camera: UE Scene-view semantics — RMB fly, MMB focus-orbit, wheel dolly, F focus
Key conflict fix (UE semantics): while RMB is held the keyboard belongs to the camera, so WASD no longer collides with the gizmo W/E/R tool hotkeys. Editor mode gates fly movement behind RMB; game mode keeps always-on WASD. Viewport tool hotkeys (W/E/R/T/F) are suppressed while RMB is held. Focus orbit (pivot): MMB drag rotates the camera around a pivot keeping distance; first orbit picks a pivot 5m ahead on the view ray. Shift+MMB pans in screen plane (camera and pivot move together). Mouse wheel dollies toward/away from the pivot with exponential steps (no pivot: move along view ray). F focuses the selected entity (frame-selection): pivot set to its position, camera slides along the view ray; orbit distance persists. Window gains a polled scroll-delta channel (ConsumeScrollDelta) that respects ImGui mouse capture; Camera::Update mutates orbit state (no longer const).
This commit is contained in:
@@ -72,6 +72,8 @@ namespace Engine
|
||||
if (!self->m_EventCallback) return;
|
||||
if (self->m_MouseCapture && self->m_MouseCapture()) return;
|
||||
|
||||
self->m_ScrollAccum += static_cast<f32>(yoffset); // 轮询消费通道
|
||||
|
||||
Event e;
|
||||
e.type = EventType::MouseScroll;
|
||||
e.deltaX = static_cast<f32>(xoffset);
|
||||
@@ -245,4 +247,11 @@ namespace Engine
|
||||
dx = dy = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
float Window::ConsumeScrollDelta()
|
||||
{
|
||||
const float d = m_ScrollAccum;
|
||||
m_ScrollAccum = 0.0f;
|
||||
return d;
|
||||
}
|
||||
} // namespace Engine
|
||||
|
||||
+103
-19
@@ -8,16 +8,38 @@
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
namespace Engine {
|
||||
|
||||
void Camera::Update(Window& window, ECS::TransformComponent& transform, const f32 deltaTime) const {
|
||||
// 鼠标视角(编辑器习惯):按住右键捕获光标进入自由视角,
|
||||
// 松开释放光标(ImGui 面板可正常交互)。m_MouseLookEnabled 总开关
|
||||
namespace {
|
||||
// 欧拉(度)→ 旋转矩阵:应用序 Y→X,与 TransformComponent::
|
||||
// Compose 一致(roll 不参与 FPS/编辑器相机)
|
||||
glm::mat3 EulerRotMat(const glm::vec3& rotDeg)
|
||||
{
|
||||
return static_cast<glm::mat3>(
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(rotDeg.y),
|
||||
glm::vec3(0, 1, 0)) *
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(rotDeg.x),
|
||||
glm::vec3(1, 0, 0)));
|
||||
}
|
||||
}
|
||||
|
||||
void Camera::Update(Window& window, ECS::TransformComponent& transform,
|
||||
const f32 deltaTime, const bool flyRequiresRMB)
|
||||
{
|
||||
// ---- 输入模式(UE Scene view 语义):RMB=自由视角(鼠标转向
|
||||
// + 飞行),MMB=焦点环绕(Shift+MMB=平移),滚轮=推拉。三种
|
||||
// 光标型交互互斥共用捕获;编辑器模式 flyRequiresRMB=true 时
|
||||
// 移动键仅 RMB 按住生效(否则与 Gizmo W/E/R 热键冲突)----
|
||||
const bool wantLook = m_MouseLookEnabled &&
|
||||
window.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_RIGHT);
|
||||
if (wantLook)
|
||||
const bool wantOrbit = m_MouseLookEnabled &&
|
||||
window.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_MIDDLE);
|
||||
|
||||
if (wantLook || wantOrbit)
|
||||
{
|
||||
if (!window.IsCursorCaptured())
|
||||
{
|
||||
@@ -37,6 +59,42 @@ namespace Engine {
|
||||
rot.x = glm::clamp(
|
||||
rot.x - mouseDY * m_MouseSensitivity, -89.0f, 89.0f);
|
||||
transform.SetRotation(rot);
|
||||
|
||||
if (wantOrbit)
|
||||
{
|
||||
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT))
|
||||
{
|
||||
// ---- 屏幕平面平移:内容跟手(拖右 → 相机左移、
|
||||
// 拖下 → 相机上移),pivot 同步平移保持环绕点的
|
||||
// 屏幕相对位置 ----
|
||||
const glm::mat3 r = EulerRotMat(rot);
|
||||
const glm::vec3 delta =
|
||||
(-r * glm::vec3(1, 0, 0)) * mouseDX +
|
||||
(r * glm::vec3(0, 1, 0)) * mouseDY;
|
||||
const f32 k = m_OrbitDistance * 0.002f; // m/px
|
||||
transform.SetPosition(transform.GetPosition() + delta * k);
|
||||
if (m_HasPivot) m_OrbitPivot += delta * k;
|
||||
}
|
||||
else
|
||||
{
|
||||
// ---- 焦点环绕:转向后保持到 pivot 的距离。首次
|
||||
// 环绕无 pivot:取当前视线上 m_OrbitDistance 处
|
||||
