damascene_core/scene/camera.rs
1//! Orbit camera: absolute pose, framing policy, resolved view/projection,
2//! and the 3D→screen projection core uses to place axis/data labels.
3//!
4//! Two types, split along the controlled-widget seam:
5//!
6//! - [`CameraState`] is an *absolute, persistent orbit pose* — world-space
7//! `target` / `distance` / `yaw` / `pitch`, like the volumetric
8//! renderer's camera. It is not re-derived from content each frame;
9//! gestures and programmatic moves mutate it, and (once keyed in
10//! `UiState`) it persists across frames. Whether it auto-frames the data
11//! is the separate, configurable [`Framing`] policy.
12//! - [`ResolvedCamera`] is the *resolved result* — concrete eye / target
13//! / up / fov / near / far — produced by [`CameraState::resolve`] from
14//! the pose plus the scene's full view bounds (for near/far). It carries
15//! the glam matrices the backend uploads and the projection core uses for
16//! labels, so the camera math has one home.
17
18use glam::{Mat4, Vec2, Vec3};
19
20use crate::scene::bounds::Aabb;
21use crate::tree::Rect;
22
23/// Default vertical field of view (radians). Framing fits the data
24/// bounds to this fov.
25pub const DEFAULT_FOV_Y_RADIANS: f32 = std::f32::consts::FRAC_PI_4; // 45°
26
27/// Pitch is clamped just shy of the poles so the up vector never
28/// degenerates and orbit stays stable.
29const MAX_PITCH: f32 = std::f32::consts::FRAC_PI_2 - 0.087; // ~5° shy of the pole (~85°)
30/// Absolute eye-distance clamps. Wide range — small graphs sit near the
31/// bottom, but the camera is a general 3D navigator.
32const MIN_DISTANCE: f32 = 1.0e-3;
33const MAX_DISTANCE: f32 = 1.0e6;
34
35/// How the camera relates to the scene's data bounds. Decouples "where the
36/// camera is" (the absolute [`CameraState`] pose) from "should it track the
37/// data" (this policy).
38#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
39pub enum Framing {
40 /// Fit the content once, then navigate freely; re-centre on the data
41 /// when its bounds change (smoothly, once the keyed camera animates).
42 /// The default — "show me the data, then let me look around".
43 #[default]
44 Auto,
45 /// Re-fit the content every frame. For static viewers that should
46 /// always frame the data regardless of navigation.
47 Fit,
48 /// Never auto-fit; the app owns the absolute pose. For app-driven
49 /// cameras and fixed viewpoints.
50 Manual,
51}
52
53/// Pointer navigation scheme for a scene camera, matching the conventions
54/// of popular 3D apps. The app picks one on the spec; there is
55/// deliberately no built-in scheme-picker widget. The wheel always zooms,
56/// regardless of scheme.
57#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
58pub enum CameraControls {
59 /// Widget default: left-drag orbits, Shift+left or right-drag pans,
60 /// wheel zooms. Left-drag is free to use here — a chart/widget has no
61 /// selection to preserve, unlike a 3D editor.
62 #[default]
63 Orbit,
64 /// Blender / Fusion 360: middle-drag orbits, Shift+middle-drag pans.
65 Blender,
66 /// OnShape: right-drag orbits, middle-drag pans.
67 OnShape,
68 /// Maya: Alt+left orbits, Alt+middle pans, Alt+right dollies (zoom).
69 Maya,
70}
71
72/// A declarative camera focus request, set on the scene spec. Whenever it
73/// *changes*, the keyed camera animates (springs) to it — so an app can
74/// "look here" smoothly by swapping the value in its build. Orbit angles
75/// are preserved; only the look-at point and distance move.
76#[derive(Clone, Copy, Debug, PartialEq)]
77pub enum Focus {
78 /// Frame these world-space bounds (centre + fit distance).
79 Bounds(Aabb),
80 /// Look at a world point from an explicit distance.
81 Point { target: Vec3, distance: f32 },
82}
83
84/// Absolute, persistent orbit-camera pose for one scene. World-space —
85/// not re-derived from content each frame (see [`Framing`]). Defaults to a
86/// pleasant three-quarter view of a unit sphere at the origin; [`fitted`]
87/// re-frames it to data, gestures and programmatic moves mutate it.
