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ifcviewer: move camera mutators + AABB helpers into ViewportCore (#84-i)
Move the cluster of camera-state mutators + per-object AABB helpers now that the camera fields all live in ViewportCore. CameraState struct is canonical in core; ViewportWindow keeps a `using` alias so bonsai's HomeView round-trip (Commands.cpp setHome / restoreHome) compiles unchanged. Moved: void viewAll() void setCamera(...) — pitch + distance clamping included void setStandardView(yaw, pitch) — bypasses clamp for ±90° void toggleProjection() std::string cameraString() const CameraState cameraState() const void frameAabb(mn, mx, padding) bool computeObjectAabb(id, float[3], float[3]) const bool computeObjectAabb(id, Eigen::Vector3f&, Eigen::Vector3f&) const ViewportWindow keeps thin forwarders for the public ones (bonsai calls them). setCamera additionally flips initial_view_applied_ on the VW side — the auto-viewAll suppression flag isn't in core yet because the trigger for auto-viewAll lives in the still-in-VW applyCachedModel path. The isExposed()+requestUpdate() Qt pattern inside the moved bodies becomes host_->requestFrame(); two viewAll/toggleProjection diagnostic prints become fprintf since Log::info() doesn't reach into core.cpp through the Qt logging surface. Builds: desktop / bonsai / web all green. Tests 100/100.
This commit is contained in:
@@ -21,6 +21,7 @@
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#include <algorithm>
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#include <cmath>
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#include <cstdio>
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#include <cstring>
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#include <limits>
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#include <vector>
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@@ -360,3 +361,131 @@ void ViewportCore::composeInstanceFromPlacement(InstanceCpu& inst,
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}
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}
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}
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// ---- Camera mutators ------------------------------------------------------
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void ViewportCore::frameAabb(const float mn[3], const float mx[3],
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float padding) {
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constexpr float kDeg2Rad = float(M_PI) / 180.0f;
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const float cx = 0.5f * (mn[0] + mx[0]);
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const float cy = 0.5f * (mn[1] + mx[1]);
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const float cz = 0.5f * (mn[2] + mx[2]);
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camera_target_[0] = cx;
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camera_target_[1] = cy;
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camera_target_[2] = cz;
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const float dx = mx[0] - mn[0];
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const float dy = mx[1] - mn[1];
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const float dz = mx[2] - mn[2];
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const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
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if (radius > 1e-4f) {
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const float fovy_rad = camera_fov_y_deg_ * kDeg2Rad;
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const float tan_half = std::tan(fovy_rad * 0.5f);
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if (tan_half > 1e-6f) {
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const int h = std::max(configured_h_, 1);
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const float aspect = float(std::max(configured_w_, 1)) / float(h);
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const float min_aspect = aspect < 1.0f ? aspect : 1.0f;
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camera_distance_ = std::max(0.1f, (radius / (tan_half * min_aspect)) * padding);
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}
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}
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host_->requestFrame();
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}
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void ViewportCore::viewAll() {
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float mn[3], mx[3];
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if (!computeSceneAabb(mn, mx)) return;
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// Same math as GL's frameAabb(mn, mx, 1.10): target at centroid,
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// distance pulls the bounding sphere just inside the tighter of
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// horizontal/vertical FOV. 1.10 padding matches GL viewAll.
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frameAabb(mn, mx, 1.10f);
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const float cx = 0.5f * (mn[0] + mx[0]);
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const float cy = 0.5f * (mn[1] + mx[1]);
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const float cz = 0.5f * (mn[2] + mx[2]);
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const float dx = mx[0] - mn[0];
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const float dy = mx[1] - mn[1];
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const float dz = mx[2] - mn[2];
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const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
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std::fprintf(stderr,
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"[info] [wgpu] viewAll target=(%g, %g, %g) distance=%g (scene radius=%g)\n",
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cx, cy, cz, camera_distance_, radius);
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}
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void ViewportCore::setCamera(float tx, float ty, float tz,
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float dist, float yaw_deg, float pitch_deg) {
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camera_target_[0] = tx;
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camera_target_[1] = ty;
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camera_target_[2] = tz;
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camera_distance_ = std::max(0.01f, dist);
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camera_yaw_deg_ = yaw_deg;
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// Mirrors GL clamp — keep pitch just shy of the pole so orbit math
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// doesn't degenerate. The standard-view top/bottom hotkeys go through
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// setStandardView, which bypasses the clamp on purpose.
