Add an editor setting to invert 3D pan/orbit on the X axis

This also makes the invert Y axis option apply to 3D panning.

This closes #28082.

(cherry picked from commit 2c9d4ef961)
This commit is contained in:
Hugo Locurcio 2020-08-15 13:18:01 +02:00 committed by Rémi Verschelde
parent 42dca43c50
commit 336bc03d66
No known key found for this signature in database
GPG Key ID: C3336907360768E1
2 changed files with 25 additions and 10 deletions

View File

@ -526,6 +526,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
// 3D: Navigation
_initial_set("editors/3d/navigation/navigation_scheme", 0);
_initial_set("editors/3d/navigation/invert_y_axis", false);
_initial_set("editors/3d/navigation/invert_x_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");

View File

@ -2073,7 +2073,12 @@ void SpatialEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const
camera_transform.translate(cursor.pos);
camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
Vector3 translation(-p_relative.x * pan_speed, p_relative.y * pan_speed, 0);
const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
Vector3 translation(
(invert_x_axis ? -1 : 1) * -p_relative.x * pan_speed,
(invert_y_axis ? -1 : 1) * p_relative.y * pan_speed,
0);
translation *= cursor.distance / DISTANCE_DEFAULT;
camera_transform.translate(translation);
cursor.pos = camera_transform.origin;
@ -2113,17 +2118,24 @@ void SpatialEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, con
_menu_option(VIEW_PERSPECTIVE);
}
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");
const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
const bool invert_x_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_x_axis");
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;
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
if (invert_x_axis) {
cursor.y_rot -= p_relative.x * radians_per_pixel;
} else {
cursor.y_rot += p_relative.x * radians_per_pixel;
}
name = "";
_update_name();
}
@ -2139,21 +2151,23 @@ void SpatialEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, cons
_menu_option(VIEW_PERSPECTIVE);
}
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");
const real_t degrees_per_pixel = EditorSettings::get_singleton()->get("editors/3d/navigation_feel/orbit_sensitivity");
const real_t radians_per_pixel = Math::deg2rad(degrees_per_pixel);
const 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);
const Transform prev_camera_transform = to_camera_transform(cursor);
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;
// Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented.
cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57);
cursor.y_rot += p_relative.x * radians_per_pixel;
// Look is like the opposite of Orbit: the focus point rotates around the camera
Transform camera_transform = to_camera_transform(cursor);
Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));