add option to invert y-axis
(cherry picked from commit57e6b8781c
, with later renaming fromefd4228892
and563356109b
)
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parent
9c8d84ed6c
commit
22b105e421
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@ -404,6 +404,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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// navigation
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_initial_set("editors/3d/navigation/navigation_scheme", 0);
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_initial_set("editors/3d/navigation/invert_y_axis", false);
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hints["editors/3d/navigation/navigation_scheme"] = PropertyInfo(Variant::INT, "editors/3d/navigation/navigation_scheme", PROPERTY_HINT_ENUM, "Godot,Maya,Modo");
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_initial_set("editors/3d/navigation/zoom_style", 0);
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hints["editors/3d/navigation/zoom_style"] = PropertyInfo(Variant::INT, "editors/3d/navigation/zoom_style", PROPERTY_HINT_ENUM, "Vertical, Horizontal");
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@ -1907,8 +1907,13 @@ void SpatialEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, con
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real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
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real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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cursor.x_rot += p_relative.y * radians_per_pixel;
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if (invert_y_axis) {
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cursor.x_rot -= p_relative.y * radians_per_pixel;
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} else {
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cursor.x_rot += p_relative.y * radians_per_pixel;
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}
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cursor.y_rot += p_relative.x * radians_per_pixel;
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if (cursor.x_rot > Math_PI / 2.0)
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cursor.x_rot = Math_PI / 2.0;
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@ -1925,11 +1930,16 @@ void SpatialEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, cons
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if (!orthogonal) {
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real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
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real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
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bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
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Transform prev_camera_transform = to_camera_transform(cursor);
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cursor.x_rot += p_relative.y * radians_per_pixel;
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if (invert_y_axis) {
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cursor.x_rot -= p_relative.y * radians_per_pixel;
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} else {
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cursor.x_rot += p_relative.y * radians_per_pixel;
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}
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cursor.y_rot += p_relative.x * radians_per_pixel;
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if (cursor.x_rot > Math_PI / 2.0)
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cursor.x_rot = Math_PI / 2.0;
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