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camera_pitch_deg_ = std::clamp(pitch_deg, -89.9f, 89.9f);
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host_->requestFrame();
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}
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void ViewportCore::setStandardView(float yaw_deg, float pitch_deg) {
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// Bypass the orbit-pitch clamp so top/bottom land exactly at ±90°.
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// buildViewProj picks the up vector based on |pitch| so lookAt
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// stays well-conditioned at the poles.
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camera_yaw_deg_ = yaw_deg;
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camera_pitch_deg_ = pitch_deg;
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host_->requestFrame();
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}
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void ViewportCore::toggleProjection() {
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projection_ortho_ = !projection_ortho_;
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std::fprintf(stderr, "[info] [wgpu] projection: %s\n",
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projection_ortho_ ? "ortho" : "perspective");
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host_->requestFrame();
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}
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std::string ViewportCore::cameraString() const {
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char buf[128];
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std::snprintf(buf, sizeof(buf), "%.4f,%.4f,%.4f,%.4f,%.2f,%.2f",
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camera_target_[0], camera_target_[1], camera_target_[2],
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camera_distance_, camera_yaw_deg_, camera_pitch_deg_);
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return std::string(buf);
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}
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ViewportCore::CameraState ViewportCore::cameraState() const {
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CameraState s;
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s.target = Eigen::Vector3f(camera_target_[0], camera_target_[1], camera_target_[2]);
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s.distance = camera_distance_;
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s.yaw = camera_yaw_deg_;
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s.pitch = camera_pitch_deg_;
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return s;
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}
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bool ViewportCore::computeObjectAabb(uint32_t object_id,
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float mn[3], float mx[3]) const {
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bool any = false;
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::numeric_limits<float>::infinity();
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mx[i] = -std::numeric_limits<float>::infinity();
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}
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for (const auto& [mid, m] : models_gpu_) {
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for (const auto& inst : m.instances) {
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if (inst.object_id != object_id) continue;
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::min(mn[i], inst.world_aabb_min[i]);
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mx[i] = std::max(mx[i], inst.world_aabb_max[i]);
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}
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any = true;
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}
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}
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return any;
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}
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bool ViewportCore::computeObjectAabb(uint32_t object_id,
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Eigen::Vector3f& mn,
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Eigen::Vector3f& mx) const {
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float fmin[3], fmax[3];
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if (!computeObjectAabb(object_id, fmin, fmax)) return false;
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mn = Eigen::Vector3f(fmin[0], fmin[1], fmin[2]);
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mx = Eigen::Vector3f(fmax[0], fmax[1], fmax[2]);
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return true;
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}
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@@ -38,6 +38,7 @@
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#include <Eigen/Dense>
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#include <cstdint>
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#include <string>
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#include <unordered_map>
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#include "BufferPool.h"
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@@ -124,6 +125,39 @@ public:
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float chunkScreenAreaPx(const ModelGpuData::Chunk& c,
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const Eigen::Matrix4f& vp_mat) const;
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// Camera state snapshot for save-view / restore-view round-trips.
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// Same shape as ViewportWindow::CameraState (kept as a `using` alias
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// there) so bonsai's HomeView code keeps working.
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struct CameraState {
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Eigen::Vector3f target = Eigen::Vector3f::Zero();
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float distance = 50.0f;
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float yaw = 45.0f;
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float pitch = 30.0f;
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};
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// ---- Camera mutators / getters ------------------------------------------
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void viewAll();
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void setCamera(float tx, float ty, float tz,
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float dist, float yaw_deg, float pitch_deg);
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void setStandardView(float yaw_deg, float pitch_deg);
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void toggleProjection();
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bool projectionOrtho() const { return projection_ortho_; }
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std::string cameraString() const;
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CameraState cameraState() const;
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// Re-aim the orbit camera so [mn, mx] fits the view with `padding`
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// headroom (1.10 typical). Used by viewAll and focusOnSelectedObject.
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void frameAabb(const float mn[3], const float mx[3], float padding);
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// Per-object AABB lookup. Aggregates every instance of `object_id`
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// across every loaded model. Two overloads — float[3] for internal
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// callers; the Eigen::Vector3f overload exists so bonsai's volume
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// readout + focus paths compile unchanged.
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bool computeObjectAabb(uint32_t object_id, float mn[3], float mx[3]) const;
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bool computeObjectAabb(uint32_t object_id,
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Eigen::Vector3f& mn, Eigen::Vector3f& mx) const;
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// Friend access for ViewportWindow's reference proxies. As each
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// render method moves into ViewportCore it stops needing these
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// (it touches the fields directly); once everything has migrated
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@@ -3504,13 +3504,9 @@ void ViewportWindow::invertElementVisibility() {
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if (isExposed()) requestUpdate();
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}
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// cameraState moved to ViewportCore (#84-i).
