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3D camera, interaction, and solid export ​

The 3D canvas uses a perspective camera and WebGL, but camera motion never changes world coordinates. Orbit, zoom, and reset alter only the view, not Eidolang objects.

Camera controls ​

  • Drag empty canvas to orbit around the current target.
  • Wheel or pinch to zoom near the pointer.
  • Click the corner orientation axes to reveal Reset view; it restores the origin target and initial distance.
  • The inset shows world x/y/z, with z up.

Camera position and target persist as local view state when switching figures and return on remount; they are not written to .eido. The current project's 3D minimum/maximum distance clamps zoom.

Select and drag 3D points ​

With Pointer, click objects to select. Picking prioritizes points, then line-like objects, then surfaces/solids, so a point inside a translucent sphere remains reachable.

  • free point3 values drag on a camera-facing plane;
  • bound points move along segment3/line3/ray3;
  • sphere-bound points move on the sphere;
  • derived points cannot drag directly.

With auto-dock, a free point snaps to a point coordinate or is rebound to a nearby linear carrier or sphere. The candidate highlights before release.

3D drawing tools ​

Point3 places a point on world z = 0; pressing and dragging vertically creates non-zero z. Segment3, Sphere, Cylinder, Cone, and other tools construct from existing/new control points with dashed or wireframe previews.

Planes, boxes, prisms, pyramids, and complex curves/surfaces are usually created in Eidolang. Start by modifying a 3D example.

Adaptive grid and sizing ​

Grid step follows camera distance on a 1-2-5 ladder, with the current unit in a corner legend. Infinite lines and planes expand with view distance. Points, intersection markers, and labels remain approximately screen-constant for reliable selection.

3D PNG ​

PNG reads the WebGL render:

  • Current view preserves composition;
  • Fit content keeps view direction but temporarily centers and backs away to contain the model;
  • 1×/2×/4× raster scale is available;
  • the ground grid and orientation inset can be excluded;
  • 3D always renders a background and is not transparent.

3D SVG ​

3D SVG is not a canvas screenshot. Eidograph regenerates a wireframe/contour projection from the evaluated model and camera: lines and curves become projected polylines, solids output edges and analytic silhouettes, and surfaces output iso-grid lines with translucent fills.

There is currently no hidden-line removal. Approximate depth ordering means complex overlap may differ from the solid WebGL image. SVG is suited to illustration and vector layout, not engineering projection.

3D GIF and MP4 ​

GIF and MP4 can use the script animate/stage timeline or automatic camera orbit. Fit content creates a temporary export camera without changing the saved interactive camera. Both formats render the same frames; MP4 keeps the file far smaller for the same orbit. Lower frame rate, raster scale, duration, or surface samples if rendering is too large or slow.