brep_render/view.rs
1//! Interactive orthographic and perspective cameras with zoom-to-fit,
2//! depth-range fitting, and world/screen conversion shared by native and web.
3//!
4//! Screen coordinates are CSS pixels: origin at the top left, y increasing down.
5//! Device pixel ratio affects surface sizing, not camera math.
6
7use crate::camera::{Aabb, Camera};
8
9pub use crate::geometry3d::{add3, cross3, dot3, len3, norm3, rotate3, scale3, sub3};
10
11/// Inverse of a column-major 4×4 matrix (index = `col*4 + row`
12/// layout). Returns `None` if singular. Used to invert the view-projection for
13/// the host overlays' screen→world path.
14pub fn invert4_columns(m: &[f64; 16]) -> Option<[f64; 16]> {
15 let a00 = m[0]; let a01 = m[1]; let a02 = m[2]; let a03 = m[3];
16 let a10 = m[4]; let a11 = m[5]; let a12 = m[6]; let a13 = m[7];
17 let a20 = m[8]; let a21 = m[9]; let a22 = m[10]; let a23 = m[11];
18 let a30 = m[12]; let a31 = m[13]; let a32 = m[14]; let a33 = m[15];
19
20 let b00 = a00 * a11 - a01 * a10;
21 let b01 = a00 * a12 - a02 * a10;
22 let b02 = a00 * a13 - a03 * a10;
23 let b03 = a01 * a12 - a02 * a11;
24 let b04 = a01 * a13 - a03 * a11;
25 let b05 = a02 * a13 - a03 * a12;
26 let b06 = a20 * a31 - a21 * a30;
27 let b07 = a20 * a32 - a22 * a30;
28 let b08 = a20 * a33 - a23 * a30;
29 let b09 = a21 * a32 - a22 * a31;
30 let b10 = a21 * a33 - a23 * a31;
31 let b11 = a22 * a33 - a23 * a32;
32
33 let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
34 if det.abs() < 1e-300 {
35 return None;
36 }
37 let inv = 1.0 / det;
38 Some([
39 (a11 * b11 - a12 * b10 + a13 * b09) * inv,
40 (a02 * b10 - a01 * b11 - a03 * b09) * inv,
41 (a31 * b05 - a32 * b04 + a33 * b03) * inv,
42 (a22 * b04 - a21 * b05 - a23 * b03) * inv,
43 (a12 * b08 - a10 * b11 - a13 * b07) * inv,
44 (a00 * b11 - a02 * b08 + a03 * b07) * inv,
45 (a32 * b02 - a30 * b05 - a33 * b01) * inv,
46 (a20 * b05 - a22 * b02 + a23 * b01) * inv,
47 (a10 * b10 - a11 * b08 + a13 * b06) * inv,
48 (a01 * b08 - a00 * b10 - a03 * b06) * inv,
49 (a30 * b04 - a31 * b02 + a33 * b00) * inv,
50 (a21 * b02 - a20 * b04 - a23 * b00) * inv,
51 (a11 * b07 - a10 * b09 - a12 * b06) * inv,
52 (a00 * b09 - a01 * b07 + a02 * b06) * inv,
53 (a31 * b01 - a30 * b03 - a32 * b00) * inv,
54 (a20 * b03 - a21 * b01 + a22 * b00) * inv,
55 ])
56}
57
58/// Which way the NAMED views face: the frame the standard-view table and the
59/// ViewCube's labelled faces are read in, carried into the world by a rotation.
60///
61/// The table is written once, Y-up (FRONT on +Z, TOP on +Y), which is how a
62/// modelled part is drawn. A PCB is not: the board is built Z-up — F.Cu's plane
63/// at z = 0, the parts standing on +Z, the layout's +Y-down read as world −Y
64/// (`engine_state::board_geometry`). Read in the Y-up frame, TOP shows the
65/// board's 1.6 mm edge and FRONT its component side (eCAD third audit, B5).
66///
67/// The board is NOT turned to suit the viewer, because its world coordinates
68/// are what STEP export writes, what the parts' placements are written in and
69/// what `locate` reports; it is the names that turn. So a view is a direction
70/// in the frame, and [`Self::to_world`] is the one place the frame is applied —
71/// by the standard views and by the ViewCube alike, so the cube's T face is the
72/// one the TOP view looks at.