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ViewportWindow::CameraState ViewportWindow::cameraState() const {
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return CameraState{
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Eigen::Vector3f(camera_target_[0], camera_target_[1], camera_target_[2]),
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camera_distance_,
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camera_yaw_deg_,
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camera_pitch_deg_,
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};
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return core_.cameraState();
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}
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void ViewportWindow::setToolMode(ToolMode m) {
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@@ -6695,112 +6691,28 @@ void ViewportWindow::updateFrameUniforms() {
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// computeSceneAabb moved to ViewportCore (#84-h).
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// setCamera body moved to ViewportCore (#84-i). VW keeps the wrapper
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// because the auto-viewAll suppression flag (initial_view_applied_)
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// still lives on the Qt-bound side — it's the first-model-loaded
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// hook that ViewportCore doesn't own yet.
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void ViewportWindow::setCamera(float tx, float ty, float tz,
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float dist, float yaw_deg, float pitch_deg) {
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camera_target_[0] = tx;
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camera_target_[1] = ty;
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camera_target_[2] = tz;
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camera_distance_ = std::max(0.01f, dist);
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camera_yaw_deg_ = yaw_deg;
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camera_pitch_deg_ = std::clamp(pitch_deg, -89.9f, 89.9f);
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// Suppress the auto-viewAll on the first model load so the script-set
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// camera survives. Manual viewAll() calls after this still work.
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float dist, float yaw_deg, float pitch_deg) {
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core_.setCamera(tx, ty, tz, dist, yaw_deg, pitch_deg);
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initial_view_applied_ = true;
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if (isExposed()) requestUpdate();
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}
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void ViewportWindow::viewAll() {
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float mn[3], mx[3];
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if (!core_.computeSceneAabb(mn, mx)) return;
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// viewAll / frameAabb / computeObjectAabb moved to ViewportCore (#84-i).
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// Frame the union AABB with the same math as GL's frameAabb(mn, mx, 1.10):
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// target at centroid, distance pulls the bounding sphere just inside the
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// tighter of the horizontal/vertical FOV. Padding 1.10 matches GL viewAll.
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const float cx = 0.5f * (mn[0] + mx[0]);
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const float cy = 0.5f * (mn[1] + mx[1]);
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const float cz = 0.5f * (mn[2] + mx[2]);
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camera_target_[0] = cx;
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camera_target_[1] = cy;
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camera_target_[2] = cz;
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const float dx = mx[0] - mn[0];
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const float dy = mx[1] - mn[1];
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const float dz = mx[2] - mn[2];
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const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
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if (radius > 1e-4f) {
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const float fovy_rad = qDegreesToRadians(camera_fov_y_deg_);
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const float tan_half = std::tan(fovy_rad * 0.5f);
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if (tan_half > 1e-6f) {
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const int h = std::max(configured_h_, 1);
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const float aspect = float(std::max(configured_w_, 1)) / float(h);
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const float min_aspect = aspect < 1.0f ? aspect : 1.0f;
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camera_distance_ = std::max(0.1f, (radius / (tan_half * min_aspect)) * 1.10f);
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}
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}
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Log::info().noquote().nospace()
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<< "[wgpu] viewAll target=(" << cx << ", " << cy << ", " << cz << ")"
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<< " distance=" << camera_distance_
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<< " (scene radius=" << radius << ")";
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if (isExposed()) requestUpdate();
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void ViewportWindow::viewAll() { core_.viewAll(); }
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void ViewportWindow::frameAabb(const float mn[3], const float mx[3], float padding) {
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core_.frameAabb(mn, mx, padding);
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}
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void ViewportWindow::frameAabb(const float mn[3], const float mx[3],
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float padding) {
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const float cx = 0.5f * (mn[0] + mx[0]);
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const float cy = 0.5f * (mn[1] + mx[1]);
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const float cz = 0.5f * (mn[2] + mx[2]);
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camera_target_[0] = cx;
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camera_target_[1] = cy;
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camera_target_[2] = cz;
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const float dx = mx[0] - mn[0];
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const float dy = mx[1] - mn[1];
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const float dz = mx[2] - mn[2];
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const float radius = 0.5f * std::sqrt(dx*dx + dy*dy + dz*dz);
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if (radius > 1e-4f) {
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const float fovy_rad = qDegreesToRadians(camera_fov_y_deg_);
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const float tan_half = std::tan(fovy_rad * 0.5f);
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if (tan_half > 1e-6f) {
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const int h = std::max(configured_h_, 1);
