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:
parent
6c4b981424
commit
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9 changed files with 633 additions and 40 deletions
1
assets/icons/ui/home.svg
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1
assets/icons/ui/home.svg
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@ -0,0 +1 @@
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<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>
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After Width: | Height: | Size: 158 B |
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@ -1114,6 +1114,14 @@ pub enum Message {
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ViewportScroll(mouse::ScrollDelta),
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ViewportExit,
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ViewCubeSnap(CubeRegion),
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/// ViewCube home button → jump to the default isometric view.
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ViewCubeHome,
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/// ViewCube roll arrow → roll the view 90° (true = clockwise).
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ViewCubeRoll(bool),
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/// ViewCube nudge triangle → tip / spin the view 90°.
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ViewCubeNudge(crate::scene::NudgeDir),
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/// WCS/UCS selector under the cube — empty string = World.
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SetViewcubeUcs(String),
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/// User picked an item in the multi-functional grip popup menu —
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/// the index is into `grip_popup.items`.
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GripMenuPick(usize),
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@ -4468,9 +4468,26 @@ impl OpenCADStudio {
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)
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}
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};
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// Prefer the currently-highlighted region: hover is recomputed
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// on every move straight from the cube's own overlay, so it is
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// immune to `cursor_pos` being overwritten by the viewport's
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// move handler between the last move and this press.
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if let Some(id) = self.tabs[i].scene.viewcube_hover.get() {
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let region = if id < 6 {
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scene::CubeRegion::Face(id)
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} else if id < 18 {
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scene::CubeRegion::Edge(id)
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} else {
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scene::CubeRegion::Corner(id)
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};
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return Task::done(Message::ViewCubeSnap(region));
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}
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if let Some(region) = scene::hit_test(cx, cy, w, h, rot, VIEWCUBE_PX) {
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return Task::done(Message::ViewCubeSnap(region));
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}
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if let Some(card) = scene::hit_test_cardinal(cx, cy, w, h, rot, VIEWCUBE_PX) {
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return Task::done(Message::ViewCubeSnap(card.face_region()));
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}
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Task::none()
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}
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@ -4509,6 +4526,80 @@ impl OpenCADStudio {
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Task::none()
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}
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Message::ViewCubeHome => {
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let i = self.active_tab;
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let r_ucs = self.tabs[i].scene.viewcube_ucs_mat();
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if self.tabs[i].scene.active_viewport.is_some() {
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self.tabs[i]
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.scene
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.mutate_active_viewport_camera(|c| c.home_view(r_ucs));
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} else {
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self.tabs[i].scene.camera.borrow_mut().home_view(r_ucs);
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}
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self.tabs[i].scene.camera_generation += 1;
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self.command_line.push_output("View: Home");
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Task::none()
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}
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Message::ViewCubeRoll(cw) => {
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let i = self.active_tab;
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let ang = if cw {
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std::f32::consts::FRAC_PI_2
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} else {
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-std::f32::consts::FRAC_PI_2
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};
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if self.tabs[i].scene.active_viewport.is_some() {
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self.tabs[i]
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.scene
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.mutate_active_viewport_camera(|c| c.roll_by(ang));
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} else {
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self.tabs[i].scene.camera.borrow_mut().roll_by(ang);
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}
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self.tabs[i].scene.camera_generation += 1;
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Task::none()
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}
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Message::ViewCubeNudge(dir) => {
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use crate::scene::NudgeDir;
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let (horizontal, positive) = match dir {
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NudgeDir::Up => (false, false),
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NudgeDir::Down => (false, true),
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NudgeDir::Left => (true, false),
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NudgeDir::Right => (true, true),
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};
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let i = self.active_tab;
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if self.tabs[i].scene.active_viewport.is_some() {
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self.tabs[i]
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.scene
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.mutate_active_viewport_camera(|c| c.nudge_90(horizontal, positive));
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} else {
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self.tabs[i]
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.scene
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.camera
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.borrow_mut()
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.nudge_90(horizontal, positive);
