Merge pull request #95259 from kleonc/polygon2d_uv_editor_fix_zoomed_snapping

Fix snapping when zoomed in `Polygon2D` UV editor
This commit is contained in:
Rémi Verschelde 2024-08-27 17:52:33 +02:00
commit ae241abde7
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GPG Key ID: C3336907360768E1
1 changed files with 8 additions and 12 deletions

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@ -181,7 +181,7 @@ void Polygon2DEditor::_sync_bones() {
}
if (weights.size() == 0) { //create them
weights.resize(node->get_polygon().size());
weights.resize(wc);
float *w = weights.ptrw();
for (int j = 0; j < wc; j++) {
w[j] = 0.0;
@ -850,8 +850,8 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (mm.is_valid()) {
if (uv_drag) {
Vector2 uv_drag_to = mm->get_position();
uv_drag_to = snap_point(uv_drag_to); // FIXME: Only works correctly with 'UV_MODE_EDIT_POINT', it's imprecise with the rest.
Vector2 drag = mtx.affine_inverse().xform(uv_drag_to) - mtx.affine_inverse().xform(uv_drag_from);
uv_drag_to = snap_point(uv_drag_to);
Vector2 drag = mtx.affine_inverse().basis_xform(uv_drag_to - uv_drag_from);
switch (uv_move_current) {
case UV_MODE_CREATE: {
@ -1166,12 +1166,8 @@ void Polygon2DEditor::_uv_draw() {
poly_line_color.a *= 0.25;
}
Color polygon_line_color = Color(0.5, 0.5, 0.9);
Vector<Color> polygon_fill_color;
{
Color pf = polygon_line_color;
pf.a *= 0.5;
polygon_fill_color.push_back(pf);
}
Color polygon_fill_color = polygon_line_color;
polygon_fill_color.a *= 0.5;
Color prev_color = Color(0.5, 0.5, 0.5);
int uv_draw_max = uvs.size();
@ -1216,7 +1212,7 @@ void Polygon2DEditor::_uv_draw() {
uv_edit_draw->draw_line(mtx.xform(uvs[idx]), mtx.xform(uvs[idx_next]), polygon_line_color, Math::round(EDSCALE));
}
if (points.size() >= 3) {
uv_edit_draw->draw_polygon(polypoints, polygon_fill_color);
uv_edit_draw->draw_colored_polygon(polypoints, polygon_fill_color);
}
}
@ -1308,8 +1304,8 @@ void Polygon2DEditor::_bind_methods() {
Vector2 Polygon2DEditor::snap_point(Vector2 p_target) const {
if (use_snap) {
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);
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);
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);
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);
}
return p_target;