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const float aspect = float(std::max(configured_w_, 1)) / float(h);
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const float min_aspect = aspect < 1.0f ? aspect : 1.0f;
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camera_distance_ = std::max(0.1f, (radius / (tan_half * min_aspect)) * padding);
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}
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}
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if (isExposed()) requestUpdate();
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bool ViewportWindow::computeObjectAabb(uint32_t id, float mn[3], float mx[3]) const {
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return core_.computeObjectAabb(id, mn, mx);
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}
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bool ViewportWindow::computeObjectAabb(uint32_t object_id,
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Eigen::Vector3f& mn, Eigen::Vector3f& mx) const {
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float fmin[3], fmax[3];
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if (!computeObjectAabb(object_id, fmin, fmax)) return false;
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mn = Eigen::Vector3f(fmin[0], fmin[1], fmin[2]);
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mx = Eigen::Vector3f(fmax[0], fmax[1], fmax[2]);
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return true;
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}
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bool ViewportWindow::computeObjectAabb(uint32_t object_id,
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float mn[3], float mx[3]) const {
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bool any = false;
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::numeric_limits<float>::infinity();
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mx[i] = -std::numeric_limits<float>::infinity();
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}
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for (const auto& [mid, m] : models_gpu_) {
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for (const auto& inst : m.instances) {
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if (inst.object_id != object_id) continue;
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for (int i = 0; i < 3; ++i) {
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mn[i] = std::min(mn[i], inst.world_aabb_min[i]);
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mx[i] = std::max(mx[i], inst.world_aabb_max[i]);
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}
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any = true;
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}
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}
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return any;
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bool ViewportWindow::computeObjectAabb(uint32_t id,
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Eigen::Vector3f& mn, Eigen::Vector3f& mx) const {
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return core_.computeObjectAabb(id, mn, mx);
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}
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void ViewportWindow::focusOnSelectedObject() {
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@@ -6832,28 +6744,12 @@ void ViewportWindow::focusOnSelectedObject() {
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frameAabb(lo, hi, 1.30f);
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}
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// setStandardView / toggleProjection / cameraString moved to ViewportCore (#84-i).
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void ViewportWindow::setStandardView(float yaw_deg, float pitch_deg) {
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// Bypasses the orbit-pitch clamp so top/bottom land exactly at ±90°.
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// buildViewProj() picks the up vector based on |pitch| so lookAt stays
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// well-conditioned at the poles.
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camera_yaw_deg_ = yaw_deg;
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camera_pitch_deg_ = pitch_deg;
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if (isExposed()) requestUpdate();
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}
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void ViewportWindow::toggleProjection() {
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projection_ortho_ = !projection_ortho_;
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Log::info() << "[wgpu] projection:" << (projection_ortho_ ? "ortho" : "perspective");
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if (isExposed()) requestUpdate();
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}
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std::string ViewportWindow::cameraString() const {
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char buf[128];
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std::snprintf(buf, sizeof(buf), "%.4f,%.4f,%.4f,%.4f,%.2f,%.2f",
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camera_target_[0], camera_target_[1], camera_target_[2],
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camera_distance_, camera_yaw_deg_, camera_pitch_deg_);
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return std::string(buf);
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core_.setStandardView(yaw_deg, pitch_deg);
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}
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void ViewportWindow::toggleProjection() { core_.toggleProjection(); }
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std::string ViewportWindow::cameraString() const { return core_.cameraString(); }
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void ViewportWindow::enterFpsMode() {
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if (fps_mode_) return;
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@@ -174,14 +174,11 @@ public:
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bool projectionOrtho() const { return projection_ortho_; }
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std::string cameraString() const;
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// Snapshot of the orbit camera. Mirrors GL ViewportWindow::CameraState
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// so bonsai's "save view" / "restore view" commands port unchanged.
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struct CameraState {
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Eigen::Vector3f target;
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float distance;
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float yaw; // degrees
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float pitch; // degrees
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};
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// Snapshot of the orbit camera. Canonical struct now lives in
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// ViewportCore so the camera-mutator path stays Qt-free (#84-i);
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// the alias keeps bonsai's "save view" / "restore view" callers
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// working unchanged.
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using CameraState = ViewportCore::CameraState;
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CameraState cameraState() const;
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// Tool toggles: flip between NoTool and the named tool. Wrappers
|
||||
|
||||
Reference in New Issue
Block a user