Kelsidavis-WoWee/tools/editor/editor_camera.cpp
Kelsi 496f97f9db feat(editor): middle mouse orbit camera around terrain point
- Middle mouse drag orbits camera around the terrain point under cursor
  (or 100 units ahead if no terrain hit)
- Maintains distance from pivot while rotating yaw/pitch
- Much more intuitive for inspecting terrain features, placed objects,
  and NPC positions from different angles
- Works alongside right-drag (free look) and WASD (fly)
2026-05-05 06:48:05 -07:00

105 lines
3.3 KiB
C++

#include "editor_camera.hpp"
#include <glm/gtc/constants.hpp>
#include <algorithm>
namespace wowee {
namespace editor {
EditorCamera::EditorCamera() {
camera_.setPosition(glm::vec3(0.0f, 0.0f, 200.0f));
camera_.setFov(60.0f);
camera_.setRotation(0.0f, -30.0f);
yaw_ = 0.0f;
pitch_ = -30.0f;
}
void EditorCamera::update(float deltaTime) {
float moveSpeed = speed_ * deltaTime;
if (keyShift_) moveSpeed *= 3.0f;
glm::vec3 forward = camera_.getForward();
glm::vec3 right = camera_.getRight();
glm::vec3 up(0.0f, 0.0f, 1.0f); // Z-up (WoW render coords)
glm::vec3 pos = camera_.getPosition();
if (keyW_) pos += forward * moveSpeed;
if (keyS_) pos -= forward * moveSpeed;
if (keyD_) pos += right * moveSpeed;
if (keyA_) pos -= right * moveSpeed;
if (keyE_) pos += up * moveSpeed;
if (keyQ_) pos -= up * moveSpeed;
camera_.setPosition(pos);
}
void EditorCamera::processMouseMotion(int dx, int dy) {
if (!rightMouseDown_) return;
constexpr float sensitivity = 0.15f; // degrees per pixel
yaw_ += static_cast<float>(dx) * sensitivity;
pitch_ -= static_cast<float>(dy) * sensitivity;
pitch_ = std::clamp(pitch_, -89.0f, 89.0f);
camera_.setRotation(yaw_, pitch_);
}
void EditorCamera::processMouseWheel(float delta, bool shiftHeld) {
if (shiftHeld) {
speed_ = std::clamp(speed_ + delta * 20.0f, 10.0f, 2000.0f);
} else {
glm::vec3 pos = camera_.getPosition();
pos += camera_.getForward() * delta * speed_ * 0.3f;
camera_.setPosition(pos);
}
}
void EditorCamera::processKeyEvent(const SDL_KeyboardEvent& event) {
bool pressed = (event.type == SDL_KEYDOWN);
switch (event.keysym.scancode) {
case SDL_SCANCODE_W: keyW_ = pressed; break;
case SDL_SCANCODE_A: keyA_ = pressed; break;
case SDL_SCANCODE_S: keyS_ = pressed; break;
case SDL_SCANCODE_D: keyD_ = pressed; break;
case SDL_SCANCODE_Q: keyQ_ = pressed; break;
case SDL_SCANCODE_E: keyE_ = pressed; break;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_RSHIFT: keyShift_ = pressed; break;
default: break;
}
}
void EditorCamera::processMouseButton(const SDL_MouseButtonEvent& event) {
if (event.button == SDL_BUTTON_RIGHT)
rightMouseDown_ = (event.type == SDL_MOUSEBUTTONDOWN);
if (event.button == SDL_BUTTON_MIDDLE)
middleMouseDown_ = (event.type == SDL_MOUSEBUTTONDOWN);
}
void EditorCamera::processMiddleMouseMotion(int dx, int dy, const glm::vec3& pivotPoint) {
if (!middleMouseDown_) return;
constexpr float sensitivity = 0.3f;
yaw_ += static_cast<float>(dx) * sensitivity;
pitch_ -= static_cast<float>(dy) * sensitivity;
pitch_ = std::clamp(pitch_, -89.0f, 89.0f);
camera_.setRotation(yaw_, pitch_);
// Orbit: maintain distance from pivot
glm::vec3 toPivot = pivotPoint - camera_.getPosition();
float dist = glm::length(toPivot);
glm::vec3 newPos = pivotPoint - camera_.getForward() * dist;
camera_.setPosition(newPos);
}
void EditorCamera::setPosition(const glm::vec3& pos) {
camera_.setPosition(pos);
}
void EditorCamera::setYawPitch(float yaw, float pitch) {
yaw_ = yaw;
pitch_ = pitch;
camera_.setRotation(yaw_, pitch_);
}
} // namespace editor
} // namespace wowee