[u8] = include_bytes!("../../assets/icons/ui/tri_up.svg");
const TRI_RIGHT: &[u8] = include_bytes!("../../assets/icons/ui/tri_right.svg");
const TRI_LEFT: &[u8] = include_bytes!("../../assets/icons/ui/tri_left.svg");
const HOME: &[u8] = include_bytes!("../../assets/icons/ui/home.svg");
const UNDO: &[u8] = include_bytes!("../../assets/icons/ui/undo.svg");
const REDO: &[u8] = include_bytes!("../../assets/icons/ui/redo.svg");
@ -166,6 +168,16 @@ pub fn arrow_right<'a, M: 'a>(size: f32, color: Color) -> Element<'a, M> {
icon(TRI_RIGHT, size, color)
}
/// Leftward caret.
pub fn arrow_left<'a, M: 'a>(size: f32, color: Color) -> Element<'a, M> {
icon(TRI_LEFT, size, color)
}
/// House glyph — the ViewCube "home view" button.
pub fn home<'a, M: 'a>(size: f32, color: Color) -> Element<'a, M> {
icon(HOME, size, color)
}
/// Caret that flips up/down with `open`.
pub fn arrow_toggle<'a, M: 'a>(open: bool, size: f32, color: Color) -> Element<'a, M> {
if open {

View file

@ -223,13 +223,13 @@ impl canvas::Program<Message> for SelectionCanvas {
}
if self.show_viewcube {
if let Some(pos) = cursor.position_in(bounds) {
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
let vc_x = bounds.width - VIEWCUBE_DRAW_PX - VIEWCUBE_PAD;
use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_REGION_PX};
let vc_x = bounds.width - VIEWCUBE_REGION_PX - VIEWCUBE_PAD;
let vc_y = VIEWCUBE_PAD;
if pos.x >= vc_x
&& pos.x <= vc_x + VIEWCUBE_DRAW_PX
&& pos.x <= vc_x + VIEWCUBE_REGION_PX
&& pos.y >= vc_y
&& pos.y <= vc_y + VIEWCUBE_DRAW_PX
&& pos.y <= vc_y + VIEWCUBE_REGION_PX
{
return mouse::Interaction::None;
}
@ -757,14 +757,14 @@ impl canvas::Program<Message> for SelectionCanvas {
// ── CAD crosshair cursor ──────────────────────────────────────────────
let over_viewcube = self.show_viewcube && {
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_REGION_PX};
cursor.position_in(bounds).map_or(false, |pos| {
let vc_x = bounds.width - VIEWCUBE_DRAW_PX - VIEWCUBE_PAD;
let vc_x = bounds.width - VIEWCUBE_REGION_PX - VIEWCUBE_PAD;
let vc_y = VIEWCUBE_PAD;
pos.x >= vc_x
&& pos.x <= vc_x + VIEWCUBE_DRAW_PX
&& pos.x <= vc_x + VIEWCUBE_REGION_PX
&& pos.y >= vc_y
&& pos.y <= vc_y + VIEWCUBE_DRAW_PX
&& pos.y <= vc_y + VIEWCUBE_REGION_PX
})
};
// Over a Model-tile divider the OS cursor switches to a resize