|
@@ -0,0 +1,200 @@
|
|
|
|
|
+==============
|
|
|
|
|
+Level Viewport
|
|
|
|
|
+==============
|
|
|
|
|
+
|
|
|
|
|
+This section describes how to navigate the Level Viewport so you can inspect,
|
|
|
|
|
+edit, and compose scenes comfortably. The viewport supports both quick,
|
|
|
|
|
+mouse-only navigation for casual inspection and more precise, keyboard-plus-
|
|
|
|
|
+mouse controls for editing and layout work.
|
|
|
|
|
+
|
|
|
|
|
+Basic mouse navigation
|
|
|
|
|
+======================
|
|
|
|
|
+
|
|
|
|
|
+If you only need a quick look around, the mouse provides simple and immediate
|
|
|
|
|
+controls. Rolling the mouse wheel zooms the camera in and out. Clicking and
|
|
|
|
|
+dragging the ``Middle Mouse Button`` orbits the view around the current
|
|
|
|
|
+interest point. The orbit center typically coincides with the last framed
|
|
|
|
|
+selection, so framing an object first (see the :ref:`Framing objects`
|
|
|
|
|
+section) gives you a predictable pivot for orbiting.
|
|
|
|
|
+
|
|
|
|
|
+Keyboard + mouse navigation
|
|
|
|
|
+===========================
|
|
|
|
|
+
|
|
|
|
|
+For more controlled camera adjustments, combine keyboard modifiers with mouse
|
|
|
|
|
+actions.
|
|
|
|
|
+
|
|
|
|
|
+* Hold ``Left Alt`` while dragging with the ``Left Mouse Button`` to rotate
|
|
|
|
|
+ around the interest point;
|
|
|
|
|
+* Hold ``Left Alt`` and drag with the ``Middle Mouse Button`` to pan the view
|
|
|
|
|
+ horizontally and vertically;
|
|
|
|
|
+* Hold ``Left Alt`` and drag with the ``Right Mouse Button`` to zoom in and
|
|
|
|
|
+ out.
|
|
|
|
|
+
|
|
|
|
|
+Flythrough navigation
|
|
|
|
|
+=====================
|
|
|
|
|
+
|
|
|
|
|
+When you need to traverse the level at speed, use flythrough mode. Hold the
|
|
|
|
|
+``Right Mouse Button`` to control the camera orientation with the mouse, then
|
|
|
|
|
+use the keyboard to move the camera as if you were playing a first-person
|
|
|
|
|
+game:
|
|
|
|
|
+
|
|
|
|
|
+* ``W`` / ``S`` to move forward and backward;
|
|
|
|
|
+* ``A`` / ``D`` to strafe left and right;
|
|
|
|
|
+* ``Q`` / ``E`` to move the camera up and down.
|
|
|
|
|
+
|
|
|
|
|
+Flythrough mode is handy for scanning large environments, testing sightlines,
|
|
|
|
|
+or checking level flow at player height.
|
|
|
|
|
+
|
|
|
|
|
+Selecting objects
|
|
|
|
|
+=================
|
|
|
|
|
+
|
|
|
|
|
+Selecting objects is the primary way to focus edits and transformations on
|
|
|
|
|
+specific objects in the scene. Left-click an object to select it; a dim
|
|
|
|
|
+orange outline will be drawn around selected objects in the viewport:
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/selected_cube.png
|
|
|
|
|
+
|
|
|
|
|
+If a selected object is occluded by unselected ones, Crown still highlights it
|
|
|
|
|
+with a slightly dimmed orange outline so you can keep working with it even
|
|
|
|
|
+when it is not fully visible:
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/selected_sphere_occluded.png
|
|
|
|
|
+
|
|
|
|
|
+To clear the current selection, just left-click an empty area or press
|
|
|
|
|
+``Shift + Ctrl + A``.
|
|
|
|
|
+
|
|
|
|
|
+Multiple selection
|
|
|
|
|
+------------------
|
|
|
|
|
+
|
|
|
|
|
+Hold ``Left Shift`` while left-clicking to add unselected objects to the
|
|
|
|
|
+current selection. Conversely, left-click an already selected object to
|
|
|
|
|
+remove it from the selection.
|
|
|
|
|
+
|
|
|
|
|
+To select multiple objects by area, left-click and drag to draw a selection
|
|
|
|
|
+rectangle; any object that intersects that rectangle will be selected.
