Clamp rotation for up/down orbiting shortcuts.

This prevents the viewport from going upside-down.

This was suggested at:
https://github.com/godotengine/godot/pull/51984#issuecomment-948614191:

> For 3.4, I think we can just clamp the angle value when using the
> camera orbiting shortcuts. We can investigate what to do with panning
> and freelook in 3.5 and 4.0.
This commit is contained in:
Ryan Roden-Corrent 2021-11-08 17:53:35 -05:00
parent c89061e982
commit 3bd7c4f2a9
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@ -2245,12 +2245,14 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
_menu_option(VIEW_RIGHT); _menu_option(VIEW_RIGHT);
} }
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_down", p_event)) { if (ED_IS_SHORTCUT("spatial_editor/orbit_view_down", p_event)) {
cursor.x_rot -= Math_PI / 12.0; // Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot - Math_PI / 12.0, -1.57, 1.57);
view_type = VIEW_TYPE_USER; view_type = VIEW_TYPE_USER;
_update_name(); _update_name();
} }
if (ED_IS_SHORTCUT("spatial_editor/orbit_view_up", p_event)) { if (ED_IS_SHORTCUT("spatial_editor/orbit_view_up", p_event)) {
cursor.x_rot += Math_PI / 12.0; // Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot + Math_PI / 12.0, -1.57, 1.57);
view_type = VIEW_TYPE_USER; view_type = VIEW_TYPE_USER;
_update_name(); _update_name();
} }