add option to invert y-axis
This commit is contained in:
parent
aeb1c67b5b
commit
57e6b8781c
2 changed files with 13 additions and 2 deletions
|
@ -403,6 +403,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
|
|||
|
||||
// navigation
|
||||
_initial_set("editors/3d/navigation/navigation_scheme", 0);
|
||||
_initial_set("editors/3d/navigation/invert_y-axis", false);
|
||||
hints["editors/3d/navigation/navigation_scheme"] = PropertyInfo(Variant::INT, "editors/3d/navigation/navigation_scheme", PROPERTY_HINT_ENUM, "Godot,Maya,Modo");
|
||||
_initial_set("editors/3d/navigation/zoom_style", 0);
|
||||
hints["editors/3d/navigation/zoom_style"] = PropertyInfo(Variant::INT, "editors/3d/navigation/zoom_style", PROPERTY_HINT_ENUM, "Vertical, Horizontal");
|
||||
|
|
|
@ -1907,8 +1907,13 @@ void SpatialEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, con
|
|||
|
||||
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
|
||||
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
|
||||
bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y-axis");
|
||||
|
||||
cursor.x_rot += p_relative.y * radians_per_pixel;
|
||||
if (invert_y_axis) {
|
||||
cursor.x_rot -= p_relative.y * radians_per_pixel;
|
||||
} else {
|
||||
cursor.x_rot += p_relative.y * radians_per_pixel;
|
||||
}
|
||||
cursor.y_rot += p_relative.x * radians_per_pixel;
|
||||
if (cursor.x_rot > Math_PI / 2.0)
|
||||
cursor.x_rot = Math_PI / 2.0;
|
||||
|
@ -1925,11 +1930,16 @@ void SpatialEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, cons
|
|||
if (!orthogonal) {
|
||||
real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
|
||||
real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
|
||||
bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y-axis");
|
||||
|
||||
// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
|
||||
Transform prev_camera_transform = to_camera_transform(cursor);
|
||||
|
||||
cursor.x_rot += p_relative.y * radians_per_pixel;
|
||||
if (invert_y_axis) {
|
||||
cursor.x_rot -= p_relative.y * radians_per_pixel;
|
||||
} else {
|
||||
cursor.x_rot += p_relative.y * radians_per_pixel;
|
||||
}
|
||||
cursor.y_rot += p_relative.x * radians_per_pixel;
|
||||
if (cursor.x_rot > Math_PI / 2.0)
|
||||
cursor.x_rot = Math_PI / 2.0;
|
||||
|
|
Loading…
Reference in a new issue