Merge pull request #51326 from LightningAA/minor_view_rotation_gizmo_improvements-4.0
Minor visual improvements to the viewport rotation gizmo (again)
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commit
a7f96e07d0
1 changed files with 15 additions and 18 deletions
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@ -122,31 +122,28 @@ void ViewportRotationControl::_draw() {
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}
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void ViewportRotationControl::_draw_axis(const Axis2D &p_axis) {
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bool focused = focused_axis == p_axis.axis;
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bool positive = p_axis.axis < 3;
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bool front = (Math::abs(p_axis.z_axis) <= 0.001 && positive) || p_axis.z_axis > 0.001;
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int direction = p_axis.axis % 3;
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const bool focused = focused_axis == p_axis.axis;
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const bool positive = p_axis.axis < 3;
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const int direction = p_axis.axis % 3;
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Color axis_color = axis_colors[direction];
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if (!front) {
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axis_color = axis_color.darkened(0.4);
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}
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Color c = focused ? Color(0.9, 0.9, 0.9) : axis_color;
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const Color axis_color = axis_colors[direction];
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const double alpha = focused ? 1.0 : ((p_axis.z_axis + 1.0) / 2.0) * 0.5 + 0.5;
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const Color c = focused ? Color(0.9, 0.9, 0.9) : Color(axis_color.r, axis_color.g, axis_color.b, alpha);
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if (positive) {
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Vector2i center = get_size() / 2.0;
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// Draw axis lines for the positive axes.
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const Vector2i center = get_size() / 2.0;
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draw_line(center, p_axis.screen_point, c, 1.5 * EDSCALE);
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}
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if (front) {
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draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
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if (positive) {
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String axis_name = direction == 0 ? "X" : (direction == 1 ? "Y" : "Z");
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draw_char(get_theme_font(SNAME("rotation_control"), SNAME("EditorFonts")), p_axis.screen_point + Vector2i(-4, 5) * EDSCALE, axis_name, "", get_theme_font_size(SNAME("rotation_control_size"), SNAME("EditorFonts")), Color(0.0, 0.0, 0.0));
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}
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// Draw the axis letter for the positive axes.
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const String axis_name = direction == 0 ? "X" : (direction == 1 ? "Y" : "Z");
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draw_char(get_theme_font(SNAME("rotation_control"), SNAME("EditorFonts")), p_axis.screen_point + Vector2i(-4, 5) * EDSCALE, axis_name, "", get_theme_font_size(SNAME("rotation_control_size"), SNAME("EditorFonts")), Color(0.0, 0.0, 0.0, alpha));
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} else {
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draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS * (0.55 + (0.2 * (1.0 + p_axis.z_axis))), c);
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// Draw an outline around the negative axes.
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draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
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draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS * 0.8, c.darkened(0.4));
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}
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}
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