Fix compilation issues caused by far
identifier
Breaks some builds on Win due to macro use of this name
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1bd740d18d
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0c3b975ada
1 changed files with 2 additions and 2 deletions
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@ -113,10 +113,10 @@ void Camera3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, int p_id,
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camera->set("fov", CLAMP(a * 2.0, 1, 179));
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} else {
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Camera3D::KeepAspect aspect = camera->get_keep_aspect_mode();
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Vector3 far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1);
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Vector3 camera_far = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? Vector3(4096, 0, -1) : Vector3(0, 4096, -1);
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Vector3 ra, rb;
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Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), far, s[0], s[1], ra, rb);
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Geometry3D::get_closest_points_between_segments(Vector3(0, 0, -1), camera_far, s[0], s[1], ra, rb);
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float d = aspect == Camera3D::KeepAspect::KEEP_WIDTH ? ra.x * 2 : ra.y * 2;
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if (Node3DEditor::get_singleton()->is_snap_enabled()) {
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d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
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