73#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
74pub enum ViewFrame {
75 /// Y-up: the world itself. Every document without a board.
76 #[default]
77 World,
78 /// Z-up, for a document that shows a board: frame +X → world +X (the
79 /// layout's right), frame +Y (TOP) → world +Z (the component side), frame
80 /// +Z (FRONT) → world −Y (the layout's bottom edge, the one nearest the
81 /// reader in the 2D board view). A +90° turn about X, so it is a proper
82 /// rotation and the ViewCube's letters stay unmirrored.
83 ///
84 /// TOP then looks down with world +Y up, which is the 2D board view's own
85 /// orientation. BOTTOM is the Y-up table's BOTTOM carried over (up = frame
86 /// +Z = world −Y): the physical underside, as if the board were tipped
87 /// towards the reader over its front edge, NOT the left-right mirror a 2D
88 /// editor's "flip board" shows.
89 Board,
90}
91
92impl ViewFrame {
93 /// A frame direction in world coordinates.
94 pub fn to_world(self, v: [f64; 3]) -> [f64; 3] {
95 match self {
96 ViewFrame::World => v,
97 ViewFrame::Board => [v[0], -v[2], v[1]],
98 }
99 }
100
101 /// A world direction in frame coordinates — the inverse of [`Self::to_world`].
102 pub fn from_world(self, v: [f64; 3]) -> [f64; 3] {
103 match self {
104 ViewFrame::World => v,
105 ViewFrame::Board => [v[0], v[2], -v[1]],
106 }
107 }
108}
109
110/// The projection kind (R21): orthographic is the default; the toggle keeps the
111/// apparent size at the target plane.
112#[derive(Debug, Clone, Copy, PartialEq)]
113pub enum Projection {
114 /// `half_height` is half the vertical world span at the target plane.
115 Orthographic { half_height: f64 },
116 Perspective { fov_y_deg: f64 },
117}
118
119/// A world-space ray for picking.
120#[derive(Debug, Clone, Copy)]
121pub struct Ray {
122 pub origin: [f64; 3],
123 pub dir: [f64; 3],
124}
125
126#[derive(Debug, Clone)]
127pub struct ViewCamera {
128 pub eye: [f64; 3],
129 pub target: [f64; 3],
130 pub up: [f64; 3],
131 pub projection: Projection,
132 /// Viewport CSS size.
133 pub width: f64,
134 pub height: f64,
135 /// View-space depth window (positive distances along the view direction);
136 /// maintained by [`ViewCamera::fit_depth_range`]. Ortho near may go
137 /// negative (scene behind the eye plane is still projectable).
138 ///
139 /// DEPTH-BUFFER WINDOW ONLY. `near`/`far` exist to map the GPU depth buffer
140 /// over everything drawn (re-fitted each frame from the render path's
141 /// depth bbox = `depth_range_bbox` ∪ the full widget overlay's world bounds
142 /// ∪ the world origin, so construction geometry — datums / axes / gizmos —
143 /// is always bracketed) — they are NEVER a visibility decision. No label, anchor, chip, or hit-region may consult them: the
144 /// ONE screen-visibility rule for all of those is
145 /// [`ViewCamera::projectable`]. Anything gating on `near`/`far` (or a bare
146 /// `depth > 0` in ortho) is a bug — labels would vanish while their
147 /// geometry still renders.
148 pub near: f64,
149 pub far: f64,
150}
151
152impl Default for ViewCamera {
153 fn default() -> Self {
154 // The retired viewer's startup vantage: eye (15,12,15) → origin, Y-up,
155 // ortho half-height 10 ("viewSize").
156 Self {
157 eye: [15.0, 12.0, 15.0],
158 target: [0.0, 0.0, 0.0],
159 up: [0.0, 1.0, 0.0],
160 projection: Projection::Orthographic { half_height: 10.0 },
161 width: 800.0,
162 height: 600.0,
163 near: -100000.0,
164 far: 100000.0,
165 }
166 }
167}
168
169impl ViewCamera {
170 pub fn aspect(&self) -> f64 {
171 (self.width / self.height.max(1.0)).max(1e-6)
172 }
173
174 /// Camera basis: (right, true-up, forward) with forward pointing INTO the
175 /// scene (eye → target).
