Allow 360° orbit, add Center View button and XYZ reference axes

Camera (apps/game/src/camera.rs):
- Replace yaw/pitch with a single Quat rotation. Mouse drag now does
  yaw-around-world-Y * rotation * pitch-around-local-X, which is gimbal-free
  and allows true 360° tumbling in any direction.
- Remove pitch clamps (ORBIT_MIN_PITCH / ORBIT_MAX_PITCH).
- Add ResetOrbitCamera resource + apply_orbit_reset system that snaps the
  orbit camera back to default on demand.
- OrbitCamera::reset() helper.

Galaxy scene (apps/game/src/gameplay/galaxy_creation/):
- New axes.rs: spawn_axes() draws three emissive cylinders through the
  origin (X=red, Y=green, Z=blue) as children of the scene root so they
  rebuild with the rest of the galaxy.
- UI adds a 'Center View' button below Regenerate that inserts
  ResetOrbitCamera; handled by reset_view_button_handler.
- Help text now mentions drag/zoom/escape.
This commit is contained in:
2026-06-04 13:08:47 -04:00
parent 1852cafcac
commit bc82f01ac1
4 changed files with 205 additions and 26 deletions

View File

@@ -9,24 +9,41 @@ pub struct MainCamera;
/// Orbit-style camera: rotates around `target` at `distance`, controlled by mouse.
/// Used for inspection scenes like GalaxyCreation where there is no player to follow.
///
/// Orientation is stored as a quaternion (`rotation`) to allow true 360° motion
/// with no gimbal lock. The base orientation is camera at `target + (0, 0, distance)`
/// looking toward `target` with up `+Y`. The quaternion rotates this base around
/// `target`. Mouse drag applies incremental rotations:
/// - horizontal delta → rotate around world `+Y` (yaw)
/// - vertical delta → rotate around the camera's local `+X` (its right vector)
///
/// This yaw-around-world / pitch-around-local split is the standard free-look
/// construction; it never produces a degenerate "up" vector at the poles.
#[derive(Component, Debug, Clone, Copy)]
pub struct OrbitCamera {
pub target: Vec3,
pub distance: f32,
/// Yaw around the Y axis (radians). 0 = camera at +Z looking toward origin.
pub yaw: f32,
/// Pitch above the horizontal plane (radians). 0 = horizontal, π/2 = straight down.
pub pitch: f32,
pub rotation: Quat,
}
impl OrbitCamera {
/// Reset to default orientation (camera at the canonical "starting" view).
pub fn reset(&mut self) {
*self = Self::default();
}
}
impl Default for OrbitCamera {
fn default() -> Self {
// ~36° above horizontal, slightly rotated, roughly matching the docs
// GalaxyScene opening shot. Built as yaw * pitch so the angles compose
// the same way the incremental drag rotations do.
let yaw = Quat::from_rotation_y(0.15);
let pitch = Quat::from_rotation_x(0.625);
Self {
target: Vec3::ZERO,
distance: 420.0,
yaw: 0.0,
// ~36° above horizontal — roughly matches docs GalaxyScene camera position.
pitch: 0.625,
rotation: yaw * pitch,
}
}
}
@@ -34,22 +51,25 @@ impl Default for OrbitCamera {
/// Initial camera spawn. The same entity is reused across states; control systems
/// decide how it moves depending on which state is active.
pub fn spawn_camera(mut commands: Commands) {
let orbit = OrbitCamera::default();
let offset = orbit.rotation * Vec3::new(0.0, 0.0, orbit.distance);
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 260.0, 360.0).looking_at(Vec3::ZERO, Vec3::Y),
Transform::from_translation(orbit.target + offset)
.with_rotation(orbit.rotation)
.looking_at(orbit.target, Vec3::Y),
MainCamera,
OrbitCamera::default(),
orbit,
));
}
const ORBIT_ROTATE_SENSITIVITY: f32 = 0.005;
const ORBIT_ZOOM_SENSITIVITY: f32 = 0.1;
const ORBIT_MIN_PITCH: f32 = 0.15; // ~9° above horizontal — never fully edge-on
const ORBIT_MAX_PITCH: f32 = 1.4; // ~80° — never straight down (gimbal safeguard)
const ORBIT_MIN_DISTANCE: f32 = 40.0;
const ORBIT_MAX_DISTANCE: f32 = 1500.0;
/// Left-drag rotates around the orbit target; scroll wheel zooms.
/// No pitch clamping — the camera can tumble a full 360°.
///
/// Drag is suppressed when the cursor is over any UI node — otherwise clicking
/// buttons or panels would also rotate the camera.
@@ -76,11 +96,15 @@ pub fn orbit_camera_control(
if mouse_input.pressed(MouseButton::Left) && !cursor_over_ui {
for event in mouse_motion.read() {
orbit.yaw -= event.delta.x * ORBIT_ROTATE_SENSITIVITY;
// Vertical is flipped relative to a "trackball" feel so the content
// follows the finger (iPhone-style): drag down → camera rises →
// scene appears to shift down with the cursor.
orbit.pitch += event.delta.y * ORBIT_ROTATE_SENSITIVITY;
// iPhone-style: content follows the finger horizontally.
let yaw = Quat::from_rotation_y(-event.delta.x * ORBIT_ROTATE_SENSITIVITY);
// Vertical: drag down raises the camera so the scene appears to
// shift down with the cursor.
let pitch = Quat::from_rotation_x(event.delta.y * ORBIT_ROTATE_SENSITIVITY);
// Pre-multiply yaw (world-axis rotation), post-multiply pitch
// (local-axis rotation) — this preserves a stable horizon line as
// long as `rotation` doesn't already pitch past 90°.
orbit.rotation = yaw * orbit.rotation * pitch;
}
} else {
mouse_motion.clear();
@@ -91,15 +115,39 @@ pub fn orbit_camera_control(
orbit.distance *= 1.0 - event.y * ORBIT_ZOOM_SENSITIVITY;
}
orbit.pitch = orbit.pitch.clamp(ORBIT_MIN_PITCH, ORBIT_MAX_PITCH);
orbit.distance = orbit.distance.clamp(ORBIT_MIN_DISTANCE, ORBIT_MAX_DISTANCE);
let cos_p = orbit.pitch.cos();
let pos = orbit.target
+ Vec3::new(
orbit.distance * cos_p * orbit.yaw.sin(),
orbit.distance * orbit.pitch.sin(),
orbit.distance * cos_p * orbit.yaw.cos(),
);
*transform = Transform::from_translation(pos).looking_at(orbit.target, Vec3::Y);
// Position = target + rotation * (camera-forward * distance).
// In the base orientation the camera sits on +Z looking at the origin, so
// the offset is `rotation * +Z * distance`.
let offset = orbit.rotation * Vec3::new(0.0, 0.0, orbit.distance);
let position = orbit.target + offset;
*transform = Transform::from_translation(position)
.looking_at(orbit.target, Vec3::Y)
// Re-apply rotation to recover the roll component that `looking_at`
// would otherwise discard (matters when the camera is upside-down).
.with_rotation(orbit.rotation);
}
/// Resource: set by UI buttons (e.g. "Center View") to request the orbit camera
/// be reset to its default orientation on the next frame. Consumed by
/// [`apply_orbit_reset`].
#[derive(Resource, Default, Debug)]
pub struct ResetOrbitCamera;
/// If [`ResetOrbitCamera`] is present, snap the orbit camera back to default
/// and consume the resource. Lives in `Update` so UI button presses (which
/// insert the resource via `Commands`) take effect on the following frame.
pub fn apply_orbit_reset(
mut commands: Commands,
flag: Option<Res<ResetOrbitCamera>>,
mut query: Query<&mut OrbitCamera, With<MainCamera>>,
) {
let Some(_flag) = flag else { return };
let Ok(mut orbit) = query.single_mut() else {
commands.remove_resource::<ResetOrbitCamera>();
return;
};
orbit.reset();
commands.remove_resource::<ResetOrbitCamera>();
}