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}
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self.tabs[i].scene.camera_generation += 1;
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Task::none()
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}
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Message::SetViewcubeUcs(name) => {
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let i = self.active_tab;
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if name.is_empty() || name == "WCS" {
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self.tabs[i].active_ucs = None;
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self.command_line.push_output("UCS: World");
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} else if let Some(named) =
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self.tabs[i].scene.document.ucss.get(&name).cloned()
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{
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self.tabs[i].active_ucs = Some(named);
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self.command_line.push_output(&format!("UCS: {}", name));
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}
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self.tabs[i].sync_ucs_to_scene();
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self.tabs[i].scene.camera_generation += 1;
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self.tabs[i].dirty = true;
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Task::none()
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}
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Message::GripDwellTick => {
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let i = self.active_tab;
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// Reuse the move-time logic — `p` is the last cursor
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261
src/app/view.rs
261
src/app/view.rs
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@ -5,7 +5,7 @@ use super::history::history_dropdown_labels;
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use super::{Message, OpenCADStudio};
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use crate::scene::pick::grip::{grips_to_screen, grips_to_screen_paper, grips_to_screen_rte};
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use crate::scene::view::viewport_pane::ViewportPane;
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use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
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use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_PX, VIEWCUBE_REGION_PX};
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use crate::ui::overlay;
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use iced::widget::{
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button, column, container, mouse_area, pick_list, row, shader, stack, text, text_input, Row,
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@ -14,7 +14,7 @@ use iced::widget::{
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use iced::window;
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use iced::{keyboard, Background, Border, Color, Element, Fill, Subscription, Task, Theme};
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const VIEWCUBE_HIT_SIZE: f32 = VIEWCUBE_DRAW_PX;
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const VIEWCUBE_HIT_SIZE: f32 = VIEWCUBE_REGION_PX;
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/// `pick_list` requires its items to implement `Display`; acadrust's
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/// `ViewportRenderMode` enum carries the raw DXF integers, not a label,
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@ -532,22 +532,42 @@ impl OpenCADStudio {
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if self.show_viewcube {
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let cube_x = (rect.x + rect.width - VIEWCUBE_HIT_SIZE - VIEWCUBE_PAD).max(0.0);
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let cube_y = (rect.y + VIEWCUBE_PAD).max(0.0);
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let cube_click = column![
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let controls = column![
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Space::new().height(iced::Length::Fixed(cube_y)),
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row![
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Space::new().width(iced::Length::Fixed(cube_x)),
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mouse_area(
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iced::widget::Space::new()
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.width(iced::Length::Fixed(VIEWCUBE_HIT_SIZE))
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.height(iced::Length::Fixed(VIEWCUBE_HIT_SIZE)),
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)
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.on_move(Message::CursorMoved)
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.on_press(Message::ViewportClick),
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viewcube_nav_controls(),
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],
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]
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.width(Fill)
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.height(Fill);
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viewport_stack = viewport_stack.push(cube_click);
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viewport_stack = viewport_stack.push(controls);
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let ucs_current = tab
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.active_ucs
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.as_ref()
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.map(|u| u.name.clone())
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.unwrap_or_default();
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let ucs_names: Vec<String> = tab
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.scene
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.document
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.ucss
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.iter()
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.map(|u| u.name.clone())
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.filter(|n| !n.is_empty())
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.collect();
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let picker = column![
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Space::new().height(iced::Length::Fixed(cube_y + VIEWCUBE_HIT_SIZE - 8.0)),
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row![
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Space::new()
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.width(iced::Length::Fixed(cube_x + VIEWCUBE_HIT_SIZE * 0.5 - 42.0)),
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iced::widget::opaque(viewcube_ucs_picker(ucs_current, ucs_names)),
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],
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]
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.width(Fill)
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.height(Fill);
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viewport_stack = viewport_stack.push(picker);
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}
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}
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@ -559,22 +579,43 @@ impl OpenCADStudio {
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let rect = tab.scene.active_model_tile_bounds(vw, vh);
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let cube_x = (rect.x + rect.width - VIEWCUBE_HIT_SIZE - VIEWCUBE_PAD).max(0.0);
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let cube_y = (rect.y + VIEWCUBE_PAD).max(0.0);
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let cube_click = column![
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// Cube hit area + nav controls (home / roll / nudge) as one layer.