176 pub fn basis(&self) -> ([f64; 3], [f64; 3], [f64; 3]) {
177 let forward = norm3(sub3(self.target, self.eye));
178 let right = norm3(cross3(forward, self.up));
179 let up = cross3(right, forward);
180 (right, up, forward)
181 }
182
183 pub fn distance(&self) -> f64 {
184 len3(sub3(self.eye, self.target)).max(1e-9)
185 }
186
187 /// World units per CSS pixel at the target plane (R21/R25 — the query the
188 /// pickers, gizmos and sketch glyph sizing key off).
189 pub fn world_per_pixel(&self) -> f64 {
190 match self.projection {
191 Projection::Orthographic { half_height } => 2.0 * half_height / self.height.max(1.0),
192 Projection::Perspective { fov_y_deg } => {
193 let fov = fov_y_deg.to_radians();
194 2.0 * (fov * 0.5).tan() * self.distance() / self.height.max(1.0)
195 }
196 }
197 }
198
199 /// The view-space depth of a world point: the signed distance along the
200 /// forward view axis from the eye (identical to `project`'s third return).
201 /// Positive in front of the eye plane. The screen-space region builder
202 /// ([`brep_gizmos::hit_region`]) keys the perspective front-clip off this.
203 pub fn view_depth(&self, world: [f64; 3]) -> f64 {
204 let (_, _, forward) = self.basis();
205 dot3(sub3(world, self.eye), forward)
206 }
207
208 /// Whether a world point is PROJECTABLE to a usable screen position — THE
209 /// screen-visibility policy for every label / anchor / chip / hit-region
210 /// consumer, in ONE place so no consumer can re-invent a depth cull:
211 ///
212 /// * ORTHOGRAPHIC (the app default): always `true`. Behind-eye-plane
213 /// geometry still renders in ortho, so its labels must too.
214 /// * PERSPECTIVE: `false` only for a point at/behind the eye plane, where
215 /// the projection itself is mathematically undefined — the same
216 /// `FRONT_EPS` rule the region builder ([`brep_gizmos::hit_region`])
217 /// applies.
218 ///
219 /// The `near`/`far` fields NEVER factor in — they are the GPU depth-buffer
220 /// window (see their field doc), not visibility. Route ANY new "should this
221 /// world-anchored UI draw?" question through here.
222 pub fn projectable(&self, world: [f64; 3]) -> bool {
223 matches!(self.projection, Projection::Orthographic { .. })
224 || self.view_depth(world) > 1e-6
225 }
226
227 /// Whether a world-anchored TEXT LABEL should draw: [`Self::projectable`]
228 /// AND the anchor projects INSIDE the viewport rect. The second half is a
229 /// screen-BOUNDS test, never a depth test — `near`/`far` still cull nothing
230 /// (see [`Self::projectable`]) — so a chip whose 3D anchor scrolled out of
231 /// view disappears instead of piling up clamped at the viewport edge (egui
232 /// Areas constrain themselves on-screen). This is the `inFront` flag every
233 /// app label pass keys its skip off (`world_to_screen_json`); hit-testable
234 /// ANCHORS (gizmo handles, hit regions) intentionally stay on the pure
235 /// `projectable` policy — an off-screen handle just can't be clicked.
236 pub fn label_anchor_visible(&self, world: [f64; 3]) -> bool {
237 if !self.projectable(world) {
238 return false;
239 }
240 let (sx, sy, _) = self.project(world);
241 sx >= 0.0 && sx <= self.width && sy >= 0.0 && sy <= self.height
242 }
243
244 /// The world→clip view-projection as column-major `[col][row]` in f64. This
245 /// is the exact matrix [`resolve`](Self::resolve) feeds the GPU, kept in f64 so the
246 /// CSS-pixel projection the host overlays derive from it matches [`project`](Self::project)
247 /// to sub-pixel precision. wgpu clip space: x,y in −1..1, z in 0..1.
248 pub fn view_proj_cols(&self) -> [[f64; 4]; 4] {
249 let (right, up, forward) = self.basis();
250 let half_h = match self.projection {
251 Projection::Orthographic { half_height } => half_height,
252 Projection::Perspective { fov_y_deg } => (fov_y_deg.to_radians() * 0.5).tan(),
253 };
254 let half_w = half_h * self.aspect();
255
256 // View matrix rows from the basis (world → view; view looks down -Z).
