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Put the editor viewport into a top-down orthographic plan view
Opening the Plan tool now switches the whole colour pass to an orthographic projection and pins the camera looking straight down, so the plan is drawn against the loaded scenery rather than in a window of its own. Closing the tool hands the camera's orientation back; leaving the editor clears the view outright. The wheel changes how much ground fits on screen instead of moving the camera, which with no perspective would change nothing but the clipping. Both configured backends follow: the experimental renderer swaps the pass projection (and fits its shadow cascades to it), the modern GL renderer uses its existing ortho helpers. Everything reading the pass projection - the mouse ray, the frustum test - picks the change up on its own. The experimental renderer also publishes its colour pass camera now, which it previously left at the interface defaults, so overlays can place world points on screen.
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@@ -39,10 +39,7 @@ class editor_mode : public application_mode
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void on_key(int Key, int Scancode, int Action, int Mods) override;
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void on_cursor_pos(double Horizontal, double Vertical) override;
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void on_mouse_button(int Button, int Action, int Mods) override;
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void on_scroll(double const Xoffset, double const Yoffset) override
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{
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;
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}
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void on_scroll(double const Xoffset, double const Yoffset) override;
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void on_window_resize(int w, int h) override
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{
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;
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@@ -108,6 +105,10 @@ class editor_mode : public application_mode
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editormode_input m_input;
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static TCamera Camera;
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// camera orientation from before the plan view took over, to be handed back when it is left
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bool m_orthoactive{false};
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glm::vec3 m_orthoangle{0.0f};
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// focus (smooth camera fly-to) state
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static bool m_focus_active;
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glm::dvec3 m_focus_start_pos{0.0,0.0,0.0};
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