feat(editor): rotation display in UE's 0-360 convention

User pointed out the real gap: UE Details shows rotation in [0,360)
(-90 reads 270); our readback exposed [-180,180] with negative zeros.
GetRotation now wraps each axis to [0,360) via fmod -- strictly
equivalent math (each axis has 360-degree period), so matrix-rebuild
consumers like Camera::EulerRotMat are unaffected. The one consumer
needing a continuous domain is the free-look pitch clamp [-89,89] in
Camera::Update, which wraps back to [-180,180) before applying deltas.
This commit is contained in:
2026-10-04 01:46:05 +08:00
parent 4fc48c21ac
commit 4498bc7535
2 changed files with 27 additions and 10 deletions
+8
View File
@@ -52,6 +52,14 @@ namespace Engine {
if (mouseDX != 0 || mouseDY != 0)
{
glm::vec3 rot = transform.GetRotation();
// GetRotation 是 0-360 显示域(UE Details 约定);pitch 的
// clamp 需要连续域,wrap 回 [-180,180)(yaw 同步处理,
// 跨 ±180 继续累减不打折返)
for (int i = 0; i < 2; ++i) {
rot[i] = std::fmod(rot[i], 360.0f);
if (rot[i] >= 180.0f) rot[i] -= 360.0f;
if (rot[i] < -180.0f) rot[i] += 360.0f;
}
// 右手系绕 Y 正角度 = 向左转,鼠标右移(DX>0)应看向右
// → yaw 取负。pitch 正角度 = 抬头,鼠标下移(DY>0)低头
// → rot.x 直接用负号,两者符号已核对一致