257 let ex = -dot3(right, self.eye);
258 let ey = -dot3(up, self.eye);
259 let ez = dot3(forward, self.eye);
260 let view = [
261 [right[0], up[0], -forward[0], 0.0],
262 [right[1], up[1], -forward[1], 0.0],
263 [right[2], up[2], -forward[2], 0.0],
264 [ex, ey, ez, 1.0],
265 ];
266
267 let proj = match self.projection {
268 Projection::Orthographic { .. } => {
269 // wgpu clip space: z in 0..1.
270 let sx = 1.0 / half_w;
271 let sy = 1.0 / half_h;
272 let sz = -1.0 / (self.far - self.near);
273 [
274 [sx, 0.0, 0.0, 0.0],
275 [0.0, sy, 0.0, 0.0],
276 [0.0, 0.0, sz, 0.0],
277 [0.0, 0.0, -self.near / (self.far - self.near), 1.0],
278 ]
279 }
280 Projection::Perspective { .. } => {
281 // Finite-far wgpu perspective (z in 0..1, forward-Z: near→0,
282 // far→1). TODO(depth): an INFINITE-FAR limit (col2 → [0,0,-1,-1],
283 // col3 → [0,0,-near,0]) would stop anything clipping at `far` in
284 // perspective, but is DEFERRED: the screen→ray unproject in
285 // `GizmoCamera::ray_from_screen` (datum pick, transform drag,
286 // ViewCube — all in `brep-gizmos`) reconstructs rays from NDC
287 // z=0 AND z=1, and at z=1 the infinite-far inverse's w passes
288 // through zero as the camera orbits → intermittently backward
289 // pick rays. It is also redundant now: the render path folds the
290 // FULL overlay (+origin) into the depth fit, so construction
291 // geometry is bracketed regardless. Revisit alongside a
292 // reversed-Z depth precision pass (would fix the unproject too).
293 let near = self.near.max(1e-6);
294 let far = self.far.max(near * 1.0001);
295 let f = 1.0 / half_h;
296 [
297 [f / self.aspect(), 0.0, 0.0, 0.0],
298 [0.0, f, 0.0, 0.0],
299 [0.0, 0.0, far / (near - far), -1.0],
300 [0.0, 0.0, near * far / (near - far), 0.0],
301 ]
302 }
303 };
304
305 let mut view_proj = [[0.0f64; 4]; 4];
306 for col in 0..4 {
307 for row in 0..4 {
308 let mut sum = 0.0;
309 for k in 0..4 {
310 sum += proj[k][row] * view[col][k];
311 }
312 view_proj[col][row] = sum;
313 }
314 }
315 view_proj
316 }
317
318 /// Resolve to the GPU camera (column-major view-proj, f32).
319 pub fn resolve(&self) -> Camera {
320 let cols = self.view_proj_cols();
321 let mut view_proj = [[0.0f32; 4]; 4];
322 for col in 0..4 {
323 for row in 0..4 {
324 view_proj[col][row] = cols[col][row] as f32;
325 }
326 }
327 let fwd = norm3(sub3(self.target, self.eye));
328 Camera {
329 view_proj,
330 forward: [fwd[0] as f32, fwd[1] as f32, fwd[2] as f32],
331 }
332 }
333
334 /// The view-projection flattened column-major (index = `col*4 + row`) — the
335 /// world→clip matrix for the host overlays'
336 /// per-frame world→screen hot path (dimensions + sketch), letting them drop
337 /// the compat mirror camera. Pair with the CSS `viewport` for NDC→pixel.
338 pub fn view_proj_flat(&self) -> [f64; 16] {
339 let cols = self.view_proj_cols();
340 let mut out = [0.0f64; 16];
341 for col in 0..4 {
342 for row in 0..4 {
343 out[col * 4 + row] = cols[col][row];
344 }
345 }
346 out
347 }
348
349 /// Inverse of [`view_proj_flat`](Self::view_proj_flat) (clip→world), column-major, for the host
350 /// overlays' screen→world / screen→ray path. Falls back to the identity if
351 /// the matrix is singular (never in practice for a valid camera).
352 pub fn view_proj_inverse_flat(&self) -> [f64; 16] {
353 invert4_columns(&self.view_proj_flat())
354 .unwrap_or([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
355 }
356
357 /// Project a world point to CSS-pixel screen coordinates (origin top-left,
358 /// y down). Returns `(x, y, view_depth)`; `view_depth` is the distance
359 /// along the view direction (positive in front of the eye plane).