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/box_selection.png
|
|
|
|
|
+
|
|
|
|
|
+Framing objects
|
|
|
|
|
+===============
|
|
|
|
|
+
|
|
|
|
|
+Framing centers and zooms the camera on selected objects so you can work on
|
|
|
|
|
+them with a consistent viewpoint.
|
|
|
|
|
+
|
|
|
|
|
+Select one or more objects and press ``F`` to frame the current selection; the
|
|
|
|
|
+camera will pan and zoom so the selected objects fill the viewport
|
|
|
|
|
+comfortably. Press ``A`` to frame the entire scene.
|
|
|
|
|
+
|
|
|
|
|
+Framing is especially useful before orbiting or when you want to set a stable
|
|
|
|
|
+interest point for subsequent camera manipulations.
|
|
|
|
|
+
|
|
|
|
|
+Placing objects
|
|
|
|
|
+===============
|
|
|
|
|
+
|
|
|
|
|
+Place content into the scene by entering place mode or by dragging units from
|
|
|
|
|
+the Project Browser.
|
|
|
|
|
+
|
|
|
|
|
+Press ``Q`` to enter place mode; the cursor then becomes a placement tool and
|
|
|
|
|
+a chosen unit can be spawned with a mouse click. If no unit is selected for
|
|
|
|
|
+spawning, clicks have no effect. At any time, press ``Esc`` to exit placing
|
|
|
|
|
+mode: Crown will enter the tool that was active before entering place mode.
|
|
|
|
|
+
|
|
|
|
|
+Dragging a Unit directly from the Project Browser into the Level Viewport
|
|
|
|
|
+automatically selects the Spawn tool and sets the dragged unit as the current
|
|
|
|
|
+spawn candidate.
|
|
|
|
|
+
|
|
|
|
|
+Click the ``Left Mouse Button`` to place the unit. By default Crown raycasts
|
|
|
|
|
+from the camera origin through the mouse cursor to determine the Z height
|
|
|
|
|
+where the unit should be positioned. If you click and hold the ``Left Mouse
|
|
|
|
|
+Button``, then move the mouse, Crown will place the unit at any XY location
|
|
|
|
|
+on the horizontal plane defined by the height where you first clicked. This
|
|
|
|
|
+lets you position objects precisely along a fixed elevation.
|
|
|
|
|
+
|
|
|
|
|
+Moving, rotating, and scaling objects
|
|
|
|
|
+=====================================
|
|
|
|
|
+
|
|
|
|
|
+Transform objects with the standard ``W``, ``E``, and ``R`` keys to enter
|
|
|
|
|
+Move, Rotate, and Scale modes respectively.
|
|
|
|
|
+
|
|
|
|
|
+When one or more objects are selected, Crown displays a transform gizmo at the
|
|
|
|
|
+origin of the selection. The gizmo provides axis handles, planar handles and
|
|
|
|
|
+a camera-aligned handle. Interact with the gizmo using left-click and drag.
