Fix snapping when zoomed in Polygon2D UV editor
(cherry picked from commit 1b7626f391
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1d775b5b97
commit
4d7feff723
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@ -181,7 +181,7 @@ void Polygon2DEditor::_sync_bones() {
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}
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if (weights.size() == 0) { //create them
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weights.resize(node->get_polygon().size());
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weights.resize(wc);
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float *w = weights.ptrw();
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for (int j = 0; j < wc; j++) {
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w[j] = 0.0;
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@ -850,8 +850,8 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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if (mm.is_valid()) {
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if (uv_drag) {
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Vector2 uv_drag_to = mm->get_position();
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uv_drag_to = snap_point(uv_drag_to); // FIXME: Only works correctly with 'UV_MODE_EDIT_POINT', it's imprecise with the rest.
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Vector2 drag = mtx.affine_inverse().xform(uv_drag_to) - mtx.affine_inverse().xform(uv_drag_from);
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uv_drag_to = snap_point(uv_drag_to);
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Vector2 drag = mtx.affine_inverse().basis_xform(uv_drag_to - uv_drag_from);
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switch (uv_move_current) {
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case UV_MODE_CREATE: {
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@ -1166,12 +1166,8 @@ void Polygon2DEditor::_uv_draw() {
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poly_line_color.a *= 0.25;
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}
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Color polygon_line_color = Color(0.5, 0.5, 0.9);
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Vector<Color> polygon_fill_color;
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{
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Color pf = polygon_line_color;
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pf.a *= 0.5;
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polygon_fill_color.push_back(pf);
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}
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Color polygon_fill_color = polygon_line_color;
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polygon_fill_color.a *= 0.5;
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Color prev_color = Color(0.5, 0.5, 0.5);
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int uv_draw_max = uvs.size();
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@ -1216,7 +1212,7 @@ void Polygon2DEditor::_uv_draw() {
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uv_edit_draw->draw_line(mtx.xform(uvs[idx]), mtx.xform(uvs[idx_next]), polygon_line_color, Math::round(EDSCALE));
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}
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if (points.size() >= 3) {
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uv_edit_draw->draw_polygon(polypoints, polygon_fill_color);
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uv_edit_draw->draw_colored_polygon(polypoints, polygon_fill_color);
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}
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}
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@ -1309,8 +1305,8 @@ void Polygon2DEditor::_bind_methods() {
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Vector2 Polygon2DEditor::snap_point(Vector2 p_target) const {
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if (use_snap) {
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p_target.x = Math::snap_scalar(snap_offset.x * uv_draw_zoom - uv_draw_ofs.x, snap_step.x * uv_draw_zoom, p_target.x);
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p_target.y = Math::snap_scalar(snap_offset.y * uv_draw_zoom - uv_draw_ofs.y, snap_step.y * uv_draw_zoom, p_target.y);
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p_target.x = Math::snap_scalar((snap_offset.x - uv_draw_ofs.x) * uv_draw_zoom, snap_step.x * uv_draw_zoom, p_target.x);
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p_target.y = Math::snap_scalar((snap_offset.y - uv_draw_ofs.y) * uv_draw_zoom, snap_step.y * uv_draw_zoom, p_target.y);
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}
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return p_target;
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