ifcviewer: add Shift+F fly-mode camera

WASD strafe, Q/E down/up, mouse-look (cursor hidden + recentered),
Shift to sprint, scrollwheel scales speed, click or Esc returns to
orbit.  Exiting drops back to the same viewpoint because rotation
re-pins camera_target_ to keep camera_eye_ stationary.

Movement integrates wall-clock dt inside render() and the next frame
self-schedules via requestUpdate() while any key is held.  A QTimer
would fight Qt's event loop during long swapBuffers blocks and produce
"camera pauses one frame" stalls; render-driven integration keeps
movement phase-locked to vsync and absorbs slow frames in a single
catch-up step.

IFC_FPS_HITCH_MS=<n> logs frames slower than n ms while in fly mode.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-26 20:12:52 +10:00
parent 8f7c8dc1d2
commit 81a7c5b50e
2 changed files with 203 additions and 1 deletions
+30
View File
@@ -26,6 +26,7 @@
#include <QElapsedTimer>
#include <QMatrix4x4>
#include <QVector3D>
#include <QSet>
#include <vector>
#include <unordered_map>
@@ -192,6 +193,7 @@ protected:
void exposeEvent(QExposeEvent* event) override;
void resizeEvent(QResizeEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
bool event(QEvent* event) override;
private:
@@ -273,6 +275,24 @@ private:
void handleMouseMove(QMouseEvent* event);
void handleWheel(QWheelEvent* event);
// FPS/fly mode. Toggled with Shift+F; exits on any mouse click or Esc.
// While active, WASD translates the camera in view-space, Q/E moves
// world-down/up, mouse rotates the view (cursor hidden + recentered each
// move), Shift accelerates, and the wheel scales the base move speed
// instead of zooming. The underlying orbit state is preserved: movement
// translates camera_target_ and rotation re-pins it so camera_eye_ stays
// put, so exiting drops the user back into orbit at the same viewpoint.
//
// Movement is integrated inside render() using wall-clock dt and the
// next frame is requestUpdate()'d while any movement key is held — that
// way one long frame only produces a single catch-up step instead of
// also missing a QTimer tick.
enum class CameraMode { Orbit, Fps };
void enterFpsMode();
void exitFpsMode();
void fpsIntegrate(); // called from render()
void recenterFpsCursor();
QOpenGLContext* context_ = nullptr;
QOpenGLFunctions_4_5_Core* gl_ = nullptr;
bool gl_initialized_ = false;
@@ -383,6 +403,16 @@ private:
Qt::MouseButton active_button_ = Qt::NoButton;
QPoint last_mouse_pos_;
// FPS/fly mode state. fps_keys_held_ tracks WASD/QE/Shift between
// press+release; fps_last_tick_ gates dt inside render().
// fps_ignore_next_mouse_move_ swallows the synthetic MouseMove that
// QCursor::setPos() generates after we recenter.
CameraMode camera_mode_ = CameraMode::Orbit;
QSet<int> fps_keys_held_;
float fps_move_speed_ = 5.0f; // m/s at speed=1
QElapsedTimer fps_last_tick_;
bool fps_ignore_next_mouse_move_ = false;
// Selection
uint32_t selected_object_id_ = 0;