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authorJosh Chandler <j5d1c7@gmail.com>2020-04-28 11:04:07 -0400
committerJosh Chandler <j5d1c7@gmail.com>2021-07-03 15:08:17 -0400
commit879f84d8f8e7d9467bb9049b445d576916c847c0 (patch)
treee824ecb7e4670b4e0ede7de99f0f21e2254acec1 /editor/plugins
parente849dc1791cd064b3b9736ac91f0ae9fae3bc8d9 (diff)
add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
Diffstat (limited to 'editor/plugins')
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp2
-rw-r--r--editor/plugins/node_3d_editor_plugin.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 5a4d79cdc8..a8bbc7ccd4 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -2418,7 +2418,7 @@ void Node3DEditorViewport::_notification(int p_what) {
Node *scene_root = editor->get_scene_tree_dock()->get_editor_data()->get_edited_scene_root();
if (previewing_cinema && scene_root != nullptr) {
- Camera3D *cam = scene_root->get_viewport()->get_camera();
+ Camera3D *cam = scene_root->get_viewport()->get_camera_3d();
if (cam != nullptr && cam != previewing) {
//then switch the viewport's camera to the scene's viewport camera
if (previewing != nullptr) {
diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h
index ac0b2e1859..48858b6a6c 100644
--- a/editor/plugins/node_3d_editor_plugin.h
+++ b/editor/plugins/node_3d_editor_plugin.h
@@ -494,7 +494,7 @@ public:
AcceptDialog *p_accept);
SubViewport *get_viewport_node() { return viewport; }
- Camera3D *get_camera() { return camera; } // return the default camera object.
+ Camera3D *get_camera_3d() { return camera; } // return the default camera object.
Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index);
~Node3DEditorViewport();