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| author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2020-01-14 00:26:26 +0100 |
|---|---|---|
| committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-09-20 16:32:37 +0200 |
| commit | e2718b77172e0ed634fe0dc81e56e76936c646b4 (patch) | |
| tree | 0fa0146640bbcf1dc7e38a8d0780c2c9568ea2a7 /editor/plugins/node_3d_editor_plugin.cpp | |
| parent | 2d1699ef82a29ef65d810194ee76dddc0d9e0389 (diff) | |
| download | redot-engine-e2718b77172e0ed634fe0dc81e56e76936c646b4.tar.gz | |
Tweak the 3D editor inertia defaults for better responsiveness
The default orbit sensitivity was decreased to account for this change.
Rotational inertia (orbit + freelook) was disabled by default due to
known issues.
This also removes the need for separate manipulation inertia settings,
as the default settings are more responsive.
Diffstat (limited to 'editor/plugins/node_3d_editor_plugin.cpp')
| -rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 27 |
1 files changed, 5 insertions, 22 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index cf451dce91..49496426db 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -265,15 +265,13 @@ void Node3DEditorViewport::_update_camera(real_t p_interp_delta) { if (is_freelook_active()) { // Higher inertia should increase "lag" (lerp with factor between 0 and 1) // Inertia of zero should produce instant movement (lerp with factor of 1) in this case it returns a really high value and gets clamped to 1. - real_t inertia = EDITOR_GET("editors/3d/freelook/freelook_inertia"); - inertia = MAX(0.001, inertia); + const real_t inertia = EDITOR_GET("editors/3d/freelook/freelook_inertia"); real_t factor = (1.0 / inertia) * p_interp_delta; // We interpolate a different point here, because in freelook mode the focus point (cursor.pos) orbits around eye_pos camera_cursor.eye_pos = old_camera_cursor.eye_pos.lerp(cursor.eye_pos, CLAMP(factor, 0, 1)); - real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia"); - orbit_inertia = MAX(0.0001, orbit_inertia); + const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia"); camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia))); camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia))); @@ -289,24 +287,9 @@ void Node3DEditorViewport::_update_camera(real_t p_interp_delta) { camera_cursor.pos = camera_cursor.eye_pos + forward * camera_cursor.distance; } else { - //when not being manipulated, move softly - real_t free_orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia"); - real_t free_translation_inertia = EDITOR_GET("editors/3d/navigation_feel/translation_inertia"); - //when being manipulated, move more quickly - real_t manip_orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/manipulation_orbit_inertia"); - real_t manip_translation_inertia = EDITOR_GET("editors/3d/navigation_feel/manipulation_translation_inertia"); - - real_t zoom_inertia = EDITOR_GET("editors/3d/navigation_feel/zoom_inertia"); - - //determine if being manipulated - bool manipulated = Input::get_singleton()->get_mouse_button_mask() & (2 | 4); - manipulated |= Input::get_singleton()->is_key_pressed(KEY_SHIFT); - manipulated |= Input::get_singleton()->is_key_pressed(KEY_ALT); - manipulated |= Input::get_singleton()->is_key_pressed(KEY_CTRL); - - real_t orbit_inertia = MAX(0.00001, manipulated ? manip_orbit_inertia : free_orbit_inertia); - real_t translation_inertia = MAX(0.0001, manipulated ? manip_translation_inertia : free_translation_inertia); - zoom_inertia = MAX(0.0001, zoom_inertia); + const real_t orbit_inertia = EDITOR_GET("editors/3d/navigation_feel/orbit_inertia"); + const real_t translation_inertia = EDITOR_GET("editors/3d/navigation_feel/translation_inertia"); + const real_t zoom_inertia = EDITOR_GET("editors/3d/navigation_feel/zoom_inertia"); camera_cursor.x_rot = Math::lerp(old_camera_cursor.x_rot, cursor.x_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia))); camera_cursor.y_rot = Math::lerp(old_camera_cursor.y_rot, cursor.y_rot, MIN(1.f, p_interp_delta * (1 / orbit_inertia))); |
