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ifcviewer: move camera + surface-geom state into ViewportCore (#84-g)
Move the camera/projection/clear-color fields that buildViewProj, updateFrameUniforms, the cull screen-area projector, and the bonsai- side cameraState/setCamera/viewAll surface depend on. Same alias pattern; no method bodies move in this commit — the next one moves the camera math methods now that all their state is in core. State moved (12 fields): int configured_w_, configured_h_ float camera_target_[3], camera_distance_ float camera_yaw_deg_, camera_pitch_deg_, camera_fov_y_deg_ float camera_near_, camera_far_ bool projection_ortho_ Eigen::Vector4f background_color_ ViewportWindow keeps reference aliases for each (including a proper `float (&camera_target_)[3]` reference-to-array binding) so the ~150 call sites that touch camera state stay unchanged. Aliases collapse when their owning methods migrate. Builds: desktop / bonsai / web all green. Tests 100/100.
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@@ -197,6 +197,36 @@ private:
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// queued setter that runs before init becomes a no-op rather than
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// crashing on a null device.
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bool wgpu_initialized_ = false;
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// ---- Surface geometry ----------------------------------------------------
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//
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// configured_w_/h_ track the device-pixel framebuffer size as last
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// requested through host_->framebufferSize(). depth + MSAA attachments
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// are sized against these.
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int configured_w_ = 0;
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int configured_h_ = 0;
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// ---- Orbit / fly camera state -------------------------------------------
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//
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// Mirrors the GL viewport's defaults; the orbit math lives in
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// buildViewProj (also in ViewportCore). BIM scenes are +Z up.
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float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
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float camera_distance_ = 50.0f;
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float camera_yaw_deg_ = 45.0f;
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float camera_pitch_deg_ = 30.0f;
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float camera_fov_y_deg_ = 45.0f;
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float camera_near_ = 0.1f;
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float camera_far_ = 10000.0f;
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// Perspective by default; toggleProjection (P key) flips this. When
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// true, buildViewProj uses an orthographic matrix sized by
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// camera_distance_ × tan(fov/2) so toggling looks like a smooth
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// swap rather than a jump in apparent size.
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bool projection_ortho_ = false;
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// RGBA in linear-space [0..1]. The render-pass clear value applies
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// an sRGB-to-linear conversion on top so the on-screen colour
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// matches the hex value passed via setBackgroundColor.
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Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
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};
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#endif // VIEWPORTCORE_H
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@@ -608,7 +608,18 @@ ViewportWindow::ViewportWindow(QWindow* parent)
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next_model_id_ (core_.next_model_id_),
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next_object_id_ (core_.next_object_id_),
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federated_false_origin_meters_(core_.federated_false_origin_meters_),
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wgpu_initialized_(core_.wgpu_initialized_) {
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wgpu_initialized_(core_.wgpu_initialized_),
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configured_w_ (core_.configured_w_),
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configured_h_ (core_.configured_h_),
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camera_target_ (core_.camera_target_),
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camera_distance_(core_.camera_distance_),
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projection_ortho_(core_.projection_ortho_),
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camera_yaw_deg_ (core_.camera_yaw_deg_),
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camera_pitch_deg_(core_.camera_pitch_deg_),
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camera_fov_y_deg_(core_.camera_fov_y_deg_),
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camera_near_ (core_.camera_near_),
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camera_far_ (core_.camera_far_),
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background_color_(core_.background_color_) {
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// wgpu doesn't need a GL context; we just need a real native window
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// whose backing layer matches the GPU API wgpu will drive.
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//
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@@ -635,8 +635,8 @@ private:
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void recomposeAndUploadModel(uint32_t model_id);
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bool& wgpu_initialized_;
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int configured_w_ = 0;
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int configured_h_ = 0;
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int& configured_w_;
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int& configured_h_;
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// ---- wgpu lifecycle state aliases ----------------------------------
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//
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@@ -869,19 +869,12 @@ private:
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// thread per model.
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mutable std::atomic<int> hiz_trace_budget_{0};
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// 0x20 / 0xff ≈ 0.125, 0x23 / 0xff ≈ 0.137, 0x29 / 0xff ≈ 0.161.
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Eigen::Vector4f background_color_ = {0.125f, 0.137f, 0.161f, 1.0f};
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Eigen::Vector4f& background_color_;
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// Camera (orbit, right-handed Y-up world → wait, BIM is +Z up).
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// Mirrors the GL viewport's defaults; mouse navigation lands later.
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float camera_target_[3] = { 0.0f, 0.0f, 0.0f };
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float camera_distance_ = 50.0f;
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// Perspective by default; toggleProjection() (P key) flips this. When
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// true, the per-frame projection builder uses an orthographic matrix
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// sized by camera_distance_ × tan(fov/2) so toggling looks like a
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// smooth swap rather than a jump in apparent size.
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bool projection_ortho_ = false;
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// Camera state aliases (storage in core_).
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float (&camera_target_)[3];
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float& camera_distance_;
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bool& projection_ortho_;
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// Fly / FPS-mode state. Mirrors GL ViewportWindow::CameraMode::Fps.
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// While fps_mode_ is true: cursor is hidden, mouse-look uses raw
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@@ -928,11 +921,11 @@ private:
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// mouseMoveEvent so mid-drag modifier changes don't switch axes.
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enum class NavDrag : uint8_t { Inactive, Orbit, Pan };
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NavDrag nav_drag_kind_ = NavDrag::Inactive;
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float camera_yaw_deg_ = 45.0f;
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float camera_pitch_deg_ = 30.0f;
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float camera_fov_y_deg_ = 45.0f;
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float camera_near_ = 0.1f;
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float camera_far_ = 10000.0f;
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float& camera_yaw_deg_;
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float& camera_pitch_deg_;
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float& camera_fov_y_deg_;
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float& camera_near_;
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float& camera_far_;
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// Contribution-cull thresholds. Still-frame uses min_pixel_radius_;
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// when the camera changed since last frame, the bigger motion threshold
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