Fixes the resize of tile shapes when a vertex is outside of the tilesheet. Fix #34970
(cherry picked from commit 5355169d3c
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22efebc599
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1 changed files with 16 additions and 0 deletions
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@ -3095,6 +3095,7 @@ Vector2 TileSetEditor::snap_point(const Vector2 &point) {
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anchor += tileset->tile_get_region(get_current_tile()).position;
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anchor += tileset->tile_get_region(get_current_tile()).position;
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anchor += WORKSPACE_MARGIN;
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anchor += WORKSPACE_MARGIN;
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Rect2 region(anchor, tile_size);
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Rect2 region(anchor, tile_size);
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Rect2 tile_region(tileset->tile_get_region(get_current_tile()).position + WORKSPACE_MARGIN, tileset->tile_get_region(get_current_tile()).size);
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if (tileset->tile_get_tile_mode(get_current_tile()) == TileSet::SINGLE_TILE) {
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if (tileset->tile_get_tile_mode(get_current_tile()) == TileSet::SINGLE_TILE) {
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region.position = tileset->tile_get_region(get_current_tile()).position + WORKSPACE_MARGIN;
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region.position = tileset->tile_get_region(get_current_tile()).position + WORKSPACE_MARGIN;
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region.size = tileset->tile_get_region(get_current_tile()).size;
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region.size = tileset->tile_get_region(get_current_tile()).size;
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@ -3104,6 +3105,7 @@ Vector2 TileSetEditor::snap_point(const Vector2 &point) {
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p.x = Math::snap_scalar_separation(snap_offset.x, snap_step.x, p.x, snap_separation.x);
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p.x = Math::snap_scalar_separation(snap_offset.x, snap_step.x, p.x, snap_separation.x);
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p.y = Math::snap_scalar_separation(snap_offset.y, snap_step.y, p.y, snap_separation.y);
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p.y = Math::snap_scalar_separation(snap_offset.y, snap_step.y, p.y, snap_separation.y);
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}
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}
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if (tools[SHAPE_KEEP_INSIDE_TILE]->is_pressed()) {
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if (tools[SHAPE_KEEP_INSIDE_TILE]->is_pressed()) {
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if (p.x < region.position.x)
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if (p.x < region.position.x)
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p.x = region.position.x;
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p.x = region.position.x;
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@ -3114,6 +3116,20 @@ Vector2 TileSetEditor::snap_point(const Vector2 &point) {
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if (p.y > region.position.y + region.size.y)
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if (p.y > region.position.y + region.size.y)
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p.y = region.position.y + region.size.y;
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p.y = region.position.y + region.size.y;
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}
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}
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if (p.x < tile_region.position.x) {
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p.x = tile_region.position.x;
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}
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if (p.y < tile_region.position.y) {
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p.y = tile_region.position.y;
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}
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if (p.x > (tile_region.position.x + tile_region.size.x)) {
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p.x = (tile_region.position.x + tile_region.size.x);
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}
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if (p.y > (tile_region.position.y + tile_region.size.y)) {
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p.y = (tile_region.position.y + tile_region.size.y);
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}
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return p;
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return p;
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}
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}
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