Change 2d transform snapping from floor to round
Two common problems have emerged as a result of transform snapping: 1) Camera jitter with a camera following a snapped object 2) Pixel gaps between e.g. a platform and a player, where a platform rounds down and a player rounds up Using round seems to greatly reduce problems due to camera jitter. It also may prove better for pixel gaps because pixel art is often designed on a grid, so whole numbers are too expected, which are unstable with floor().
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4 changed files with 12 additions and 5 deletions
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@ -453,6 +453,8 @@ void AnimatedSprite::_notification(int p_what) {
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ofs -= s / 2;
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if (Engine::get_singleton()->get_snap_2d_transforms()) {
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ofs = ofs.round();
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} else if (Engine::get_singleton()->get_use_pixel_snap()) {
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ofs = ofs.floor();
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}
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Rect2 dst_rect(ofs, s);
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@ -99,7 +99,10 @@ void Sprite::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_cli
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Point2 dest_offset = offset;
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if (centered)
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dest_offset -= frame_size / 2;
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if (Engine::get_singleton()->get_use_pixel_snap()) {
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if (Engine::get_singleton()->get_snap_2d_transforms()) {
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dest_offset = dest_offset.round();
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} else if (Engine::get_singleton()->get_use_pixel_snap()) {
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dest_offset = dest_offset.floor();
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}
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@ -378,7 +381,9 @@ Rect2 Sprite::get_rect() const {
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Point2 ofs = offset;
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if (centered)
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ofs -= Size2(s) / 2;
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if (Engine::get_singleton()->get_use_pixel_snap()) {
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if (Engine::get_singleton()->get_snap_2d_transforms()) {
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ofs = ofs.round();
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} else if (Engine::get_singleton()->get_use_pixel_snap()) {
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ofs = ofs.floor();
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}
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@ -100,7 +100,7 @@ void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transfor
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Rect2 rect = ci->get_rect();
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Transform2D xform = ci->xform;
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if (snap_2d_transforms) {
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xform.elements[2] = xform.elements[2].floor();
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xform.elements[2] = xform.elements[2].round();
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}
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xform = p_transform * xform;
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@ -47,7 +47,7 @@ static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewp
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Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
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if (snap) {
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c_xform.elements[2] = c_xform.elements[2].floor();
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c_xform.elements[2] = c_xform.elements[2].round();
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}
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xf = xf * c_xform;
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scale = p_canvas->parent_scale;
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@ -55,7 +55,7 @@ static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewp
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Transform2D c_xform = p_canvas_data->transform;
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if (snap) {
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c_xform.elements[2] = c_xform.elements[2].floor();
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c_xform.elements[2] = c_xform.elements[2].round();
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}
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xf = xf * c_xform;
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