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let controls = column![
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Space::new().height(iced::Length::Fixed(cube_y)),
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row![
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Space::new().width(iced::Length::Fixed(cube_x)),
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mouse_area(
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iced::widget::Space::new()
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.width(iced::Length::Fixed(VIEWCUBE_HIT_SIZE))
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.height(iced::Length::Fixed(VIEWCUBE_HIT_SIZE)),
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)
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.on_move(Message::CursorMoved)
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.on_press(Message::ViewportClick),
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viewcube_nav_controls(),
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],
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]
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.width(Fill)
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.height(Fill);
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viewport_stack = viewport_stack.push(cube_click);
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viewport_stack = viewport_stack.push(controls);
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// WCS / named-UCS selector under the cube.
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let ucs_current = tab
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.active_ucs
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.as_ref()
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.map(|u| u.name.clone())
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.unwrap_or_default();
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let ucs_names: Vec<String> = tab
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.scene
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.document
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.ucss
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.iter()
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.map(|u| u.name.clone())
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.filter(|n| !n.is_empty())
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.collect();
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let picker = column![
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Space::new().height(iced::Length::Fixed(cube_y + VIEWCUBE_HIT_SIZE - 8.0)),
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row![
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Space::new().width(iced::Length::Fixed(cube_x + VIEWCUBE_HIT_SIZE * 0.5 - 42.0)),
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iced::widget::opaque(viewcube_ucs_picker(ucs_current, ucs_names)),
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],
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]
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.width(Fill)
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.height(Fill);
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viewport_stack = viewport_stack.push(picker);
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}
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if let Some(dyn_ol) = dyn_input_overlay {
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@ -4280,6 +4321,186 @@ pub(super) fn recent_files_panel<'a>(recents: &'a [std::path::PathBuf]) -> Eleme
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/// grid-snap toggles. `include_split` is off for paper-space viewports, which
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/// have no model-tile splitting. Grid / snap reflect the active viewport's
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/// state and emit `ToggleGrid` / `ToggleGridSnap`.
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// ── ViewCube navigation controls (home / roll / nudge / UCS) ───────────────
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/// Place `el` at pixel offset (x, y) inside a Fill layer (top-left origin).
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fn vc_place<'a>(x: f32, y: f32, el: Element<'a, Message>) -> Element<'a, Message> {
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column![
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Space::new().height(iced::Length::Fixed(y.max(0.0))),
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row![Space::new().width(iced::Length::Fixed(x.max(0.0))), el],
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]
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.width(Fill)
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.height(Fill)
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.into()
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}
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/// Borderless square icon button used by the ViewCube nav controls.
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fn vc_btn<'a>(content: Element<'a, Message>, size: f32, msg: Message) -> Element<'a, Message> {
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button(
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container(content)
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.width(iced::Length::Fixed(size))
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.height(iced::Length::Fixed(size))
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.center_x(iced::Length::Fixed(size))
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.center_y(iced::Length::Fixed(size)),
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)
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.padding(0)
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.on_press(msg)
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.style(|_: &Theme, status| iced::widget::button::Style {
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background: Some(Background::Color(match status {
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iced::widget::button::Status::Hovered | iced::widget::button::Status::Pressed => Color {
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r: 0.45,
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g: 0.62,
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b: 0.95,
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a: 0.30,
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},
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_ => Color::TRANSPARENT,
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})),
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border: Border {
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radius: 3.0.into(),
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..Default::default()
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},
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..Default::default()
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})
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.into()
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}
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/// Overlay of home / roll / nudge controls sized to the whole nav region, so
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/// the caller can position it exactly like the cube hit area.
