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authorYuri Sizov <11782833+YuriSizov@users.noreply.github.com>2022-08-23 15:34:04 +0300
committerGitHub <noreply@github.com>2022-08-23 15:34:04 +0300
commit249517f1325c9d3960dab20daaa0834b7d6a237c (patch)
treedbf257609adc02a17f5b3d8a99c1d2e804627f13
parent14f8a54a3371df91327dbe2fc52c42a3616fcab0 (diff)
parent3541200f2b6c14d3c72b6da4ed4c54525edd93f3 (diff)
Merge pull request #61493 from Calinou/editor-align-transform-rotate-decal
Rotate Decal nodes when using Align Transform/Rotation With View
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp19
1 files changed, 18 insertions, 1 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 2798f3d93e..30eb85709a 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -46,6 +46,7 @@
#include "editor/scene_tree_dock.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/collision_shape_3d.h"
+#include "scene/3d/decal.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
@@ -2972,6 +2973,13 @@ void Node3DEditorViewport::_menu_option(int p_option) {
xform.scale_basis(sp->get_scale());
}
+ if (Object::cast_to<Decal>(E)) {
+ // Adjust rotation to match Decal's default orientation.
+ // This makes the decal "look" in the same direction as the camera,
+ // rather than pointing down relative to the camera orientation.
+ xform.basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
+ }
+
undo_redo->add_do_method(sp, "set_global_transform", xform);
undo_redo->add_undo_method(sp, "set_global_transform", sp->get_global_gizmo_transform());
}
@@ -2999,7 +3007,16 @@ void Node3DEditorViewport::_menu_option(int p_option) {
continue;
}
- undo_redo->add_do_method(sp, "set_rotation", camera_transform.basis.get_euler_normalized());
+ Basis basis = camera_transform.basis;
+
+ if (Object::cast_to<Decal>(E)) {
+ // Adjust rotation to match Decal's default orientation.
+ // This makes the decal "look" in the same direction as the camera,
+ // rather than pointing down relative to the camera orientation.
+ basis.rotate_local(Vector3(1, 0, 0), Math_TAU * 0.25);
+ }
+
+ undo_redo->add_do_method(sp, "set_rotation", basis.get_euler_normalized());
undo_redo->add_undo_method(sp, "set_rotation", sp->get_rotation());
}
undo_redo->commit_action();