88///
89/// [`fitted`]: CameraState::fitted
90#[derive(Clone, Copy, Debug, PartialEq)]
91pub struct CameraState {
92 /// Look-at point in world space.
93 pub target: Vec3,
94 /// Eye distance from `target`. Multiplicative [`zoom_by`](Self::zoom_by)
95 /// keeps the perceived zoom rate constant at any scale.
96 pub distance: f32,
97 /// Azimuth around +Y, radians.
98 pub yaw: f32,
99 /// Elevation, radians; clamped to ±~85° by [`orbit`](Self::orbit).
100 pub pitch: f32,
101}
102
103impl Default for CameraState {
104 fn default() -> Self {
105 Self {
106 target: Vec3::ZERO,
107 // Frames a unit-radius sphere at the default fov.
108 distance: 1.0 / (DEFAULT_FOV_Y_RADIANS * 0.5).sin(),
109 yaw: std::f32::consts::FRAC_PI_4, // 45°
110 pitch: std::f32::consts::FRAC_PI_6, // 30°
111 }
112 }
113}
114
115impl CameraState {
116 /// Orbit by angular deltas (radians). Pitch clamps near the poles so
117 /// the up vector never degenerates.
118 pub fn orbit(&mut self, d_yaw: f32, d_pitch: f32) {
119 self.yaw += d_yaw;
120 self.pitch = (self.pitch + d_pitch).clamp(-MAX_PITCH, MAX_PITCH);
121 }
122
123 /// Multiply the eye distance by `factor`, clamped to a sane range.
124 /// `factor > 1` pulls the camera back. Multiplicative so a scroll notch
125 /// covers proportional distance whether near or far.
126 pub fn zoom_by(&mut self, factor: f32) {
127 if factor.is_finite() && factor > 0.0 {
128 self.distance = (self.distance * factor).clamp(MIN_DISTANCE, MAX_DISTANCE);
129 }
130 }
131
132 /// Translate the look-at point by a world-space delta (pan).
133 pub fn pan_by(&mut self, delta: Vec3) {
134 self.target += delta;
135 }
136
137 /// Distance at which a sphere of `radius` exactly fills the vertical fov.
138 pub fn fit_distance(radius: f32) -> f32 {
139 (radius.max(1e-4) / (DEFAULT_FOV_Y_RADIANS * 0.5).sin()).clamp(MIN_DISTANCE, MAX_DISTANCE)
140 }
141
142 /// A copy framed on `content`: `target` at the centre and `distance`
143 /// fit to the bounds, **preserving the current orbit angles**. Empty
144 /// bounds leave a unit sphere at the origin. This is the framing
145 /// operation `Framing::Fit` / `Auto` apply.
146 pub fn fitted(&self, content: Aabb) -> CameraState {
147 let (center, radius) = sphere_of(content);
148 CameraState {
149 target: center,
150 distance: Self::fit_distance(radius),
151 yaw: self.yaw,
152 pitch: self.pitch,
153 }
154 }
155
156 /// Default angles, framed on `content`. The auto-framed starting pose.
157 pub fn framing(content: Aabb) -> CameraState {
158 CameraState::default().fitted(content)
159 }
160
161 /// Point the camera at `target` from `distance`, keeping orbit angles.
162 pub fn look_at(&mut self, target: Vec3, distance: f32) {
163 self.target = target;
164 self.distance = distance.clamp(MIN_DISTANCE, MAX_DISTANCE);
165 }
166
167 /// A copy satisfying a [`Focus`] request, preserving orbit angles. The
168 /// keyed camera springs toward this when the request changes.
169 pub fn focused(&self, focus: Focus) -> CameraState {
170 match focus {
171 Focus::Bounds(b) => self.fitted(b),
172 Focus::Point { target, distance } => {
173 let mut c = *self;
174 c.look_at(target, distance);
175 c
176 }
177 }
178 }
179
180 /// World-space eye position implied by the pose.
181 pub fn eye(&self) -> Vec3 {
182 let (sy, cy) = self.yaw.sin_cos();
183 let (sp, cp) = self.pitch.sin_cos();
184 // Unit direction from target toward the eye.