View File

@@ -0,0 +1,72 @@
//! World-space XYZ axis indicator (red/green/blue cylinders through the origin).
//!
//! Provides spatial reference for the galaxy inspection scene. Drawn as three
//! thin emissive cylinders — mesh-based rather than gizmos so they participate
//! in normal scene rendering (occlusion, depth).
use bevy::prelude::*;
/// Length of each axis arrow. Picked to be visible from the default orbit
/// distance (~420) without dominating the scene.
const AXIS_LENGTH: f32 = 60.0;
/// Cylinder radius — same scale as connection lines so axes feel like part of
/// the galaxy scaffold.
const AXIS_RADIUS: f32 = 0.35;
/// Spawn three emissive cylinders through the origin: +X red, +Y green, +Z blue.
/// Convention follows the standard "right-handed RGB = XYZ" mapping.
///
/// Spawned as children of the caller-provided spawner so they're despawned
/// automatically when the parent scene is rebuilt.
pub fn spawn_axes(
parent: &mut ChildSpawnerCommands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<StandardMaterial>,
) {
let mesh = meshes.add(Cylinder::new(AXIS_RADIUS, AXIS_LENGTH).mesh());
let x_mat = axis_material(materials, [0.94, 0.18, 0.18]);
let y_mat = axis_material(materials, [0.18, 0.94, 0.30]);
let z_mat = axis_material(materials, [0.18, 0.55, 0.98]);
// Cylinder default axis is +Y. Rotate to align with each target axis.
let x_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::X);
let y_rot = Quat::IDENTITY;
let z_rot = Quat::from_rotation_arc(Vec3::Y, Vec3::Z);
parent.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(x_mat),
Transform::from_rotation(x_rot),
GalaxyAxis,
));
parent.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(y_mat),
Transform::from_rotation(y_rot),
GalaxyAxis,
));
parent.spawn((
Mesh3d(mesh),
MeshMaterial3d(z_mat),
Transform::from_rotation(z_rot),
GalaxyAxis,
));
}
/// Tag for the axis indicator entities — used by external systems that want to
/// hide/respawn them. Currently nothing reads this; kept for future toggling.
#[derive(Component)]
pub struct GalaxyAxis;
fn axis_material(
materials: &mut Assets<StandardMaterial>,
[r, g, b]: [f32; 3],
) -> Handle<StandardMaterial> {
materials.add(StandardMaterial {
base_color: Color::srgb(r, g, b),
emissive: LinearRgba::new(r * 1.4, g * 1.4, b * 1.4, 1.0),
unlit: true,
..default()
})
}

