Merge pull request #33207 from Calinou/increase-camera-default-zfar
Increase the default Camera Zfar to 4000
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commit
2797c2a74c
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@ -189,7 +189,7 @@
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<member name="environment" type="Environment" setter="set_environment" getter="get_environment">
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The [Environment] to use for this camera.
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</member>
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<member name="far" type="float" setter="set_zfar" getter="get_zfar" default="100.0">
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<member name="far" type="float" setter="set_zfar" getter="get_zfar" default="4000.0">
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The distance to the far culling boundary for this camera relative to its local Z axis.
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</member>
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="75.0">
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@ -549,9 +549,15 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
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_initial_set("editors/3d/grid_xy_plane", false);
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_initial_set("editors/3d/grid_yz_plane", false);
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// Use a lower default FOV for the 3D camera compared to the
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// Camera3D node as the 3D viewport doesn't span the whole screen.
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// This means it's technically viewed from a further distance, which warrants a narrower FOV.
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_initial_set("editors/3d/default_fov", 70.0);
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hints["editors/3d/default_fov"] = PropertyInfo(Variant::FLOAT, "editors/3d/default_fov", PROPERTY_HINT_RANGE, "1,179,0.1");
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_initial_set("editors/3d/default_z_near", 0.05);
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_initial_set("editors/3d/default_z_far", 500.0);
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hints["editors/3d/default_z_near"] = PropertyInfo(Variant::FLOAT, "editors/3d/default_z_near", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater");
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_initial_set("editors/3d/default_z_far", 4000.0);
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hints["editors/3d/default_z_far"] = PropertyInfo(Variant::FLOAT, "editors/3d/default_z_far", PROPERTY_HINT_RANGE, "0.1,4000,0.1,or_greater");
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// 3D: Navigation
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_initial_set("editors/3d/navigation/navigation_scheme", 0);
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@ -96,8 +96,8 @@ public:
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};
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float aspect = 1;
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float z_near = 0.1;
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float z_far = 100;
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float z_near = 0.05;
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float z_far = 4000;
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CameraData() {}
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};
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@ -205,9 +205,9 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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struct GLTFCamera {
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bool perspective = true;
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float fov_size = 64;
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float zfar = 500;
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float znear = 0.1;
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float fov_size = 75;
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float zfar = 4000;
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float znear = 0.05;
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};
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struct GLTFLight {
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@ -6181,9 +6181,9 @@ void Node3DEditor::_bind_methods() {
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}
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void Node3DEditor::clear() {
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settings_fov->set_value(EDITOR_DEF("editors/3d/default_fov", 70.0));
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settings_znear->set_value(EDITOR_DEF("editors/3d/default_z_near", 0.05));
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settings_zfar->set_value(EDITOR_DEF("editors/3d/default_z_far", 1500.0));
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settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
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settings_znear->set_value(EDITOR_GET("editors/3d/default_z_near"));
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settings_zfar->set_value(EDITOR_GET("editors/3d/default_z_far"));
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for (uint32_t i = 0; i < VIEWPORTS_COUNT; i++) {
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viewports[i]->reset();
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@ -6475,22 +6475,22 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) {
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settings_fov = memnew(SpinBox);
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settings_fov->set_max(MAX_FOV);
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settings_fov->set_min(MIN_FOV);
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settings_fov->set_step(0.01);
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settings_fov->set_value(EDITOR_DEF("editors/3d/default_fov", 70.0));
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settings_fov->set_step(0.1);
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settings_fov->set_value(EDITOR_GET("editors/3d/default_fov"));
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settings_vbc->add_margin_child(TTR("Perspective FOV (deg.):"), settings_fov);
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settings_znear = memnew(SpinBox);
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settings_znear->set_max(MAX_Z);
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settings_znear->set_min(MIN_Z);
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settings_znear->set_step(0.01);
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settings_znear->set_value(EDITOR_DEF("editors/3d/default_z_near", 0.05));
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settings_znear->set_value(EDITOR_GET("editors/3d/default_z_near"));
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settings_vbc->add_margin_child(TTR("View Z-Near:"), settings_znear);
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settings_zfar = memnew(SpinBox);
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settings_zfar->set_max(MAX_Z);
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settings_zfar->set_min(MIN_Z);
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settings_zfar->set_step(0.01);
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settings_zfar->set_value(EDITOR_DEF("editors/3d/default_z_far", 1500));
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settings_zfar->set_step(0.1);
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settings_zfar->set_value(EDITOR_GET("editors/3d/default_z_far"));
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settings_vbc->add_margin_child(TTR("View Z-Far:"), settings_zfar);
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for (uint32_t i = 0; i < VIEWPORTS_COUNT; ++i) {
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@ -519,8 +519,8 @@ void Camera3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov", PROPERTY_HINT_RANGE, "1,179,0.1"), "set_fov", "get_fov");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.1,16384,0.01"), "set_size", "get_size");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset"), "set_frustum_offset", "get_frustum_offset");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_EXP_RANGE, "0.001,8192,0.001,or_greater"), "set_znear", "get_znear");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01,or_greater"), "set_zfar", "get_zfar");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_EXP_RANGE, "0.001,10,0.001,or_greater"), "set_znear", "get_znear");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_EXP_RANGE, "0.01,4000,0.01,or_greater"), "set_zfar", "get_zfar");
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BIND_ENUM_CONSTANT(PROJECTION_PERSPECTIVE);
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BIND_ENUM_CONSTANT(PROJECTION_ORTHOGONAL);
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@ -662,7 +662,7 @@ Camera3D::Camera3D() {
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viewport = nullptr;
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force_change = false;
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mode = PROJECTION_PERSPECTIVE;
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set_perspective(75.0, 0.05, 100.0);
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set_perspective(75.0, 0.05, 4000.0);
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keep_aspect = KEEP_HEIGHT;
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layers = 0xfffff;
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v_offset = 0;
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@ -89,7 +89,7 @@ public:
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fov = 75;
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type = PERSPECTIVE;
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znear = 0.05;
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zfar = 100;
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zfar = 4000;
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size = 1.0;
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offset = Vector2();
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vaspect = false;
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