185 let dir = Vec3::new(cp * sy, sp, cp * cy);
186 self.target + dir * self.distance
187 }
188
189 /// Resolve to a concrete camera. `view_bounds` is everything that
190 /// should stay inside the frustum (content **and** the reference grid /
191 /// axes) — near/far are sized from the eye's distance to that, *not*
192 /// from the content radius, so geometry larger than the data (a big
193 /// grid) is never plane-clipped. The pose is taken as-is; framing
194 /// (fitting to data) is applied by the caller before resolving.
195 pub fn resolve(&self, view_bounds: Aabb) -> ResolvedCamera {
196 let fov_y = DEFAULT_FOV_Y_RADIANS;
197 let eye = self.eye();
198 let (vc, vr) = if view_bounds.is_valid() {
199 let (c, r) = sphere_of(view_bounds);
200 (c, r)
201 } else {
202 // No geometry: a sphere around the target sized to the distance.
203 (self.target, self.distance.max(1e-4))
204 };
205 // Eye-to-view-sphere distance bounds the depth range. Near floors
206 // to a small fraction of the eye distance (so geometry right in
207 // front of the camera isn't clipped and depth precision scales),
208 // never to the content radius.
209 let d = (eye - vc).length();
210 let near = (d - vr).max(self.distance * 0.02).max(1e-3);
211 let far = (d + vr).max(near * 8.0);
212
213 ResolvedCamera {
214 eye,
215 target: self.target,
216 up: Vec3::Y,
217 fov_y,
218 near,
219 far,
220 }
221 }
222}
223
224/// Bounding sphere `(center, radius)` of an Aabb. Invalid/empty bounds
225/// yield a unit sphere at the origin so an empty scene still resolves.
226fn sphere_of(bounds: Aabb) -> (Vec3, f32) {
227 if bounds.is_valid() {
228 let r = bounds.bounding_radius();
229 (bounds.center(), if r > 1e-4 { r } else { 1.0 })
230 } else {
231 (Vec3::ZERO, 1.0)
232 }
233}
234
235/// A resolved camera: concrete framing plus the matrices and projection
236/// the backend and label layer need. Stored in `Scene3DData`.
237#[derive(Clone, Copy, Debug, PartialEq)]
238pub struct ResolvedCamera {
239 pub eye: Vec3,
240 pub target: Vec3,
241 pub up: Vec3,
242 pub fov_y: f32,
243 pub near: f32,
244 pub far: f32,
245}
246
247impl ResolvedCamera {
248 pub fn view(&self) -> Mat4 {
249 Mat4::look_at_rh(self.eye, self.target, self.up)
250 }
251
252 pub fn proj(&self, aspect: f32) -> Mat4 {
253 Mat4::perspective_rh(self.fov_y, aspect.max(1e-4), self.near, self.far)
254 }
255
256 pub fn view_proj(&self, aspect: f32) -> Mat4 {
257 self.proj(aspect) * self.view()
258 }
259
260 /// Project a world point to screen-space (logical px) within
261 /// `viewport`. Returns `None` for points at or behind the camera
262 /// plane (`w <= 0`), so label callers cull them rather than drawing a
263 /// mirrored ghost. Points in front but outside the rect still return
264 /// `Some` — clipping to the rect is the caller's choice.
265 pub fn project_to_screen(&self, world: Vec3, viewport: Rect) -> Option<Vec2> {
266 self.project_to_screen_with_depth(world, viewport)
267 .map(|(p, _)| p)
268 }
269
270 /// Like [`project_to_screen`](Self::project_to_screen) but also returns
271 /// the point's normalised device depth in `[0, 1]` (wgpu convention:
272 /// `0` near, `1` far) — the same space a `Depth32Float` buffer stores,
273 /// so callers can depth-test a projected anchor against a captured
274 /// scene depth map. `None` when the point is at/behind the camera.
