Files
Sylpheed/crates/sylpheed-viewer/src/camera.rs
Fabian Hamm ed54f95d54 style: rustfmt sweep -- 774 hunks across 154 files -> 0
`cargo fmt --all -- --check` has failed on every run in this repository's
history, identically on `main` and on every branch. This is #12.

Mechanical: `cargo fmt --all`, nothing else. 154 files, all `.rs`, no other
extension touched. `cargo check --workspace` exits 0 afterwards, so nothing
changed semantically.

ON THE ORDERING, WHICH WAS THE REAL QUESTION.

HANDOFF-2026-09-06 section 7 warns this is the expensive fix: a whole-tree
reformat before #7 and #8 return "would put a conflict in every file of 861
commits and make the reviews those items exist to enable unreadable".

That is measurably too pessimistic, and it had been reasoned rather than
tested. Measured here by three-way merging a rustfmt'd `main` against both
unmerged branches, file by file:

  file/branch pairs tested   32
  merges CLEAN               28
  merges CONFLICTING          4   (8 conflict hunks total)

    sylpheed-cli/src/main.rs      1 hunk
    sylpheed-export/src/check.rs  1
    sylpheed-export/src/screen.rs 4
    sylpheed-export/src/video.rs  2

All four are against `auto/frame-blend-draw-path` only;
`auto/port-p6-audio` does not conflict anywhere. The earlier framing --
154 dirty files, 133 that cannot collide, 21 that can, the collision set
carrying 147 of 774 hunks (19%) -- reproduces exactly. What it did not say
is that most of the 21 still merge cleanly, because rustfmt's edits and the
branches' edits rarely land on the same lines.

So the cost of sweeping now is 4 files and 8 hunks for one branch, against
a check that is otherwise red forever. Deliberately NOT folded into the
WASM PR: 154 reformatted files would make that one unreviewable.

