Editor improvements, better cam, better gizmos, better lines

This commit is contained in:
Antoine Pilote
2023-10-08 13:26:41 -04:00
parent ac1db17e55
commit 2620fa548e
8 changed files with 142 additions and 87 deletions

View File

@@ -24,8 +24,8 @@ namespace Nuake
const float x = Input::GetMouseX();
const float y = Input::GetMouseY();
const bool isFlying = Input::IsMouseButtonDown(1) || Input::IsMouseButtonDown(2);
const bool isPressingMouse = isFlying || Input::YScroll != 0.0f;
m_IsFlying = Input::IsMouseButtonDown(1) || Input::IsMouseButtonDown(2);
const bool isPressingMouse = m_IsFlying || Input::YScroll != 0.0f;
if (hover)
{
@@ -77,10 +77,9 @@ namespace Nuake
{
mouseLastX = x;
mouseLastY = y;
return;
}
if (Input::IsMouseButtonDown(1))
if (hover && Input::IsMouseButtonDown(1))
{
// Should probably not have speed binding in here.
if (Input::YScroll != 0)
@@ -92,6 +91,7 @@ namespace Nuake
if (Speed < 0)
Speed = 0;
if (m_Type == CAMERA_TYPE::ORTHO)
{
if (Input::IsKeyDown(GLFW_KEY_RIGHT))
@@ -144,45 +144,48 @@ namespace Nuake
TargetYaw += diffx;
TargetPitch += diffy;
if (TargetPitch > 89.0f)
TargetPitch = 89.0f;
}
if (TargetPitch < -89.0f)
TargetPitch = -89.0f;
if (TargetPitch > 89.0f)
TargetPitch = 89.0f;
Direction.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Direction.y = sin(glm::radians(Pitch));
Direction.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
if (TargetPitch < -89.0f)
TargetPitch = -89.0f;
SetDirection(glm::normalize(Direction));
Right = glm::normalize(glm::cross(Up, Direction));
}
else if (Input::IsMouseButtonDown(2))
Direction.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Direction.y = sin(glm::radians(Pitch));
Direction.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
SetDirection(glm::normalize(Direction));
Right = glm::normalize(glm::cross(Up, Direction));
if (hover)
{
Vector3 movement = Vector3(0);
const float deltaX = x - mouseLastX;
const float deltaY = y - mouseLastY;
movement += Right * (deltaX * ts);
movement += Up * (deltaY * ts);
Translation += Vector3(movement) * 0.5f;
if (Input::IsMouseButtonDown(2))
{
Vector3 movement = Vector3(0);
const float deltaX = x - mouseLastX;
const float deltaY = y - mouseLastY;
movement += Right * (deltaX * ts);
movement += Up * (deltaY * ts);
Translation += Vector3(movement) * 0.5f;
mouseLastX = x;
mouseLastY = y;
controlled = true;
mouseLastX = x;
mouseLastY = y;
controlled = true;
SetDirection(glm::normalize(Direction));
}
else if (Input::YScroll != 0)
{
Translation += Vector3(Direction) * Input::YScroll;
Input::YScroll = 0.0f;
SetDirection(glm::normalize(Direction));
}
else if (Input::YScroll != 0)
{
Translation += Vector3(Direction) * Input::YScroll;
Input::YScroll = 0.0f;
}
}
SetDirection(glm::normalize(Direction));
mouseLastX = x;
mouseLastY = y;
}
Ref<EditorCamera> EditorCamera::Copy()