Kelsidavis-WoWee/tools/editor/editor_camera.cpp
Kelsi 55f9616aa6 fix(camera): NaN guards on pivot orbit, setPosition, setYawPitch
Three issues:
- processMiddleMouseMotion: NaN pivot poisons camera position
  permanently; the next frame produces NaN view/proj matrices.
- setPosition: no input validation — used by bookmark restore and
  fly-to-target which could be passed a NaN target.
- setYawPitch: same; also clamp pitch to [-89, 89] to match the
  mouse-motion path so a saved bookmark with bad pitch doesn't
  roll the camera upside down.
2026-05-06 08:03:57 -07:00

115 lines
3.9 KiB
C++

#include "editor_camera.hpp"
#include <glm/gtc/constants.hpp>
#include <algorithm>
#include <cmath>
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. Reject NaN pivot — would
// poison the camera position permanently and the next frame would
// produce NaN view/proj matrices.
if (!std::isfinite(pivotPoint.x) || !std::isfinite(pivotPoint.y) ||
!std::isfinite(pivotPoint.z)) return;
glm::vec3 toPivot = pivotPoint - camera_.getPosition();
float dist = glm::length(toPivot);
if (!std::isfinite(dist)) return;
glm::vec3 newPos = pivotPoint - camera_.getForward() * dist;
camera_.setPosition(newPos);
}
void EditorCamera::setPosition(const glm::vec3& pos) {
if (!std::isfinite(pos.x) || !std::isfinite(pos.y) || !std::isfinite(pos.z)) return;
camera_.setPosition(pos);
}
void EditorCamera::setYawPitch(float yaw, float pitch) {
if (!std::isfinite(yaw) || !std::isfinite(pitch)) return;
yaw_ = yaw;
// Match the mouse-motion clamp so out-of-range pitch from a saved
// bookmark doesn't roll the camera upside down.
pitch_ = std::clamp(pitch, -89.0f, 89.0f);
camera_.setRotation(yaw_, pitch_);
}
} // namespace editor
} // namespace wowee