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

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