360 pub fn project(&self, world: [f64; 3]) -> (f64, f64, f64) {
361 let (right, up, forward) = self.basis();
362 let rel = sub3(world, self.eye);
363 let vx = dot3(rel, right);
364 let vy = dot3(rel, up);
365 let depth = dot3(rel, forward);
366 match self.projection {
367 Projection::Orthographic { half_height } => {
368 let half_w = half_height * self.aspect();
369 let sx = (vx / half_w * 0.5 + 0.5) * self.width;
370 let sy = (0.5 - vy / half_height * 0.5) * self.height;
371 (sx, sy, depth)
372 }
373 Projection::Perspective { fov_y_deg } => {
374 let half_h = (fov_y_deg.to_radians() * 0.5).tan();
375 let half_w = half_h * self.aspect();
376 let d = depth.max(1e-9);
377 let sx = (vx / (half_w * d) * 0.5 + 0.5) * self.width;
378 let sy = (0.5 - vy / (half_h * d) * 0.5) * self.height;
379 (sx, sy, depth)
380 }
381 }
382 }
383
384 /// A world-space picking ray through CSS-pixel `(x, y)`. Ortho rays start
385 /// far behind the eye plane so huge scenes are always in front (the retired
386 /// picker pushed its ray origin back the same way).
387 pub fn pick_ray(&self, x: f64, y: f64) -> Ray {
388 let (right, up, forward) = self.basis();
389 let ndc_x = (x / self.width.max(1.0)) * 2.0 - 1.0;
390 let ndc_y = -((y / self.height.max(1.0)) * 2.0 - 1.0);
391 match self.projection {
392 Projection::Orthographic { half_height } => {
393 let half_w = half_height * self.aspect();
394 let span = self.far.abs().max(self.near.abs()).max(half_height * 40.0).max(1.0);
395 let on_plane = add3(
396 self.eye,
397 add3(scale3(right, ndc_x * half_w), scale3(up, ndc_y * half_height)),
398 );
399 Ray {
400 origin: sub3(on_plane, scale3(forward, span)),
401 dir: forward,
402 }
403 }
404 Projection::Perspective { fov_y_deg } => {
405 let half_h = (fov_y_deg.to_radians() * 0.5).tan();
406 let half_w = half_h * self.aspect();
407 let dir = norm3(add3(
408 forward,
409 add3(scale3(right, ndc_x * half_w), scale3(up, ndc_y * half_h)),
410 ));
411 Ray {
412 origin: self.eye,
413 dir,
414 }
415 }
416 }
417 }
418
419 /// Fit the depth window to the scene (the `_updateDepthRange` port): the
420 /// whole bbox lands inside `[near, far]` with generous padding.
421 pub fn fit_depth_range(&mut self, bbox: &Aabb) {
422 if bbox.is_empty() {
423 // An EMPTY input (no solids, no overlay geometry) must NOT ride the
424 // stale near/far from an earlier populated frame — that stale-tight
425 // window would CLIP a newly-shown construction-only scene (datum
426 // planes / world axes / gizmos). Reset to the SAME generous window
427 // the camera constructs with (see `Default`: ortho ±100000;
428 // perspective a sane 0.1 / 1e5) so an empty scene never clips. This
429 // is a depth-WINDOW choice only — near/far are the depth-buffer
430 // range, never a visibility decision (see their field doc).
431 match self.projection {
432 Projection::Orthographic { .. } => {
433 self.near = -100000.0;
434 self.far = 100000.0;
435 }
436 Projection::Perspective { .. } => {
437 self.near = 0.1;
438 self.far = 1e5;
439 }
440 }
441 return;
442 }
443 let (_, _, forward) = self.basis();
444 let mut min_d = f64::INFINITY;
445 let mut max_d = f64::NEG_INFINITY;
446 for i in 0..8 {
447 let corner = [
448 if i & 1 == 0 { bbox.min[0] } else { bbox.max[0] },
449 if i & 2 == 0 { bbox.min[1] } else { bbox.max[1] },
450 if i & 4 == 0 { bbox.min[2] } else { bbox.max[2] },
451 ];
452 let d = dot3(sub3(corner, self.eye), forward);
453 min_d = min_d.min(d);
454 max_d = max_d.max(d);
455 }
456 let diag = len3(sub3(bbox.max, bbox.min));
457 let pad = ((max_d - min_d) * 0.1).max(diag * 0.1).max(0.5);
458 match self.projection {
459 Projection::Orthographic { .. } => {
460 self.near = min_d - pad;
461 self.far = max_d + pad;
462 }
463 Projection::Perspective { .. } => {
464 let far = (max_d + pad).max(1.0);
465 self.near = (far * 0.001).clamp(1e-4, 1.0).min((min_d - pad).max(1e-4));
466 self.far = far;
467 }
468 }
469 }
470
471 /// Zoom-to-fit (R21): recenters the target on the bbox and scales the
472 /// frustum/distance so the whole bbox fits with `margin`, preserving the
473 /// view direction (the ArcballControls `focus` behavior).