View File

@@ -5,6 +5,7 @@
//! click-to-select is handled in [`super::selection`]; the slider/info panels
//! live in [`super::ui`].
mod axes;
mod params;
mod selection;
mod ui;
@@ -13,6 +14,7 @@ use bevy::prelude::*;
use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};
use crate::camera::apply_orbit_reset;
use crate::state::AppState;
pub use params::{GalaxyParams, SelectedStar};
@@ -32,10 +34,12 @@ impl Plugin for GalaxyCreationPlugin {
escape_to_main_menu,
ui::param_button_handler,
ui::refresh_control_panel_values,
ui::reset_view_button_handler,
regenerate_galaxy_on_param_change,
selection::select_star_on_click,
selection::animate_selected_star,
selection::refresh_info_panel,
apply_orbit_reset,
)
.chain()
.run_if(in_state(AppState::GalaxyCreation)),
@@ -239,6 +243,9 @@ fn spawn_galaxy_scene(
GalaxyCreationSpawned,
))
.with_children(|parent| {
// XYZ reference axes through the origin.
axes::spawn_axes(parent, meshes, materials);
// Star systems.
for sys in systems {
let (mesh, material) = if sys.faction_index == 0 && sys.position.length() < 40.0

View File

@@ -37,6 +37,8 @@ pub enum ParamButton {
VerticalTwistIncr,
/// Randomize: bump seed by 1 (equivalent to the docs "Regenerate" button).
Regenerate,
/// Reset orbit camera to default orientation.
CenterView,
}
// ── Styling constants ───────────────────────────────────────────────────────
@@ -135,9 +137,38 @@ fn spawn_control_panel(commands: &mut Commands) {
));
});
// Center View (reset orbit camera) button.
parent
.spawn((
Button,
Node {
width: Val::Percent(100.0),
height: Val::Px(32.0),
margin: UiRect::top(Val::Px(4.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(BUTTON_BG),
BorderColor(PANEL_BORDER),
BorderRadius::all(Val::Px(6.0)),
ParamButton::CenterView,
))
.with_children(|btn| {
btn.spawn((
Text::new("Center View"),
TextFont {
font_size: BUTTON_FONT_SIZE,
..default()
},
TextColor(TEXT_BRIGHT),
));
});
// Help text.
parent.spawn((
Text::new("Click a star to inspect • Esc to return"),
Text::new("Drag to orbit (360°) • Scroll to zoom • Click a star • Esc to return"),
TextFont {
font_size: HELP_FONT_SIZE,
..default()
@@ -358,6 +389,27 @@ pub fn param_button_handler(
params.bump_generation();
}
ParamButton::Regenerate => params.reseed_and_bump(),
// CenterView is handled by `reset_view_button_handler` (needs Commands).
ParamButton::CenterView => {}
}
}
}
/// Handle the CenterView button: insert [`ResetOrbitCamera`] so
/// [`crate::camera::apply_orbit_reset`] can snap the orbit camera back to
/// its default orientation next frame. Kept in a separate system because it
/// needs `Commands` (not just `ResMut<GalaxyParams>`).
pub fn reset_view_button_handler(
mut commands: Commands,
reset_flag: Option<Res<crate::camera::ResetOrbitCamera>>,
query: Query<(&Interaction, &ParamButton), Changed<Interaction>>,
) {
for (interaction, button) in &query {
if *interaction != Interaction::Pressed {
continue;
}
if matches!(button, ParamButton::CenterView) && reset_flag.is_none() {
commands.insert_resource(crate::camera::ResetOrbitCamera);
}
}
}