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## ADDED Requirements
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### Requirement: Alt+LMB orbit navigation
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The viewport SHALL orbit the camera around the focal point when the user holds Alt and drags with the left mouse button.
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#### Scenario: Alt+LMB drag orbits the camera
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- **WHEN** the user holds Alt and drags with the left mouse button inside the viewport
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- **THEN** the camera orbits around the focal point based on the drag delta
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#### Scenario: LMB without Alt does not orbit
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- **WHEN** the user drags with the left mouse button without holding Alt
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- **THEN** no orbit occurs and the click is forwarded for prim selection
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### Requirement: Alt+MMB pan navigation
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The viewport SHALL pan the camera when the user holds Alt and drags with the middle mouse button.
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#### Scenario: Alt+MMB drag pans the camera
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- **WHEN** the user holds Alt and drags with the middle mouse button inside the viewport
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- **THEN** the camera pans horizontally and vertically based on the drag delta
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### Requirement: Alt+RMB dolly navigation
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The viewport SHALL dolly (zoom) the camera when the user holds Alt and drags with the right mouse button. Vertical drag upward moves the camera closer; downward moves it farther.
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#### Scenario: Alt+RMB drag dollies the camera
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- **WHEN** the user holds Alt and drags vertically with the right mouse button inside the viewport
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- **THEN** the camera dollies in or out based on the vertical drag delta
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### Requirement: Scroll zoom without Alt
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The viewport SHALL zoom the camera when the user scrolls the mouse wheel, without requiring the Alt modifier.
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#### Scenario: Scroll wheel zooms
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- **WHEN** the user scrolls the mouse wheel while hovering over the viewport
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- **THEN** the camera zooms in or out based on the scroll direction
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### Requirement: Legacy input mappings removed
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The previous input mappings (LMB for orbit, MMB for pan, Shift+LMB for pan) SHALL be replaced entirely by the Maya-style Alt+button scheme.
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#### Scenario: MMB without Alt does not pan
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- **WHEN** the user drags with the middle mouse button without holding Alt
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- **THEN** no pan occurs
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#### Scenario: Shift+LMB does not pan
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- **WHEN** the user holds Shift and drags with the left mouse button
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- **THEN** no pan occurs
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## ADDED Requirements
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### Requirement: Camera selector dropdown in viewport
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The viewport panel SHALL display a camera selector dropdown above the rendering canvas. The dropdown SHALL list "Free Camera" as the first entry, followed by all UsdCamera-typed prims found on the current USD stage.
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#### Scenario: Dropdown shows free camera and stage cameras
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- **WHEN** a USD stage is loaded and contains camera prims at paths `/cameras/main` and `/cameras/top`
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- **THEN** the camera selector dropdown lists: "Free Camera", "/cameras/main", "/cameras/top"
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#### Scenario: Dropdown shows only free camera with no stage cameras
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- **WHEN** a USD stage is loaded and contains no camera prims
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- **THEN** the camera selector dropdown lists only "Free Camera"
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#### Scenario: No stage loaded
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- **WHEN** no USD stage is loaded
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- **THEN** the camera selector dropdown is disabled or shows only "Free Camera"
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### Requirement: Switch to USD camera prim view
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When the user selects a USD camera prim from the dropdown, the viewport SHALL render the scene from that camera's viewpoint by reading its transform and projection attributes.
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#### Scenario: Select a USD camera from dropdown
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- **WHEN** the user selects "/cameras/main" from the camera dropdown
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- **THEN** the viewport renders the scene using the view matrix derived from that camera prim's world transform and the projection matrix derived from its focalLength, horizontalAperture, and clippingRange attributes
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#### Scenario: USD camera attribute mapping
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- **WHEN** the viewport is rendering through a UsdCamera prim
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- **THEN** the projection matrix SHALL be computed from the camera's `focalLength`, `horizontalAperture`, `verticalAperture`, `clippingRange`, and `projection` attributes
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- **AND** the view matrix SHALL be computed from the camera prim's world-space transform
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### Requirement: Free camera navigation disabled in USD camera mode
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When the viewport is in USD camera mode, orbit, pan, dolly, and zoom controls SHALL be disabled.
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#### Scenario: Attempt orbit while in USD camera mode
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- **WHEN** the viewport is viewing through a USD camera and the user performs Alt+LMB drag
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- **THEN** no orbit occurs and the viewport remains at the USD camera's viewpoint
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### Requirement: Free camera state preserved across mode switches
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The free camera's position, focal point, and orientation SHALL be preserved when switching to a USD camera and restored when switching back.
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#### Scenario: Switch to USD camera and back
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- **WHEN** the user positions the free camera, switches to a USD camera, then switches back to "Free Camera"
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- **THEN** the viewport returns to the exact free camera position and orientation before the switch
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### Requirement: Camera list refreshed on stage change
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The list of available USD camera prims SHALL be refreshed when the stage changes (file open, close, or stage reload).
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#### Scenario: Open a new stage with different cameras
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- **WHEN** the user opens a new USD file containing cameras at different paths
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- **THEN** the camera selector dropdown updates to reflect the new stage's camera prims
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### Requirement: Default camera mode is free camera
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The viewport SHALL start in free camera mode every time a stage is loaded.
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#### Scenario: Stage loaded defaults to free camera
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- **WHEN** a USD stage is loaded
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- **THEN** the camera selector is set to "Free Camera" and the viewport renders from the built-in free camera
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## ADDED Requirements
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### Requirement: Frame selected prim with F key
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The viewport SHALL frame the camera on the bounding box of the currently selected prim when the user presses the F key while the viewport is focused.
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#### Scenario: Frame a selected mesh prim
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- **WHEN** the user has a mesh prim selected in the scene hierarchy and presses F while the viewport is focused
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- **THEN** the camera repositions to frame the bounding box of that prim and all its descendants in world space
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#### Scenario: Frame with no prim selected
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- **WHEN** the user presses F with no prim selected
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- **THEN** no camera movement occurs
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#### Scenario: Frame in USD camera mode
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- **WHEN** the viewport is in USD camera mode and the user presses F
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- **THEN** the viewport switches to free camera mode and frames the selected prim
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### Requirement: Frame all with A key
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The viewport SHALL frame the camera on the bounding box of the entire USD stage when the user presses the A key while the viewport is focused.
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#### Scenario: Frame all prims in the stage
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- **WHEN** the user presses A while the viewport is focused and a stage is loaded
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- **THEN** the camera repositions to frame the bounding box of the entire stage
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#### Scenario: Frame all with no stage loaded
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- **WHEN** the user presses A with no stage loaded
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- **THEN** no camera movement occurs
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### Requirement: Selected prim path sourced from SceneHierarchyPanel
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The viewport SHALL obtain the currently selected prim path from the `SceneHierarchyPanel` via a callback wired by the `Application` class.
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#### Scenario: Selection change triggers prim path update
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- **WHEN** the user selects a different prim in the SceneHierarchyPanel
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- **THEN** the viewport's stored selected prim path updates to reflect the new selection
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- **AND** pressing F frames the newly selected prim
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### Requirement: Bounding box computed via UsdGeomBBoxCache
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The bounding box for framing a selected prim SHALL be computed using `UsdGeomBBoxCache` to correctly account for transforms, instancing, and purpose.
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#### Scenario: Bounding box includes descendant geometry
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- **WHEN** the user frames a prim that has mesh children
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- **THEN** the bounding box encompasses the prim and all its descendants' geometry in world space
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