Rotate Decal nodes when using Align Transform/Rotation With View

This matches the expected orientation with decal nodes "looking"
in the same direction as the editor camera.
This commit is contained in:
Hugo Locurcio 2022-05-28 13:10:47 +02:00
parent 1f690f197a
commit 3541200f2b
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GPG Key ID: 39E8F8BE30B0A49C
1 changed files with 18 additions and 1 deletions

View File

@ -46,6 +46,7 @@
#include "editor/scene_tree_dock.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/decal.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
@ -2952,6 +2953,13 @@ void Node3DEditorViewport::_menu_option(int p_option) {
xform.scale_basis(sp->get_scale());
}
if (Object::cast_to<Decal>(E)) {
// Adjust rotation to match Decal's default orientation.
// This makes the decal "look" in the same direction as the camera,
// rather than pointing down relative to the camera orientation.
xform.basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
}
undo_redo->add_do_method(sp, "set_global_transform", xform);
undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_gizmo_transform());
}
@ -2979,7 +2987,16 @@ void Node3DEditorViewport::_menu_option(int p_option) {
continue;
}
undo_redo->add_do_method(sp, "set_rotation", camera_transform.basis.get_euler_normalized());
Basis basis = camera_transform.basis;
if (Object::cast_to<Decal>(E)) {
// Adjust rotation to match Decal's default orientation.
// This makes the decal "look" in the same direction as the camera,
// rather than pointing down relative to the camera orientation.
basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
}
undo_redo->add_do_method(sp, "set_rotation", basis.get_euler_normalized());
undo_redo->add_undo_method(sp, "set_rotation", sp->get_rotation());
}
undo_redo->commit_action();