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Axes Gizmo

The axes gizmo is a small interactive cube in the bottom-left corner of the 3D viewport. It shows the current camera orientation and lets you snap to standard views by clicking its faces, edges, or corners.

Location and appearance​

The gizmo is rendered as a heads-up display (HUD) overlay that always appears at a fixed screen position in the bottom-left corner, regardless of zoom level or camera distance. It uses an orthographic projection so the cube never appears in perspective.

Each face of the cube is labeled with a direction name:

FaceDirectionAxis
Right+XPositive X
Left-XNegative X
Back+YPositive Y
Front-YNegative Y
Top+ZPositive Z
Bottom-ZNegative Z

The cube continuously rotates to mirror the main camera's orientation, so the visible face labels always match what you would see looking in that direction.

Coordinate system​

deFlex uses a Z-up coordinate system:

  • X points to the right.
  • Y points toward the back of the scene.
  • Z points up.

This matches common engineering and CAD conventions. The axes gizmo reflects this orientation at all times.

Snapping to standard views​

Click any part of the gizmo to animate the camera to that view direction:

Face clicks​

Clicking a labeled face snaps the camera to look straight along that axis:

ClickResulting viewLooking along
TopTop-down (plan view)-Z (looking down)
BottomBottom-up+Z (looking up)
FrontFront elevation+Y (looking toward back)
BackRear elevation-Y (looking toward front)
RightRight elevation-X (looking left)
LeftLeft elevation+X (looking right)

Edge clicks​

Clicking an edge between two faces snaps the camera to a 45-degree angle between those two directions. This is useful for isometric-like views.

Corner clicks​

Clicking a corner snaps the camera to a view that combines three axis directions at once, producing a trimetic view. For example, clicking the top-front-right corner gives a classic isometric perspective.

Camera animation​

When you click the gizmo, the camera smoothly animates from its current position to the target view over approximately 0.3 seconds using an ease-in-out curve. During animation:

  • The camera maintains its current distance from the orbit target (it rotates on a sphere, not translating toward/away).
  • The orbit target (center of rotation) does not change.
  • The camera's up vector stays fixed at (0, 0, 1), consistent with the Z-up convention.
  • For polar views (looking straight down or straight up the Z axis), the camera is nudged very slightly off-axis to avoid mathematical degeneracy without any visible effect.

Hover feedback​

When you hover over a face, it highlights in the application's primary accent color to indicate it is clickable. Edge and corner hit zones also highlight on hover with a semi-transparent overlay.

  • Keyboard Shortcuts -- includes numpad shortcuts for standard views (Numpad 7 for Top, Numpad 1 for Front, Numpad 3 for Right)
  • Viewport Tools -- toolbar tools that work alongside the gizmo