ifcviewer: orthographic toggle and standard axis-aligned views

- P toggles ortho/perspective.  The ortho box is sized so the
  visible rectangle at the pivot's distance matches what the
  perspective camera would show — toggling at any zoom keeps the
  framing identical, and the wheel keeps working by rescaling the
  box.  Contribution culling is disabled in ortho since its
  r_px = focal_px * r / dist formula assumes perspective; frustum
  and HiZ culling still run.
- X / Y / Z snap the camera to look from +X / +Y / +Z; Shift+X /
  Y / Z snap to the negative side.  Yaw and pitch are set
  directly so top/bottom land on exactly ±90°.
- updateCamera() picks the lookAt up vector dynamically: world +Z
  except within 1° of the pole, where it switches to world +Y.
  That keeps lookAt well-conditioned at the poles and gives top
  views the architectural "Y as north" screen orientation.
- Pan now derives screen-right / screen-up from the real camera
  basis instead of from yaw/pitch alone — the old derivation
  assumed up = world +Z and silently inverted at top/bottom.
- Standard views preserve target and distance — rotate only.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-30 13:30:18 +10:00
parent 6341d7dd31
commit 6f0327d4b5
2 changed files with 97 additions and 16 deletions
+85 -16
View File
@@ -1507,6 +1507,32 @@ void ViewportWindow::keyPressEvent(QKeyEvent* event) {
viewAll();
return;
}
// P toggles orthographic / perspective projection.
if (key == Qt::Key_P
&& event->modifiers() == Qt::NoModifier
&& !event->isAutoRepeat()) {
toggleProjection();
return;
}
// Standard axis-aligned views: X/Y/Z look toward the target from the
// positive axis (eye on +X/+Y/+Z), Shift+X/Y/Z from the negative side.
// Yaw is the orbit angle in the world XY plane (0° = +X, 90° = +Y);
// pitch is the elevation (0° = horizon, +90° = looking down). Top/
// bottom intentionally use pitch = ±90° — the up-vector switch in
// updateCamera() keeps lookAt well-conditioned there and yields
// world-Y as screen-up (architectural "north").
if ((key == Qt::Key_X || key == Qt::Key_Y || key == Qt::Key_Z)
&& (event->modifiers() == Qt::NoModifier
|| event->modifiers() == Qt::ShiftModifier)
&& !event->isAutoRepeat()) {
const bool neg = (event->modifiers() & Qt::ShiftModifier);
switch (key) {
case Qt::Key_X: setStandardView(neg ? 180.0f : 0.0f, 0.0f); break;
case Qt::Key_Y: setStandardView(neg ? 270.0f : 90.0f, 0.0f); break;
case Qt::Key_Z: setStandardView(camera_yaw_, neg ? -90.0f : 90.0f); break;
}
return;
}
// K toggles the section tool.
if (key == Qt::Key_K
&& event->modifiers() == Qt::NoModifier
@@ -1995,6 +2021,22 @@ void ViewportWindow::toggleSectionTool() {
requestUpdate();
}
void ViewportWindow::toggleProjection() {
projection_ortho_ = !projection_ortho_;
have_cached_cull_ = false; // proj_matrix_ changes -> frustum planes change
requestUpdate();
}
void ViewportWindow::setStandardView(float yaw_deg, float pitch_deg) {
// Bypasses the orbit-MMB pitch clamp so top/bottom can land exactly on
// ±90°. updateCamera() picks the up vector based on |pitch|, so the
// resulting view is well-conditioned at the poles too.
camera_yaw_ = yaw_deg;
camera_pitch_ = pitch_deg;
have_cached_cull_ = false;
requestUpdate();
}
void ViewportWindow::removeSectionPlane(int index) {
if (index < 0 || index >= int(section_planes_.size())) return;
section_planes_.erase(section_planes_.begin() + index);
@@ -2293,10 +2335,28 @@ void ViewportWindow::updateCamera() {
eye.setZ(camera_target_.z() + camera_distance_ * sinf(pitch_rad));
camera_eye_ = eye;
view_matrix_.setToIdentity();
view_matrix_.lookAt(eye, camera_target_, QVector3D(0, 0, 1));
// Default up is world +Z. Within ~1° of straight-up/down, switch to
// world +Y so lookAt's side vector doesn't degenerate (forward × up
// → 0). Y-as-north is the architectural top-view convention.
const QVector3D up = (std::abs(camera_pitch_) >= 89.0f)
? QVector3D(0, 1, 0)
: QVector3D(0, 0, 1);
view_matrix_.lookAt(eye, camera_target_, up);
proj_matrix_.setToIdentity();
float aspect = width() > 0 ? float(width()) / float(height()) : 1.0f;
proj_matrix_.perspective(camera_fov_y_deg_, aspect, 0.1f, camera_distance_ * 10.0f);
if (projection_ortho_) {
// Size the ortho box so it shows the same world rectangle the
// perspective camera would see at the pivot's distance — toggling
// at any zoom keeps the framing roughly identical.
const float half_h = camera_distance_ * tanf(qDegreesToRadians(camera_fov_y_deg_ * 0.5f));
const float half_w = half_h * aspect;
// Near/far span ±10× distance; matches the perspective far so
// typical scenes always fit between the planes.
