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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-02-17 08:06:11 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-17 08:06:11 +0100 |
commit | 1d14c22d5f9561d1c4757dc9a40b3e5c5bdb3b63 (patch) | |
tree | 9461ba7db9aa23d4f17f6d9c1af5908139779237 /editor | |
parent | c0d01dcf6185e9090d6b6a1cd7682404d411b72b (diff) | |
parent | 7d9ad2b845fdb39e3d70b494b4a756ace7276dbd (diff) |
Merge pull request #45575 from aaronfranke/look-up
Use Vector3.UP as a default value for look_at's up vector
Diffstat (limited to 'editor')
-rw-r--r-- | editor/node_3d_editor_gizmos.cpp | 4 | ||||
-rw-r--r-- | editor/plugins/skeleton_3d_editor_plugin.cpp | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/editor/node_3d_editor_gizmos.cpp b/editor/node_3d_editor_gizmos.cpp index bd825d0802..9e2fb01bb8 100644 --- a/editor/node_3d_editor_gizmos.cpp +++ b/editor/node_3d_editor_gizmos.cpp @@ -557,7 +557,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point, Transform t = spatial_node->get_global_transform(); Vector3 camera_position = p_camera->get_camera_transform().origin; if (camera_position.distance_squared_to(t.origin) > 0.01) { - t.set_look_at(t.origin, camera_position, Vector3(0, 1, 0)); + t.set_look_at(t.origin, camera_position); } float scale = t.origin.distance_to(p_camera->get_camera_transform().origin); @@ -574,7 +574,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point, if (orig_camera_transform.origin.distance_squared_to(t.origin) > 0.01 && ABS(orig_camera_transform.basis.get_axis(Vector3::AXIS_Z).dot(Vector3(0, 1, 0))) < 0.99) { - p_camera->look_at(t.origin, Vector3(0, 1, 0)); + p_camera->look_at(t.origin); } Vector3 c0 = t.xform(Vector3(selectable_icon_size, selectable_icon_size, 0) * scale); diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index e160e6ca0d..121ccfa417 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -388,7 +388,7 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi bone_shape->set_transform(capsule_transform); Transform body_transform; - body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin, Vector3(0, 1, 0)); + body_transform.set_look_at(Vector3(0, 0, 0), child_rest.origin); body_transform.origin = body_transform.basis.xform(Vector3(0, 0, -half_height)); Transform joint_transform; |