474 pub fn zoom_to_fit(&mut self, bbox: &Aabb, margin: f64) {
475 if bbox.is_empty() {
476 return;
477 }
478 let margin = margin.max(1.0);
479 let (right, up, forward) = self.basis();
480 let center = bbox.center();
481 let mut half_w = 0.0f64;
482 let mut half_h = 0.0f64;
483 for i in 0..8 {
484 let corner = [
485 if i & 1 == 0 { bbox.min[0] } else { bbox.max[0] },
486 if i & 2 == 0 { bbox.min[1] } else { bbox.max[1] },
487 if i & 4 == 0 { bbox.min[2] } else { bbox.max[2] },
488 ];
489 let rel = sub3(corner, center);
490 half_w = half_w.max(dot3(rel, right).abs());
491 half_h = half_h.max(dot3(rel, up).abs());
492 }
493 half_w = (half_w * margin).max(1e-6);
494 half_h = (half_h * margin).max(1e-6);
495
496 let dist = self.distance();
497 let aspect = self.aspect();
498 self.target = center;
499 match self.projection {
500 Projection::Orthographic { ref mut half_height } => {
501 *half_height = half_h.max(half_w / aspect);
502 self.eye = sub3(center, scale3(forward, dist));
503 }
504 Projection::Perspective { fov_y_deg } => {
505 let fov = fov_y_deg.to_radians();
506 let dist_h = half_h / (fov * 0.5).tan().max(1e-6);
507 let tan_half_h_fov = (fov * 0.5).tan() * aspect;
508 let dist_w = half_w / tan_half_h_fov.max(1e-6);
509 let target_dist = dist_h.max(dist_w).max(1e-3);
510 self.eye = sub3(center, scale3(forward, target_dist));
511 }
512 }
513 self.fit_depth_range(bbox);
514 }
515
516 /// Toggle ortho ↔ perspective preserving the apparent size at the target
517 /// plane (the `toggleCameraProjection` port). Returns the new kind name.
518 pub fn toggle_projection(&mut self) -> &'static str {
519 const FOV: f64 = 50.0;
520 let forward = norm3(sub3(self.target, self.eye));
521 match self.projection {
522 Projection::Orthographic { half_height } => {
523 let denom = (FOV.to_radians() * 0.5).tan();
524 let mut distance = half_height / denom.max(1e-9);
525 if !distance.is_finite() || distance < 1e-4 {
526 distance = 10.0;
527 }
528 self.eye = sub3(self.target, scale3(forward, distance));
529 self.projection = Projection::Perspective { fov_y_deg: FOV };
530 "perspective"
531 }
532 Projection::Perspective { fov_y_deg } => {
533 let dist = self.distance();
534 let half_height = ((fov_y_deg.to_radians() * 0.5).tan() * dist).max(1e-6);
535 self.projection = Projection::Orthographic { half_height };
536 "orthographic"
537 }
538 }
539 }
540
541 /// Snap to a standard view (future ViewCube seam), preserving distance and
542 /// frustum scale. Directions are world-axis views with sensible ups, named
543 /// in the Y-up [`ViewFrame::World`] frame — see [`Self::standard_view_in`].
544 pub fn standard_view(&mut self, name: &str) -> bool {
545 self.standard_view_in(ViewFrame::World, name)
546 }
547
548 /// [`Self::standard_view`] with the names read in `frame`: the table below
549 /// is the Y-up one, and the frame carries each direction and up into the
550 /// world, so under [`ViewFrame::Board`] TOP looks down on +Z.
