## ADDED Requirements ### Requirement: Camera selector dropdown in viewport 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. #### Scenario: Dropdown shows free camera and stage cameras - **WHEN** a USD stage is loaded and contains camera prims at paths `/cameras/main` and `/cameras/top` - **THEN** the camera selector dropdown lists: "Free Camera", "/cameras/main", "/cameras/top" #### Scenario: Dropdown shows only free camera with no stage cameras - **WHEN** a USD stage is loaded and contains no camera prims - **THEN** the camera selector dropdown lists only "Free Camera" #### Scenario: No stage loaded - **WHEN** no USD stage is loaded - **THEN** the camera selector dropdown is disabled or shows only "Free Camera" ### Requirement: Switch to USD camera prim view 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. #### Scenario: Select a USD camera from dropdown - **WHEN** the user selects "/cameras/main" from the camera dropdown - **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 #### Scenario: USD camera attribute mapping - **WHEN** the viewport is rendering through a UsdCamera prim - **THEN** the projection matrix SHALL be computed from the camera's `focalLength`, `horizontalAperture`, `verticalAperture`, `clippingRange`, and `projection` attributes - **AND** the view matrix SHALL be computed from the camera prim's world-space transform ### Requirement: Free camera navigation disabled in USD camera mode When the viewport is in USD camera mode, orbit, pan, dolly, and zoom controls SHALL be disabled. #### Scenario: Attempt orbit while in USD camera mode - **WHEN** the viewport is viewing through a USD camera and the user performs Alt+LMB drag - **THEN** no orbit occurs and the viewport remains at the USD camera's viewpoint ### Requirement: Free camera state preserved across mode switches The free camera's position, focal point, and orientation SHALL be preserved when switching to a USD camera and restored when switching back. #### Scenario: Switch to USD camera and back - **WHEN** the user positions the free camera, switches to a USD camera, then switches back to "Free Camera" - **THEN** the viewport returns to the exact free camera position and orientation before the switch ### Requirement: Camera list refreshed on stage change The list of available USD camera prims SHALL be refreshed when the stage changes (file open, close, or stage reload). #### Scenario: Open a new stage with different cameras - **WHEN** the user opens a new USD file containing cameras at different paths - **THEN** the camera selector dropdown updates to reflect the new stage's camera prims ### Requirement: Default camera mode is free camera The viewport SHALL start in free camera mode every time a stage is loaded. #### Scenario: Stage loaded defaults to free camera - **WHEN** a USD stage is loaded - **THEN** the camera selector is set to "Free Camera" and the viewport renders from the built-in free camera