diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-28 13:10:47 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-28 13:14:10 +0200 |
commit | 3541200f2b6c14d3c72b6da4ed4c54525edd93f3 (patch) | |
tree | a8b44bd9239036b6515637c4f84bc204c88dff2c | |
parent | 1f690f197a4fb0809afb2f59bf78e4d3d89fd847 (diff) |
Rotate Decal nodes when using Align Transform/Rotation With View
This matches the expected orientation with decal nodes "looking"
in the same direction as the editor camera.
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 19 |
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 cbdb1e520a..f03f21011a 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" @@ -2952,6 +2953,13 @@ 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()); } @@ -2979,7 +2987,16 @@ 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(); |