Closes #12
2026-09-08 20:07:01 +02:00

219 lines
7.6 KiB
Rust

//! Orbit camera for inspecting 3D assets.
//!
//! Controls:
//! - Left-click + drag → orbit
//! - Right-click + drag → pan
//! - Scroll wheel → zoom
//! - R → reset to default view
use bevy::input::mouse::{MouseMotion, MouseWheel};
use bevy::prelude::*;
use bevy::render::render_asset::RenderAssetUsages;
use bevy::render::render_resource::{
Extent3d, TextureDimension, TextureFormat, TextureViewDescriptor, TextureViewDimension,
};
pub struct OrbitCameraPlugin;
impl Plugin for OrbitCameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_camera)
.add_systems(Update, orbit_camera);
}
}
/// State for the orbit camera controller.
#[derive(Component)]
pub struct OrbitCamera {
/// Distance from the focus point
pub radius: f32,
/// Rotation around the vertical axis (azimuth) in radians
pub yaw: f32,
/// Rotation around the horizontal axis (elevation) in radians
pub pitch: f32,
/// The point the camera orbits around
pub focus: Vec3,
pub orbit_sensitivity: f32,
pub zoom_sensitivity: f32,
pub pan_sensitivity: f32,
/// Zoom limits — set when framing a model so large scenes can be pulled back
/// far enough (the old fixed 0.5..50 cap trapped the camera inside big stages).
pub min_radius: f32,
pub max_radius: f32,
}
impl Default for OrbitCamera {
fn default() -> Self {
Self {
radius: 5.0,
yaw: std::f32::consts::FRAC_PI_4,
pitch: std::f32::consts::FRAC_PI_6,
focus: Vec3::ZERO,
orbit_sensitivity: 0.005,
zoom_sensitivity: 0.3,
pan_sensitivity: 0.003,
min_radius: 0.05,
max_radius: 500.0,
}
}
}
fn spawn_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let orbit = OrbitCamera::default();
let transform = orbit_transform(&orbit);
// The game's ship shader reflects a shared HDR environment cubemap off the
// hull (three cube samples — see the shader RE). Reproduce that "look" with a
// procedural sky cube feeding Bevy's image-based lighting, so metallic
// surfaces reflect an environment instead of reading flat. Procedural (not a
// bundled KTX2) so it also works on WASM with no extra assets.
let env = make_env_cubemap(&mut images);
commands.spawn((
Camera3d::default(),
// Wide near/far so both tiny weapons and multi-thousand-unit stages fit;
// the planes are re-scaled to the zoom distance each frame (below).
Projection::Perspective(PerspectiveProjection {
near: 0.05,
far: 100_000.0,
..default()
}),
transform,
orbit,
EnvironmentMapLight {
diffuse_map: env.clone(),
specular_map: env,
intensity: 900.0,
..default()
},
));
}
/// Build a small procedural sky cubemap (6 faces) for image-based lighting.
///
/// A vertical gradient (bright zenith → warm horizon → dark ground) plus a warm
/// "sun" highlight roughly where the game's key light sits — enough for a
/// metallic hull to read as reflective rather than flat. Stored as an sRGB cube
/// (filterable, no half-float encoding needed); a single mip means reflections
/// stay sharp (fine for a shiny ship).
fn make_env_cubemap(images: &mut Assets<Image>) -> Handle<Image> {
let size: i32 = 64;
// Approx key-light direction from the RE (PS c32 ≈ (0,-0.76,-0.65), i.e. light
// arriving from top-front); place the bright spot there.
let sun = Vec3::new(0.0, 0.85, 0.5).normalize();
let zenith = Vec3::new(0.70, 0.80, 0.95);
let horizon = Vec3::new(0.42, 0.45, 0.50);
let ground = Vec3::new(0.09, 0.09, 0.11);
let srgb = |c: f32| (c.clamp(0.0, 1.0).powf(1.0 / 2.2) * 255.0).round() as u8;
let mut data: Vec<u8> = Vec::with_capacity((size * size * 6 * 4) as usize);
for face in 0..6 {
for y in 0..size {
for x in 0..size {
let u = (x as f32 + 0.5) / size as f32 * 2.0 - 1.0;
let v = (y as f32 + 0.5) / size as f32 * 2.0 - 1.0;
// Standard cube-face → direction mapping.
let d = match face {
0 => Vec3::new(1.0, -v, -u),
1 => Vec3::new(-1.0, -v, u),
2 => Vec3::new(u, 1.0, v),
3 => Vec3::new(u, -1.0, -v),
4 => Vec3::new(u, -v, 1.0),
_ => Vec3::new(-u, -v, -1.0),
}
.normalize();
let mut col = if d.y >= 0.0 {
horizon.lerp(zenith, (d.y).powf(0.6))
} else {
horizon.lerp(ground, (-d.y).powf(0.5))
};
let s = d.dot(sun).max(0.0).powf(60.0);
col += Vec3::new(1.0, 0.85, 0.6) * s * 1.5;
data.extend_from_slice(&[srgb(col.x), srgb(col.y), srgb(col.z), 255]);
}
}
}
let mut image = Image::new(
Extent3d {
width: size as u32,
height: size as u32,
depth_or_array_layers: 6,
},
TextureDimension::D2,
data,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
);
image.texture_view_descriptor = Some(TextureViewDescriptor {
dimension: Some(TextureViewDimension::Cube),
..default()
});
images.add(image)
}
fn orbit_camera(
mut query: Query<(&mut OrbitCamera, &mut Transform, &mut Projection)>,
mouse_buttons: Res<ButtonInput<MouseButton>>,
keys: Res<ButtonInput<KeyCode>>,
mut mouse_motion: EventReader<MouseMotion>,
mut scroll: EventReader<MouseWheel>,
) {
let Ok((mut cam, mut transform, mut projection)) = query.get_single_mut() else {
return;
};
let mut delta_motion = Vec2::ZERO;
for ev in mouse_motion.read() {
delta_motion += ev.delta;
}
let mut scroll_delta = 0.0f32;
for ev in scroll.read() {
scroll_delta += ev.y;
}
// Orbit (left mouse drag)
if mouse_buttons.pressed(MouseButton::Left) {
cam.yaw -= delta_motion.x * cam.orbit_sensitivity;
cam.pitch -= delta_motion.y * cam.orbit_sensitivity;
// Clamp pitch to avoid gimbal lock
cam.pitch = cam.pitch.clamp(-1.5, 1.5);
}
// Pan (right mouse drag)
if mouse_buttons.pressed(MouseButton::Right) {
let right = transform.rotation * Vec3::X;
let up = transform.rotation * Vec3::Y;
// Copy fields before mutably borrowing `cam.focus`
let pan_sens = cam.pan_sensitivity;
let radius = cam.radius;
cam.focus -= right * delta_motion.x * pan_sens * radius;
cam.focus += up * delta_motion.y * pan_sens * radius;
}
// Zoom (scroll)
cam.radius -= scroll_delta * cam.zoom_sensitivity * cam.radius;
cam.radius = cam.radius.clamp(cam.min_radius, cam.max_radius);
// Reset (R key)
if keys.just_pressed(KeyCode::KeyR) {
*cam = OrbitCamera::default();
}
// Keep the clip planes proportional to the zoom distance so depth precision
// stays usable across scales (tiny prop → whole stage grid).
if let Projection::Perspective(p) = projection.as_mut() {
p.near = (cam.radius * 0.02).clamp(0.02, 50.0);
p.far = (cam.radius * 50.0).max(2000.0);
}
*transform = orbit_transform(&cam);
}
fn orbit_transform(cam: &OrbitCamera) -> Transform {
let rotation = Quat::from_euler(EulerRot::YXZ, cam.yaw, cam.pitch, 0.0);
let offset = rotation * Vec3::new(0.0, 0.0, cam.radius);
Transform::from_translation(cam.focus + offset).looking_at(cam.focus, Vec3::Y)
}