if (!m_HasPivot)
|
||||
{
|
||||
m_OrbitPivot = transform.GetPosition() +
|
||||
EulerRotMat(transform.GetRotation()) *
|
||||
glm::vec3(0, 0, -1) *
|
||||
m_OrbitDistance;
|
||||
m_HasPivot = true;
|
||||
}
|
||||
m_OrbitDistance = glm::length(
|
||||
transform.GetPosition() - m_OrbitPivot);
|
||||
const glm::vec3 orbitFwd =
|
||||
EulerRotMat(rot) * glm::vec3(0, 0, -1);
|
||||
transform.SetPosition(m_OrbitPivot -
|
||||
orbitFwd * m_OrbitDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (window.IsCursorCaptured())
|
||||
@@ -44,24 +102,50 @@ namespace Engine {
|
||||
window.SetCursorCaptured(false);
|
||||
}
|
||||
|
||||
// 基向量由实体旋转决定(本地 -Z 为视线方向;应用顺序 Y→X,
|
||||
// 与 TransformComponent::Compose 一致;roll 不参与 FPS 相机)
|
||||
const glm::vec3 rot = transform.GetRotation(); // 派生欧拉(度)
|
||||
const glm::mat3 r = static_cast<glm::mat3>(
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(rot.y),
|
||||
glm::vec3(0, 1, 0)) *
|
||||
glm::rotate(glm::mat4(1.0f), glm::radians(rot.x),
|
||||
glm::vec3(1, 0, 0)));
|
||||
// 基向量由(可能已更新的)实体旋转决定(本地 -Z 为视线方向)
|
||||
const glm::mat3 r = EulerRotMat(transform.GetRotation());
|
||||
const glm::vec3 forward = r * glm::vec3(0, 0, -1);
|
||||
const glm::vec3 right = r * glm::vec3(1, 0, 0);
|
||||
|
||||
const f32 speed = m_MoveSpeed * deltaTime;
|
||||
if (window.IsKeyPressed(GLFW_KEY_W)) { transform.SetPosition(transform.GetPosition() + forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_S)) { transform.SetPosition(transform.GetPosition() - forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_A)) { transform.SetPosition(transform.GetPosition() - right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_D)) { transform.SetPosition(transform.GetPosition() + right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_SPACE)) { transform.SetPosition(transform.GetPosition() + glm::vec3(0, speed, 0)); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) { transform.SetPosition(transform.GetPosition() - glm::vec3(0, speed, 0)); }
|
||||
// ---- 飞行移动:编辑器模式仅 RMB(wantLook)时生效;游戏模式
|
||||
// 常开(原行为)----
|
||||
if (wantLook || !flyRequiresRMB)
|
||||
{
|
||||
const f32 speed = m_MoveSpeed * deltaTime;
|
||||
if (window.IsKeyPressed(GLFW_KEY_W)) { transform.SetPosition(transform.GetPosition() + forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_S)) { transform.SetPosition(transform.GetPosition() - forward * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_A)) { transform.SetPosition(transform.GetPosition() - right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_D)) { transform.SetPosition(transform.GetPosition() + right * speed); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_SPACE)) { transform.SetPosition(transform.GetPosition() + glm::vec3(0, speed, 0)); }
|
||||
if (window.IsKeyPressed(GLFW_KEY_LEFT_SHIFT)) { transform.SetPosition(transform.GetPosition() - glm::vec3(0, speed, 0)); }
|
||||
}
|
||||
|
||||
// ---- 滚轮推拉:有 pivot 时改环绕距离(指数步进,近处精细/
|
||||
// 远处大步);无 pivot 时沿视线平移 ----
|
||||
const f32 wheel = window.ConsumeScrollDelta();
|
||||
if (m_MouseLookEnabled && wheel != 0.0f)
|
||||
{
|
||||
if (m_HasPivot)
|
||||
{
|
||||
m_OrbitDistance = glm::clamp(
|
||||
m_OrbitDistance * std::pow(0.9f, wheel), 0.5f, 500.0f);
|
||||
transform.SetPosition(m_OrbitPivot - forward * m_OrbitDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.SetPosition(transform.GetPosition() +
|
||||
forward * wheel * m_MoveSpeed * deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Camera::FocusOn(ECS::TransformComponent& transform, const glm::vec3& point)
|
||||
{
|
||||
const glm::vec3 fwd =
|
||||
EulerRotMat(transform.GetRotation()) * glm::vec3(0, 0, -1);
|
||||
m_OrbitPivot = point;
|
||||
m_HasPivot = true;
|
||||
transform.SetPosition(point - fwd * m_OrbitDistance);
|
||||
}
|
||||
|
||||
glm::mat4 Camera::GetView(const ECS::TransformComponent& t) const
|
||||
|
||||
Reference in New Issue
Block a user