Improve the 3D editor manipulation gizmo
- Allow some tolerance when clicking the plane move/scale, even if the click is actually slightly outside the plane (similar to Blender). - Make the rotate manipulation circles visually thinner to be less distracting. - Make the hovered color less saturated to be more distinguishable from the non-hovered state. - Don't set brightness above 1.0 to prevent the gizmo from glowing when hovered.
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@ -874,14 +874,18 @@ bool Node3DEditorViewport::_gizmo_select(const Vector2 &p_screenpos, bool p_high
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Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
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Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
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Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
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Vector3 r;
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Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
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if (plane.intersects_ray(ray_pos, ray, &r)) {
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float dist = r.distance_to(grabber_pos);
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if (dist < (gs * GIZMO_PLANE_SIZE)) {
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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if (dist < (gs * GIZMO_PLANE_SIZE * 1.5)) {
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float d = ray_pos.distance_to(r);
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if (d < col_d) {
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col_d = d;
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@ -974,14 +978,18 @@ bool Node3DEditorViewport::_gizmo_select(const Vector2 &p_screenpos, bool p_high
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Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
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Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
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Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST);
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gs * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
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Vector3 r;
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Plane plane(gt.origin, gt.basis.get_axis(i).normalized());
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if (plane.intersects_ray(ray_pos, ray, &r)) {
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float dist = r.distance_to(grabber_pos);
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if (dist < (gs * GIZMO_PLANE_SIZE)) {
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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if (dist < (gs * GIZMO_PLANE_SIZE * 1.5)) {
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float d = ray_pos.distance_to(r);
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if (d < col_d) {
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col_d = d;
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@ -2744,9 +2752,7 @@ void Node3DEditorViewport::_draw() {
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handle_color = get_theme_color("accent_color", "Editor");
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break;
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}
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handle_color.a = 1.0;
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const float brightness = 1.3;
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handle_color *= Color(brightness, brightness, brightness);
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handle_color = handle_color.from_hsv(handle_color.get_h(), 0.25, 1.0, 1);
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RenderingServer::get_singleton()->canvas_item_add_line(
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ci,
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@ -5477,8 +5483,7 @@ void Node3DEditor::_init_indicators() {
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gizmo_color[i] = mat;
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Ref<StandardMaterial3D> mat_hl = mat->duplicate();
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const float brightness = 1.3;
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const Color albedo = Color(col.r * brightness, col.g * brightness, col.b * brightness);
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const Color albedo = col.from_hsv(col.get_h(), 0.25, 1.0, 1);
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mat_hl->set_albedo(albedo);
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gizmo_color_hl[i] = mat_hl;
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@ -5585,7 +5590,7 @@ void Node3DEditor::_init_indicators() {
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surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
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int n = 128; // number of circle segments
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int m = 6; // number of thickness segments
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int m = 3; // number of thickness segments
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real_t step = Math_TAU / n;
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for (int j = 0; j < n; ++j) {
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@ -5789,7 +5794,7 @@ void Node3DEditor::_init_indicators() {
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surftool->commit(scale_plane_gizmo[i]);
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Ref<StandardMaterial3D> plane_mat_hl = plane_mat->duplicate();
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plane_mat_hl->set_albedo(Color(col.r * 1.3, col.g * 1.3, col.b * 1.3));
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plane_mat_hl->set_albedo(col.from_hsv(col.get_h(), 0.25, 1.0, 1));
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plane_gizmo_color_hl[i] = plane_mat_hl; // needed, so we can draw planes from both sides
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}
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}
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