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Fix ColorPicker
inverted input on color circle
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e445bacd90
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@ -464,7 +464,7 @@ void NavigationRegion2D::_notification(int p_what) {
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draw_line(a, b, doors_color);
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// Draw a circle to illustrate the margins.
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real_t angle = b.angle_to_point(a);
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real_t angle = a.angle_to_point(b);
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draw_arc(a, radius, angle + Math_PI / 2.0, angle - Math_PI / 2.0 + Math_TAU, 10, doors_color);
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draw_arc(b, radius, angle - Math_PI / 2.0, angle + Math_PI / 2.0, 10, doors_color);
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}
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@ -833,7 +833,7 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) {
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real_t dist = center.distance_to(bev->get_position());
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if (dist <= center.x) {
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real_t rad = bev->get_position().angle_to_point(center);
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real_t rad = center.angle_to_point(bev->get_position());
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h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
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s = CLAMP(dist / center.x, 0, 1);
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} else {
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@ -850,7 +850,7 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) {
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real_t dist = center.distance_to(bev->get_position());
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if (dist >= center.x * 0.84 && dist <= center.x) {
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real_t rad = bev->get_position().angle_to_point(center);
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real_t rad = center.angle_to_point(bev->get_position());
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h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
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spinning = true;
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} else {
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@ -895,12 +895,12 @@ void ColorPicker::_uv_input(const Ref<InputEvent> &p_event, Control *c) {
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Vector2 center = c->get_size() / 2.0;
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if (picker_type == SHAPE_VHS_CIRCLE) {
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real_t dist = center.distance_to(mev->get_position());
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real_t rad = mev->get_position().angle_to_point(center);
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real_t rad = center.angle_to_point(mev->get_position());
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h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
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s = CLAMP(dist / center.x, 0, 1);
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} else {
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if (spinning) {
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real_t rad = mev->get_position().angle_to_point(center);
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real_t rad = center.angle_to_point(mev->get_position());
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h = ((rad >= 0) ? rad : (Math_TAU + rad)) / Math_TAU;
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} else {
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real_t corner_x = (c == wheel_uv) ? center.x - Math_SQRT12 * c->get_size().width * 0.42 : 0;
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@ -205,8 +205,8 @@ void SkeletonModification2DCCDIK::_execute_ccdik_joint(int p_joint_idx, Node2D *
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} else {
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// How to rotate from the tip: get the difference of rotation needed from the tip to the target, from the perspective of the joint.
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// Because we are only using the offset, we do not need to account for the bone angle of the Bone2D node.
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float joint_to_tip = operation_transform.get_origin().angle_to_point(p_tip->get_global_position());
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float joint_to_target = operation_transform.get_origin().angle_to_point(p_target->get_global_position());
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float joint_to_tip = p_tip->get_global_position().angle_to_point(operation_transform.get_origin());
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float joint_to_target = p_target->get_global_position().angle_to_point(operation_transform.get_origin());
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operation_transform.set_rotation(
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operation_transform.get_rotation() + (joint_to_target - joint_to_tip));
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}
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