551 pub fn standard_view_in(&mut self, frame: ViewFrame, name: &str) -> bool {
552 let dist = self.distance();
553 let iso = norm3([1.0, 1.0, 1.0]);
554 let (dir, up): ([f64; 3], [f64; 3]) = match name.to_ascii_uppercase().as_str() {
555 "FRONT" => ([0.0, 0.0, 1.0], [0.0, 1.0, 0.0]),
556 "BACK" => ([0.0, 0.0, -1.0], [0.0, 1.0, 0.0]),
557 "RIGHT" => ([1.0, 0.0, 0.0], [0.0, 1.0, 0.0]),
558 "LEFT" => ([-1.0, 0.0, 0.0], [0.0, 1.0, 0.0]),
559 "TOP" => ([0.0, 1.0, 0.0], [0.0, 0.0, -1.0]),
560 "BOTTOM" => ([0.0, -1.0, 0.0], [0.0, 0.0, 1.0]),
561 "ISO" => (iso, [0.0, 1.0, 0.0]),
562 _ => return false,
563 };
564 self.eye = add3(self.target, scale3(frame.to_world(dir), dist));
565 self.up = frame.to_world(up);
566 true
567 }
568
569 /// Serialize the full camera state (R3: the host holds plain JSON only).
570 pub fn state_json(&self) -> String {
571 let (kind, scale) = match self.projection {
572 Projection::Orthographic { half_height } => ("orthographic", half_height),
573 Projection::Perspective { fov_y_deg } => ("perspective", fov_y_deg),
574 };
575 serde_json::json!({
576 "kind": kind,
577 "eye": self.eye,
578 "target": self.target,
579 "up": self.up,
580 // half_height for ortho, fov_y_deg for perspective.
581 "scale": scale,
582 "near": self.near,
583 "far": self.far,
584 "width": self.width,
585 "height": self.height,
586 "worldPerPixel": self.world_per_pixel(),
587 })
588 .to_string()
589 }
590
591 /// Restore from [`ViewCamera::state_json`] output (viewport size is NOT
592 /// restored — it belongs to the canvas).
593 pub fn apply_state_json(&mut self, json: &str) -> Result<(), String> {
594 let value: serde_json::Value =
595 serde_json::from_str(json).map_err(|error| format!("camera state parse: {error}"))?;
596 let vec3 = |key: &str| -> Option<[f64; 3]> {
597 let arr = value.get(key)?.as_array()?;
598 Some([arr.first()?.as_f64()?, arr.get(1)?.as_f64()?, arr.get(2)?.as_f64()?])
599 };
600 if let Some(eye) = vec3("eye") {
601 self.eye = eye;
602 }
603 if let Some(target) = vec3("target") {
604 self.target = target;
605 }
606 if let Some(up) = vec3("up") {
607 self.up = up;
608 }
609 let scale = value.get("scale").and_then(|v| v.as_f64());
610 match value.get("kind").and_then(|v| v.as_str()) {
611 Some("perspective") => {
612 self.projection = Projection::Perspective {
613 fov_y_deg: scale.unwrap_or(50.0),
614 }
615 }
616 Some("orthographic") => {
617 self.projection = Projection::Orthographic {
618 half_height: scale.unwrap_or(10.0).max(1e-9),
619 }
620 }
621 _ => {}
622 }
623 if let Some(near) = value.get("near").and_then(|v| v.as_f64()) {
624 self.near = near;
625 }
626 if let Some(far) = value.get("far").and_then(|v| v.as_f64()) {
627 self.far = far;
628 }
629 Ok(())
630 }
631}
632
633/// The render camera projects dimension-gizmo handle points to viewport-local px
634/// for the shared screen-space region builder, so a gizmo's hit-test + its debug
635/// outline share ONE projection (see [`brep_gizmos::hit_region`]).
636impl brep_gizmos::hit_region::RegionCamera for ViewCamera {
637 fn is_orthographic(&self) -> bool {
638 matches!(self.projection, Projection::Orthographic { .. })
639 }
640 fn depth(&self, p: [f64; 3]) -> f64 {
641 self.view_depth(p)
642 }
643 fn project_px(&self, p: [f64; 3]) -> Option<[f32; 2]> {
644 // ONE policy: [`ViewCamera::projectable`] (ortho always projects;
645 // perspective omits only at/behind the eye plane).
646 if !self.projectable(p) {
647 return None;
648 }
649 let (sx, sy, _) = self.project(p);
650 Some([sx as f32, sy as f32])
651 }
652}
653