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/move_rotate_scale.png
|
|
|
|
|
+
|
|
|
|
|
+Move gizmo
|
|
|
|
|
+----------
|
|
|
|
|
+
|
|
|
|
|
+* Left-click and drag an axis handle to move the object along that axis.
|
|
|
|
|
+* Drag the small red, green, or blue rectangles to move the object constrained
|
|
|
|
|
+ to the XY, YZ, or ZX plane respectively.
|
|
|
|
|
+* Drag the small gray circle at the gizmo origin to move the object on the
|
|
|
|
|
+ plane parallel to the camera view.
|
|
|
|
|
+
|
|
|
|
|
+Rotate gizmo
|
|
|
|
|
+------------
|
|
|
|
|
+
|
|
|
|
|
+* Drag any red, green, or blue arc to rotate the object around the X, Y, or Z
|
|
|
|
|
+ axis.
|
|
|
|
|
+* Drag the large gray circle to rotate the object around the axis that is
|
|
|
|
|
+ perpendicular to the camera view plane.
|
|
|
|
|
+
|
|
|
|
|
+Scale gizmo
|
|
|
|
|
+-----------
|
|
|
|
|
+
|
|
|
|
|
+* Drag an axis handle to scale the object along that axis.
|
|
|
|
|
+* Drag the colored rectangles (for example red-green to scale on the XY plane)
|
|
|
|
|
+ to scale across the respective plane.
|
|
|
|
|
+* Drag the large gray circle to scale uniformly on all axes at once.
|
|
|
|
|
+
|
|
|
|
|
+Local and World axis
|
|
|
|
|
+--------------------
|
|
|
|
|
+
|
|
|
|
|
+Normally, gizmo axes are aligned to the local coordinate system of the
|
|
|
|
|
+selected object. That makes transforms intuitive when you want to move,
|
|
|
|
|
+rotate, or scale an object relative to its own orientation. However, when an
|
|
|
|
|
+object is rotated inconveniently, local axes can make it difficult to perform
|
|
|
|
|
+edits that must align to the scene or the world origin.
|
|
|
|
|
+
|
|
|
|
|
+Switching to the ``World Axis`` mode forces all gizmos to align to the world
|
|
|
|
|
+coordinate system regardless of the selected object's local transformations.
|
|
|
|
|
+
|
|
|
|
|
+Toggle axis mode using the Local/World Axis control in the toolbar:
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/local_world_axis.svg
|
|
|
|
|
+
|
|
|
|
|
+Snapping
|
|
|
|
|
+========
|
|
|
|
|
+
|
|
|
|
|
+By default Crown lets you position and rotate objects freely. When you require
|
|
|
|
|
+precision, enable grid and angle snapping to constrain transforms to fixed
|
|
|
|
|
+increments. Toggle snapping by clicking the ``Snap To Grid`` button on the
|
|
|
|
|
+toolbar:
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/toolbar_snap_to_grid.svg
|
|
|
|
|
+
|
|
|
|
|
+With snapping enabled, movement and rotation will snap to the configured grid
|
|
|
|
|
+size and snap angle. Hold ``Left Ctrl`` while performing a transform to
|
|
|
|
|
+temporarily disable snapping and make a single free adjustment.
|
|
|
|
|
+
|
|
|
|
|
+Change the grid cell size or the snap angle with ``Ctrl+G`` and ``Ctrl+H``
|
|
|
|
|
+respectively. These shortcuts open dialogs where you can type exact numeric
|
|
|
|
|
+values for the grid spacing and angle increment:
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/grid_size_dialog.png
|
|
|
|
|
+
|
|
|
|
|
+Relative and Absolute snapping
|
|
|
|
|
+------------------------------
|
|
|
|
|
+
|
|
|
|
|
+Crown offers two snapping coordinate modes. In Relative Snapping mode the
|
|
|
|
|
+snapping grid origin is aligned to the origin of the object being
|
|
|
|
|
+transformed; this makes the grid move together with the object and is
|
|
|
|
|
+convenient for local adjustments.
|
|
|
|
|
+
|
|
|
|
|
+In Absolute Snapping mode the snapping grid is fixed at the world origin,
|
|
|
|
|
+which is useful for aligning multiple objects to a common global grid.
|
|
|
|
|
+
|
|
|
|
|
+Switch between the two modes using the ``Relative Snap`` and ``Absolute Snap``
|
|
|
|
|
+toolbar buttons.
|
|
|
|
|
+
|
|
|
|
|
+.. image:: images/relative_absolute_snap.svg
|