Add an editor setting to invert 3D pan/orbit on the X axis
This also makes the invert Y axis option apply to 3D panning. This closes #28082.
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2 changed files with 25 additions and 10 deletions
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@ -543,6 +543,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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// 3D: Navigation
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_initial_set("editors/3d/navigation/navigation_scheme", 0);
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_initial_set("editors/3d/navigation/invert_y_axis", false);
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_initial_set("editors/3d/navigation/invert_x_axis", false);
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hints["editors/3d/navigation/navigation_scheme"] = PropertyInfo(Variant::INT, "editors/3d/navigation/navigation_scheme", PROPERTY_HINT_ENUM, "Godot,Maya,Modo");
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_initial_set("editors/3d/navigation/zoom_style", 0);
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hints["editors/3d/navigation/zoom_style"] = PropertyInfo(Variant::INT, "editors/3d/navigation/zoom_style", PROPERTY_HINT_ENUM, "Vertical, Horizontal");
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@ -2059,7 +2059,12 @@ void Node3DEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const
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camera_transform.translate(cursor.pos);
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camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
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camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
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Vector3 translation(-p_relative.x * pan_speed, p_relative.y * pan_speed, 0);
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const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
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const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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Vector3 translation(
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(invert_x_axis ? -1 : 1) * -p_relative.x * pan_speed,
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(invert_y_axis ? -1 : 1) * p_relative.y * pan_speed,
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0);
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translation *= cursor.distance / DISTANCE_DEFAULT;
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camera_transform.translate(translation);
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cursor.pos = camera_transform.origin;
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@ -2100,17 +2105,24 @@ void Node3DEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, cons
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_menu_option(VIEW_PERSPECTIVE);
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}
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real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
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real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
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const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
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if (invert_y_axis) {
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cursor.x_rot -= p_relative.y * radians_per_pixel;
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} else {
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cursor.x_rot += p_relative.y * radians_per_pixel;
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}
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cursor.y_rot += p_relative.x * radians_per_pixel;
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// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
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cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
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if (invert_x_axis) {
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cursor.y_rot -= p_relative.x * radians_per_pixel;
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} else {
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cursor.y_rot += p_relative.x * radians_per_pixel;
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}
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name = "";
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_update_name();
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}
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@ -2125,21 +2137,23 @@ void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const
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_menu_option(VIEW_PERSPECTIVE);
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}
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real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_sensitivity");
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real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/freelook/freelook_sensitivity");
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const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
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Transform prev_camera_transform = to_camera_transform(cursor);
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const Transform prev_camera_transform = to_camera_transform(cursor);
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if (invert_y_axis) {
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cursor.x_rot -= p_relative.y * radians_per_pixel;
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} else {
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cursor.x_rot += p_relative.y * radians_per_pixel;
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}
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cursor.y_rot += p_relative.x * radians_per_pixel;
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// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
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cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
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cursor.y_rot += p_relative.x * radians_per_pixel;
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// Look is like the opposite of Orbit: the focus point rotates around the camera
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Transform camera_transform = to_camera_transform(cursor);
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Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
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