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fn viewcube_nav_controls<'a>() -> Element<'a, Message> {
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use crate::scene::NudgeDir;
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use crate::ui::icons;
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let tint = Color {
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r: 0.86,
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g: 0.89,
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b: 0.96,
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a: 1.0,
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};
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let r = VIEWCUBE_REGION_PX;
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let c = r * 0.5;
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let cube_half = VIEWCUBE_PX as f32 * 0.36; // VIEWCUBE_PX * VIEWCUBE_SCALE
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let nr = cube_half + 8.0; // nudge triangle distance from centre
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const BTN: f32 = 18.0;
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const TRI: f32 = 13.0;
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let ctr = |cx: f32, cy: f32, s: f32| (cx - s * 0.5, cy - s * 0.5);
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// Home top-left, roll arrows top-right.
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let (rax, ray) = (r - 2.0 * BTN - 4.0, 2.0);
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let (rbx, rby) = (r - BTN - 2.0, 2.0);
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// Nudge triangles pointing inward at the four cube faces.
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let (tux, tuy) = ctr(c, c - nr, TRI);
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let (tdx, tdy) = ctr(c, c + nr, TRI);
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let (tlx, tly) = ctr(c - nr, c, TRI);
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let (trx, try_) = ctr(c + nr, c, TRI);
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// Bottom layer: the cube/cardinal hit area covering the whole region. The
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// control buttons sit ABOVE it in the same stack, so a click on a button is
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// caught by the button while a click on the cube (or empty space) falls
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// through to this mouse_area → ViewportClick. Moves keep cursor_pos current.
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let cube_hit = mouse_area(
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Space::new()
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.width(iced::Length::Fixed(r))
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.height(iced::Length::Fixed(r)),
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)
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.on_move(Message::CursorMoved)
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.on_press(Message::ViewportClick);
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let controls = stack![
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cube_hit,
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vc_place(
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3.0,
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3.0,
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vc_btn(icons::home(15.0, tint), BTN, Message::ViewCubeHome)
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),
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vc_place(
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rax,
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ray,
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vc_btn(icons::undo(14.0, tint), BTN, Message::ViewCubeRoll(false))
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),
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vc_place(
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rbx,
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rby,
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vc_btn(icons::redo(14.0, tint), BTN, Message::ViewCubeRoll(true))
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),
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vc_place(
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tux,
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tuy,
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vc_btn(
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icons::arrow_down(11.0, tint),
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TRI,
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Message::ViewCubeNudge(NudgeDir::Up)
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)
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),
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vc_place(
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tdx,
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tdy,
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vc_btn(
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icons::arrow_up(11.0, tint),
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TRI,
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Message::ViewCubeNudge(NudgeDir::Down)
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)
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),
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vc_place(
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tlx,
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tly,
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vc_btn(
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icons::arrow_right(11.0, tint),
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TRI,
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Message::ViewCubeNudge(NudgeDir::Left)
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)
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),
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vc_place(
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trx,
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try_,
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vc_btn(
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icons::arrow_left(11.0, tint),
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TRI,
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Message::ViewCubeNudge(NudgeDir::Right)
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)
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),
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];
|
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|
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container(controls)
|
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.width(iced::Length::Fixed(r))
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.height(iced::Length::Fixed(r))
|
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.into()
|
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}
|
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/// The WCS / named-UCS selector shown under the cube.
|
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fn viewcube_ucs_picker<'a>(current: String, names: Vec<String>) -> Element<'a, Message> {
|
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let light = Color {
|
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r: 0.85,
|
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g: 0.87,
|
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b: 0.93,
|
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a: 1.0,
|
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};
|
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let mut options = vec!["WCS".to_string()];
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options.extend(names);
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let selected = if current.is_empty() {
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"WCS".to_string()
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} else {
|
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current
|
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};
|
||||
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,
|
||||
|
|
|
|||
|
|
@ -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(
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 {
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in a new issue