Merge pull request #17505 from ArkDShiggy/invert_y-axis

add option to invert y-axis
This commit is contained in:
Rémi Verschelde 2018-03-23 11:28:05 +01:00 committed by GitHub
commit 699325f9a1
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2 changed files with 13 additions and 2 deletions

View File

@ -407,6 +407,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
// navigation
_initial_set("editors/3d/navigation/navigation_scheme", 0);
_initial_set("editors/3d/navigation/invert_y-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

@ -1907,8 +1907,13 @@ void SpatialEditorViewport::_nav_orbit(Ref<InputEventWithModifiers> p_event, con
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");
cursor.x_rot += p_relative.y * radians_per_pixel;
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;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;
@ -1925,11 +1930,16 @@ void SpatialEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, cons
if (!orthogonal) {
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");
// 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);
cursor.x_rot += p_relative.y * radians_per_pixel;
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;
if (cursor.x_rot > Math_PI / 2.0)
cursor.x_rot = Math_PI / 2.0;