const float depth = camera_distance_ * 10.0f;
proj_matrix_.ortho(-half_w, half_w, -half_h, half_h, -depth, depth);
} else {
proj_matrix_.perspective(camera_fov_y_deg_, aspect, 0.1f, camera_distance_ * 10.0f);
}
}
void ViewportWindow::render() {
@@ -2376,8 +2436,11 @@ void ViewportWindow::render() {
// depth would normally populate the pyramid), causing false occlusion.
if (needs_settle_recull)
hiz_vp_valid_ = false;
const float min_pixel_radius = use_motion_threshold
? motion_min_pixel_radius : base_min_pixel_radius;
// Contribution culling assumes perspective (r_px = focal_px * r / dist);
// in ortho the per-instance distance is irrelevant, so disable it rather
// than ship wrong results. Frustum + HiZ culling still run.
const float min_pixel_radius = projection_ortho_ ? 0.0f
: (use_motion_threshold ? motion_min_pixel_radius : base_min_pixel_radius);
if (cull_this_frame) {
hiz_reject_count_.store(0, std::memory_order_relaxed);
last_cull_was_motion_ = camera_moving;
@@ -3028,10 +3091,12 @@ void ViewportWindow::renderPivotIndicator() {
const int h = height() * devicePixelRatio();
if (h <= 0) return;
// Pick a world-space arm length that projects to ~30 pixels at the pivot's
// distance. At fovy=45°, half the visible world height at distance d is
// d * tan(22.5°) ≈ 0.4142 * d. pixels_per_world = (h/2) / (0.4142 * d).
// Inverting: world_per_pixel = 0.8284 * d / h.
// Pick a world-space arm length that projects to ~30 pixels. In
// perspective, world-per-pixel grows with distance (factored from
// fovy and viewport height); in ortho it's set by the box height
// (camera_distance * tan(fovy/2)) and is independent of distance —
// both reduce to the same formula here because the ortho box is
// sized to match perspective at the pivot's distance.
const float fovy_rad = qDegreesToRadians(camera_fov_y_deg_);
const float world_per_pixel = camera_distance_ * tanf(fovy_rad * 0.5f) * 2.0f / float(h);
const float arm_pixels = 30.0f * float(devicePixelRatio());
@@ -3241,15 +3306,19 @@ void ViewportWindow::handleMouseMove(QMouseEvent* e) {
last_mouse_pos_ = e->pos();
if (active_button_ == Qt::MiddleButton) {
if (e->modifiers() & Qt::ShiftModifier) {
float pan_speed = camera_distance_ * 0.002f;
float yaw_rad = qDegreesToRadians(camera_yaw_);
float pitch_rad = qDegreesToRadians(camera_pitch_);
QVector3D right(-sinf(yaw_rad), cosf(yaw_rad), 0.0f);
QVector3D up(-sinf(pitch_rad) * cosf(yaw_rad),
-sinf(pitch_rad) * sinf(yaw_rad),
cosf(pitch_rad));
const float pan_speed = camera_distance_ * 0.002f;
// Derive screen-right and screen-up from the actual camera basis
// rather than yaw/pitch alone — the latter assumed up = world +Z,
// which breaks at top/bottom views where updateCamera switches
// the lookAt up vector to world +Y.
const QVector3D forward = (camera_target_ - camera_eye_).normalized();
const QVector3D up_ref = (std::abs(camera_pitch_) >= 89.0f)
? QVector3D(0, 1, 0)
: QVector3D(0, 0, 1);
const QVector3D right = QVector3D::crossProduct(forward, up_ref).normalized();
const QVector3D up = QVector3D::crossProduct(right, forward).normalized();
camera_target_ -= right * delta.x() * pan_speed;
camera_target_ += up * delta.y() * pan_speed;
camera_target_ += up * delta.y() * pan_speed;
} else {
camera_yaw_ -= delta.x() * 0.3f;
camera_pitch_ += delta.y() * 0.3f;
+12
View File
@@ -204,6 +204,17 @@ public:
void toggleSectionTool();
bool sectionToolActive() const { return section_tool_active_; }
// Projection: orthographic vs perspective. In ortho mode the visible
// box is sized to match what the perspective camera would show at the
// pivot's distance, so toggling at any zoom level keeps the framing.
void toggleProjection();
bool projectionOrtho() const { return projection_ortho_; }
// Snap the camera to a canonical axis-aligned view. Yaw/pitch are
// clamped according to the orbit convention; target and distance are
// preserved (the user explicitly asked for a rotate-only behavior).
void setStandardView(float yaw_deg, float pitch_deg);
void setCamera(float tx, float ty, float tz, float dist, float yaw, float pitch);
void setBenchmarkFrames(int n);
QString cameraString() const;
@@ -489,6 +500,7 @@ private:
float camera_yaw_ = 45.0f;
float camera_pitch_ = 30.0f;
float camera_fov_y_deg_ = 45.0f;
bool projection_ortho_ = false;
QMatrix4x4 view_matrix_;
QMatrix4x4 proj_matrix_;