feat: Implement Z-up coordinate system for camera and sketches
Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
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@@ -489,8 +489,8 @@ QVector3D ViewportWidget::unproject(const QPoint& screenPos, SketchPlane plane)
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QVector3D planeNormal;
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switch (plane) {
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case SketchPlane::XY: planeNormal = QVector3D(0, 1, 0); break;
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case SketchPlane::XZ: planeNormal = QVector3D(0, 0, 1); break;
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case SketchPlane::XY: planeNormal = QVector3D(0, 0, 1); break;
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case SketchPlane::XZ: planeNormal = QVector3D(0, 1, 0); break;
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case SketchPlane::YZ: planeNormal = QVector3D(1, 0, 0); break;
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case SketchPlane::NONE: return QVector3D();
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}
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@@ -532,15 +532,15 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
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const int numSegments = 64;
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QVector3D u_axis, v_axis;
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switch (sketch->plane()) {
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case SketchFeature::SketchPlane::XY:
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u_axis = QVector3D(1, 0, 0);
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v_axis = QVector3D(0, 0, 1);
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break;
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case SketchFeature::SketchPlane::XZ:
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case SketchFeature::SketchPlane::XY: // Top
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u_axis = QVector3D(1, 0, 0);
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v_axis = QVector3D(0, 1, 0);
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break;
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case SketchFeature::SketchPlane::YZ:
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case SketchFeature::SketchPlane::XZ: // Front
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u_axis = QVector3D(1, 0, 0);
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v_axis = QVector3D(0, 0, 1);
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break;
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case SketchFeature::SketchPlane::YZ: // Right
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u_axis = QVector3D(0, 1, 0);
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v_axis = QVector3D(0, 0, 1);
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break;
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@@ -564,10 +564,10 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
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gp_Pnt p2, p4;
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if (sketch->plane() == SketchFeature::SketchPlane::XY) {
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p2.SetCoord(p3.X(), p1.Y(), p1.Z());
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p4.SetCoord(p1.X(), p1.Y(), p3.Z());
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p4.SetCoord(p1.X(), p3.Y(), p1.Z());
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} else if (sketch->plane() == SketchFeature::SketchPlane::XZ) {
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p2.SetCoord(p3.X(), p1.Y(), p1.Z());
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p4.SetCoord(p1.X(), p3.Y(), p1.Z());
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p4.SetCoord(p1.X(), p1.Y(), p3.Z());
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} else if (sketch->plane() == SketchFeature::SketchPlane::YZ) {
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p2.SetCoord(p1.X(), p3.Y(), p1.Z());
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p4.SetCoord(p1.X(), p1.Y(), p3.Z());
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