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## ADDED Requirements
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### Requirement: Independent camera per viewport tile
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Each viewport tile SHALL own an independent `ViewportCamera` instance. Camera operations (orbit, pan, dolly, zoom, frame) in one tile SHALL NOT affect any other tile's camera.
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#### Scenario: Orbit in one tile, other tiles unchanged
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- **WHEN** the user Alt+LMB drags to orbit in tile A
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- **THEN** tile A's camera rotates, while tiles B, C, D remain at their previous camera positions
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#### Scenario: Frame selection in one tile
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- **WHEN** the user presses F in a tile
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- **THEN** that tile's camera frames the current selection, other tiles are unaffected
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### Requirement: Per-tile camera selector dropdown
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Each tile SHALL have a compact camera selector (icon + dropdown) showing "Free Camera" and all USD camera prims on the stage. Selecting a USD camera in one tile SHALL NOT affect other tiles.
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#### Scenario: Tile A uses Free Camera, Tile B uses a USD camera prim
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- **WHEN** the user selects a USD camera prim in tile B's camera dropdown
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- **THEN** tile B switches to USD camera mode and renders from that camera's view, while tile A continues in free camera mode
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#### Scenario: Both tiles use the same USD camera
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- **WHEN** the user selects the same USD camera prim in both tile A and tile B
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- **THEN** both tiles render from that camera's view but can navigate independently when one tile goes into free camera mode
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### Requirement: Camera list refreshes on dropdown open
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Each tile SHALL refresh its camera prim list from the stage whenever its camera dropdown is opened.
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#### Scenario: New camera added, then dropdown opened
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- **WHEN** the user adds a new UsdGeomCamera prim to the stage and opens a tile's camera dropdown
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- **THEN** the dropdown includes the newly added camera prim
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