275 pub fn project_to_screen_with_depth(&self, world: Vec3, viewport: Rect) -> Option<(Vec2, f32)> {
276 let aspect = viewport.w / viewport.h.max(1e-4);
277 let clip = self.view_proj(aspect) * world.extend(1.0);
278 if clip.w <= 0.0 {
279 return None;
280 }
281 let ndc = clip.truncate() / clip.w; // x, y in [-1, 1]; z in [0, 1]
282 let sx = viewport.x + (ndc.x * 0.5 + 0.5) * viewport.w;
283 let sy = viewport.y + (1.0 - (ndc.y * 0.5 + 0.5)) * viewport.h; // flip Y for screen
284 Some((Vec2::new(sx, sy), ndc.z))
285 }
286}
287
288#[cfg(test)]
289mod tests {
290 use super::*;
291
292 fn unit_box() -> Aabb {
293 Aabb::from_points([Vec3::splat(-1.0), Vec3::splat(1.0)])
294 }
295
296 #[test]
297 fn fitted_frames_bounds() {
298 let cam = CameraState::framing(unit_box());
299 // Target is the box centre.
300 assert!((cam.target - Vec3::ZERO).length() < 1e-5);
301 // Eye sits the fit distance away, outside the bounding radius.
302 assert!(cam.distance > unit_box().bounding_radius());
303 let r = cam.resolve(unit_box());
304 assert!(r.near > 0.0 && r.far > r.near);
305 // fitted preserves orbit angles.
306 let mut tilted = CameraState::default();
307 tilted.orbit(0.3, -0.2);
308 let f = tilted.fitted(unit_box());
309 assert_eq!((f.yaw, f.pitch), (tilted.yaw, tilted.pitch));
310 }
311
312 #[test]
313 fn target_projects_near_viewport_centre() {
314 let cam = CameraState::framing(unit_box()).resolve(unit_box());
315 let vp = Rect::new(0.0, 0.0, 200.0, 100.0);
316 let p = cam
317 .project_to_screen(cam.target, vp)
318 .expect("target in front");
319 assert!((p.x - 100.0).abs() < 0.5, "x={}", p.x);
320 assert!((p.y - 50.0).abs() < 0.5, "y={}", p.y);
321 }
322
323 #[test]
324 fn point_behind_camera_is_culled() {
325 let cam = CameraState::framing(unit_box()).resolve(unit_box());
326 // Mirror the target across the eye → strictly behind the camera.
327 let behind = cam.eye + (cam.eye - cam.target);
328 assert!(
329 cam.project_to_screen(behind, Rect::new(0.0, 0.0, 200.0, 100.0))
330 .is_none()
331 );
332 }
333
334 #[test]
335 fn orbit_and_zoom_move_the_eye() {
336 let base = CameraState::framing(unit_box());
337 let base_eye = base.eye();
338 let mut s = base;
339 s.orbit(0.5, 0.0);
340 assert!((s.eye() - base_eye).length() > 1e-3, "orbit moved eye");
341
342 // Multiplicative zoom doubles the absolute distance.
343 let mut z = base;
344 z.zoom_by(2.0);
345 assert!((z.distance - 2.0 * base.distance).abs() < 1e-3);
346 }
347
348 #[test]
349 fn pitch_clamps_near_pole() {
350 let mut s = CameraState::default();
351 s.orbit(0.0, 100.0); // absurd up-tilt
352 assert!(s.pitch <= MAX_PITCH + 1e-6);
353 }
354
355 #[test]
356 fn near_far_track_view_bounds_not_content_radius() {
357 // Camera framed to small content (unit box) — the bug was near/far
358 // pinned to that ~1.7 radius. A much larger view extent (a big grid)
359 // must push near close to the eye and far past the grid corner, so
360 // the grid isn't plane-clipped.
361 let cam = CameraState::framing(unit_box());
362 let grid = Aabb::from_points([Vec3::splat(-10.0), Vec3::splat(10.0)]);
363 let r = cam.resolve(grid);
364
365 // Near is a small fraction of the eye distance — NOT ~distance-radius.
366 assert!(
367 r.near <= cam.distance * 0.05,
368 "near should hug the camera, got {} (distance {})",
369 r.near,
370 cam.distance
371 );
372 // Far reaches past the farthest grid corner from the eye.
373 let far_corner = Vec3::splat(10.0).max(Vec3::splat(-10.0));
374 let dist_to_far = (cam.eye() - far_corner).length();
375 assert!(
376 r.far >= dist_to_far,
377 "far {} must cover the far grid corner at {}",
378 r.far,
379 dist_to_far
380 );
381 }
382}