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author | Silc Lizard (Tokage) Renew <61938263+TokageItLab@users.noreply.github.com> | 2023-04-14 17:41:43 +0900 |
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committer | Silc Lizard (Tokage) Renew <61938263+TokageItLab@users.noreply.github.com> | 2023-05-23 16:21:19 +0900 |
commit | 4e4259bd7926279acbf52d3df6587f7a98446d0f (patch) | |
tree | 6989300f03402e200ac7f2d3f955db03e81b944f /editor | |
parent | 4d3d800d33c7f6dbdd3879c5a00edbb30da7c118 (diff) | |
download | redot-engine-4e4259bd7926279acbf52d3df6587f7a98446d0f.tar.gz |
Fix 3D Viewport Axis button draw order bug
Diffstat (limited to 'editor')
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 2cfff36aca..34667b006d 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -296,10 +296,10 @@ void ViewportRotationControl::_notification(int p_what) { axis_menu_options.clear(); axis_menu_options.push_back(Node3DEditorViewport::VIEW_RIGHT); axis_menu_options.push_back(Node3DEditorViewport::VIEW_TOP); - axis_menu_options.push_back(Node3DEditorViewport::VIEW_REAR); + axis_menu_options.push_back(Node3DEditorViewport::VIEW_FRONT); axis_menu_options.push_back(Node3DEditorViewport::VIEW_LEFT); axis_menu_options.push_back(Node3DEditorViewport::VIEW_BOTTOM); - axis_menu_options.push_back(Node3DEditorViewport::VIEW_FRONT); + axis_menu_options.push_back(Node3DEditorViewport::VIEW_REAR); axis_colors.clear(); axis_colors.push_back(get_theme_color(SNAME("axis_x_color"), SNAME("Editor"))); @@ -370,7 +370,7 @@ void ViewportRotationControl::_get_sorted_axis(Vector<Axis2D> &r_axis) { Vector3 axis_3d = camera_basis.get_column(i); Vector2i axis_vector = Vector2(axis_3d.x, -axis_3d.y) * radius; - if (Math::abs(axis_3d.z) < 1.0) { + if (Math::abs(axis_3d.z) <= 1.0) { Axis2D pos_axis; pos_axis.axis = i; pos_axis.screen_point = center + axis_vector; @@ -385,7 +385,7 @@ void ViewportRotationControl::_get_sorted_axis(Vector<Axis2D> &r_axis) { } else { // Special case when the camera is aligned with one axis Axis2D axis; - axis.axis = i + (axis_3d.z < 0 ? 0 : 3); + axis.axis = i + (axis_3d.z <= 0 ? 0 : 3); axis.screen_point = center; axis.z_axis = 1.0; r_axis.push_back(axis); |