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mdlpart: Add clamping to the camera to stop getting into fun situations

This commit is contained in:
Joshua Goins 2023-09-26 20:42:45 -04:00
parent 0efbc581e0
commit a4b516e754
2 changed files with 20 additions and 28 deletions

View file

@ -12,6 +12,7 @@
#include <QVulkanInstance> #include <QVulkanInstance>
#include <QVulkanWindow> #include <QVulkanWindow>
#include <QWindow> #include <QWindow>
#include <cmath>
#include <glm/gtc/quaternion.hpp> #include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.inl> #include <glm/gtc/type_ptr.inl>
@ -55,20 +56,14 @@ public:
case QEvent::MouseButtonPress: { case QEvent::MouseButtonPress: {
auto mouseEvent = dynamic_cast<QMouseEvent*>(e); auto mouseEvent = dynamic_cast<QMouseEvent*>(e);
if (mouseEvent->button() == Qt::MouseButton::LeftButton) { if (mouseEvent->button() == Qt::MouseButton::LeftButton || mouseEvent->button() == Qt::MouseButton::RightButton) {
part->lastX = mouseEvent->x(); part->lastX = mouseEvent->position().x();
part->lastY = mouseEvent->y(); part->lastY = mouseEvent->position().y();
part->cameraMode = MDLPart::CameraMode::Orbit; part->cameraMode = mouseEvent->button() == Qt::MouseButton::LeftButton ? MDLPart::CameraMode::Orbit : MDLPart::CameraMode::Move;
setKeyboardGrabEnabled(true);
setMouseGrabEnabled(true);
} else if (mouseEvent->button() == Qt::MouseButton::RightButton) {
part->lastX = mouseEvent->x();
part->lastY = mouseEvent->y();
part->cameraMode = MDLPart::CameraMode::Move;
setKeyboardGrabEnabled(true); setKeyboardGrabEnabled(true);
setMouseGrabEnabled(true); setMouseGrabEnabled(true);
setCursor(Qt::BlankCursor);
} }
} break; } break;
case QEvent::MouseButtonRelease: { case QEvent::MouseButtonRelease: {
@ -76,40 +71,37 @@ public:
setKeyboardGrabEnabled(false); setKeyboardGrabEnabled(false);
setMouseGrabEnabled(false); setMouseGrabEnabled(false);
setCursor({});
} break; } break;
case QEvent::MouseMove: { case QEvent::MouseMove: {
auto mouseEvent = dynamic_cast<QMouseEvent*>(e); auto mouseEvent = dynamic_cast<QMouseEvent*>(e);
if (part->cameraMode != MDLPart::CameraMode::None) { if (part->cameraMode != MDLPart::CameraMode::None) {
const int deltaX = mouseEvent->x() - part->lastX; const int deltaX = mouseEvent->position().x() - part->lastX;
const int deltaY = mouseEvent->y() - part->lastY; const int deltaY = mouseEvent->position().y() - part->lastY;
if (part->cameraMode == MDLPart::CameraMode::Orbit) { if (part->cameraMode == MDLPart::CameraMode::Orbit) {
part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers part->yaw += deltaX * 0.01f; // TODO: remove these magic numbers
part->pitch += deltaY * 0.01f; part->pitch += deltaY * 0.01f;
} else { } else {
glm::vec3 position( const glm::vec3 position(part->cameraDistance * std::sin(part->yaw),
part->cameraDistance * sin(part->yaw),
part->cameraDistance * part->pitch, part->cameraDistance * part->pitch,
part->cameraDistance * cos(part->yaw)); part->cameraDistance * std::cos(part->yaw));
glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0}); const glm::quat rot = glm::quatLookAt((part->position + position) - part->position, {0, 1, 0});
glm::vec3 up, right; part->position += glm::vec3{0, 1, 0} * (float)deltaY * 0.01f;
up = rot * glm::vec3{0, 1, 0}; part->position.y = std::clamp(part->position.y, 0.0f, 10.0f);
right = rot * glm::vec3{1, 0, 0};
part->position += up * (float)deltaY * 0.01f;
part->position += right * (float)deltaX * 0.01f;
} }
part->lastX = mouseEvent->x(); part->lastX = mouseEvent->position().x();
part->lastY = mouseEvent->y(); part->lastY = mouseEvent->position().y();
} }
} break; } break;
case QEvent::Wheel: { case QEvent::Wheel: {
auto scrollEvent = dynamic_cast<QWheelEvent*>(e); auto scrollEvent = dynamic_cast<QWheelEvent*>(e);
part->cameraDistance -= scrollEvent->angleDelta().y() / 120.0f; // FIXME: why 120? part->cameraDistance -= (scrollEvent->angleDelta().y() / 120.0f) * 0.1f; // FIXME: why 120?
part->cameraDistance = std::clamp(part->cameraDistance, 1.0f, 4.0f);
} break; } break;
} }

View file

@ -35,7 +35,7 @@ public:
CameraMode cameraMode = CameraMode::None; CameraMode cameraMode = CameraMode::None;
float pitch = 0.0f; float pitch = 0.0f;
float yaw = 0.0f; float yaw = 0.0f;
float cameraDistance = 5.0f; float cameraDistance = 2.0f;
glm::vec3 position{0, 0, 0}; glm::vec3 position{0, 0, 0};
std::unique_ptr<physis_Skeleton> skeleton; std::unique_ptr<physis_Skeleton> skeleton;