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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Native pan and zoom for macOS

This commit is contained in:
Bernhard Liebl
2017-11-01 21:49:39 +01:00
parent 5ff84070ca
commit 80ad8afc85
21 changed files with 549 additions and 133 deletions

View File

@@ -1694,92 +1694,78 @@ void SpatialEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
switch (nav_mode) {
case NAVIGATION_PAN: {
real_t pan_speed = 1 / 150.0;
int pan_speed_modifier = 10;
if (nav_scheme == NAVIGATION_MAYA && m->get_shift())
pan_speed *= pan_speed_modifier;
Point2i relative = _get_warped_mouse_motion(m);
Transform camera_transform;
camera_transform.translate(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
Vector3 translation(-relative.x * pan_speed, relative.y * pan_speed, 0);
translation *= cursor.distance / DISTANCE_DEFAULT;
camera_transform.translate(translation);
cursor.pos = camera_transform.origin;
_nav_pan(m, _get_warped_mouse_motion(m));
} break;
case NAVIGATION_ZOOM: {
real_t zoom_speed = 1 / 80.0;
int zoom_speed_modifier = 10;
if (nav_scheme == NAVIGATION_MAYA && m->get_shift())
zoom_speed *= zoom_speed_modifier;
NavigationZoomStyle zoom_style = (NavigationZoomStyle)EditorSettings::get_singleton()->get("editors/3d/navigation/zoom_style").operator int();
if (zoom_style == NAVIGATION_ZOOM_HORIZONTAL) {
if (m->get_relative().x > 0)
scale_cursor_distance(1 - m->get_relative().x * zoom_speed);
else if (m->get_relative().x < 0)
scale_cursor_distance(1.0 / (1 + m->get_relative().x * zoom_speed));
} else {
if (m->get_relative().y > 0)
scale_cursor_distance(1 + m->get_relative().y * zoom_speed);
else if (m->get_relative().y < 0)
scale_cursor_distance(1.0 / (1 - m->get_relative().y * zoom_speed));
}
_nav_zoom(m, m->get_relative());
} break;
case NAVIGATION_ORBIT: {
Point2i relative = _get_warped_mouse_motion(m);
_nav_orbit(m, _get_warped_mouse_motion(m));
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
cursor.x_rot += relative.y * radians_per_pixel;
cursor.y_rot += relative.x * radians_per_pixel;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;
if (cursor.x_rot < -Math_PI / 2.0)
cursor.x_rot = -Math_PI / 2.0;
name = "";
_update_name();
} break;
case NAVIGATION_LOOK: {
// Freelook only works properly in perspective.
// It technically works too in ortho, but it's awful for a user due to fov being near zero
if (!orthogonal) {
Point2i relative = _get_warped_mouse_motion(m);
_nav_look(m, _get_warped_mouse_motion(m));
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
} break;
// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
Transform prev_camera_transform = to_camera_transform(cursor);
default: {}
}
}
cursor.x_rot += relative.y * radians_per_pixel;
cursor.y_rot += relative.x * radians_per_pixel;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;
if (cursor.x_rot < -Math_PI / 2.0)
cursor.x_rot = -Math_PI / 2.0;
Ref<InputEventMagnifyGesture> magnify_gesture = p_event;
if (magnify_gesture.is_valid()) {
// Look is like the opposite of Orbit: the focus point rotates around the camera
Transform camera_transform = to_camera_transform(cursor);
Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
Vector3 diff = prev_pos - pos;
cursor.pos += diff;
if (is_freelook_active())
scale_freelook_speed(magnify_gesture->get_factor());
else
scale_cursor_distance(1.0 / magnify_gesture->get_factor());
}
name = "";
_update_name();
}
Ref<InputEventPanGesture> pan_gesture = p_event;
if (pan_gesture.is_valid()) {
NavigationScheme nav_scheme = (NavigationScheme)EditorSettings::get_singleton()->get("editors/3d/navigation/navigation_scheme").operator int();
NavigationMode nav_mode = NAVIGATION_NONE;
if (nav_scheme == NAVIGATION_GODOT) {
int mod = _get_key_modifier(pan_gesture);
if (mod == _get_key_modifier_setting("editors/3d/navigation/pan_modifier"))
nav_mode = NAVIGATION_PAN;
else if (mod == _get_key_modifier_setting("editors/3d/navigation/zoom_modifier"))
nav_mode = NAVIGATION_ZOOM;
else if (mod == _get_key_modifier_setting("editors/3d/navigation/orbit_modifier"))
nav_mode = NAVIGATION_ORBIT;
} else if (nav_scheme == NAVIGATION_MAYA) {
if (pan_gesture->get_alt())
nav_mode = NAVIGATION_PAN;
}
switch (nav_mode) {
case NAVIGATION_PAN: {
_nav_pan(m, pan_gesture->get_delta());
} break;
case NAVIGATION_ZOOM: {
_nav_zoom(m, pan_gesture->get_delta());
} break;
case NAVIGATION_ORBIT: {
_nav_orbit(m, pan_gesture->get_delta());
} break;
case NAVIGATION_LOOK: {
_nav_look(m, pan_gesture->get_delta());
} break;
@@ -1885,6 +1871,94 @@ void SpatialEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
accept_event();
}
void SpatialEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
const NavigationScheme nav_scheme = (NavigationScheme)EditorSettings::get_singleton()->get("editors/3d/navigation/navigation_scheme").operator int();
real_t pan_speed = 1 / 150.0;
int pan_speed_modifier = 10;
if (nav_scheme == NAVIGATION_MAYA && p_event->get_shift())
pan_speed *= pan_speed_modifier;
Transform camera_transform;
camera_transform.translate(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
Vector3 translation(-p_relative.x * pan_speed, p_relative.y * pan_speed, 0);
translation *= cursor.distance / DISTANCE_DEFAULT;
camera_transform.translate(translation);
cursor.pos = camera_transform.origin;
}
void SpatialEditorViewport::_nav_zoom(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
const NavigationScheme nav_scheme = (NavigationScheme)EditorSettings::get_singleton()->get("editors/3d/navigation/navigation_scheme").operator int();
real_t zoom_speed = 1 / 80.0;
int zoom_speed_modifier = 10;
if (nav_scheme == NAVIGATION_MAYA && p_event->get_shift())
zoom_speed *= zoom_speed_modifier;
NavigationZoomStyle zoom_style = (NavigationZoomStyle)EditorSettings::get_singleton()->get("editors/3d/navigation/zoom_style").operator int();
if (zoom_style == NAVIGATION_ZOOM_HORIZONTAL) {
if (p_relative.x > 0)
scale_cursor_distance(1 - p_relative.x * zoom_speed);
else if (p_relative.x < 0)
scale_cursor_distance(1.0 / (1 + p_relative.x * zoom_speed));
} else {
if (p_relative.y > 0)
scale_cursor_distance(1 + p_relative.y * zoom_speed);
else if (p_relative.y < 0)
scale_cursor_distance(1.0 / (1 - p_relative.y * zoom_speed));
}
}
void SpatialEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
cursor.x_rot += p_relative.y * radians_per_pixel;
cursor.y_rot += p_relative.x * radians_per_pixel;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;
if (cursor.x_rot < -Math_PI / 2.0)
cursor.x_rot = -Math_PI / 2.0;
name = "";
_update_name();
}
void SpatialEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const Vector2 &p_relative) {
// Freelook only works properly in perspective.
// It technically works too in ortho, but it's awful for a user due to fov being near zero
if (!orthogonal) {
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
Transform prev_camera_transform = to_camera_transform(cursor);
cursor.x_rot += p_relative.y * radians_per_pixel;
cursor.y_rot += p_relative.x * radians_per_pixel;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;
if (cursor.x_rot < -Math_PI / 2.0)
cursor.x_rot = -Math_PI / 2.0;
// Look is like the opposite of Orbit: the focus point rotates around the camera
Transform camera_transform = to_camera_transform(cursor);
Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
Vector3 diff = prev_pos - pos;
cursor.pos += diff;
name = "";
_update_name();
}
}
void SpatialEditorViewport::set_freelook_active(bool active_now) {
if (!freelook_active && active_now) {