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authorAaron Franke <arnfranke@yahoo.com>2019-11-13 23:48:43 -0500
committerAaron Franke <arnfranke@yahoo.com>2020-02-09 17:37:30 -0500
commitef9b4ee2e25453fdee555d0a0894e73b8ff391f7 (patch)
treea83857fd0a57821b555010098c1d039b9d53fee1 /editor
parent8cb2de524373566bd0faffe1c70e9a201b20e6be (diff)
Fix 2D CollisionShape controls pointing the wrong way
They now point down, matching Godot's 2D coordinate system.
Diffstat (limited to 'editor')
-rw-r--r--editor/plugins/collision_shape_2d_editor_plugin.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.cpp b/editor/plugins/collision_shape_2d_editor_plugin.cpp
index be9e5b0e3a..179ebca562 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.cpp
+++ b/editor/plugins/collision_shape_2d_editor_plugin.cpp
@@ -448,8 +448,8 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
float radius = shape->get_radius();
float height = shape->get_height() / 2;
- handles.write[0] = Point2(radius, -height);
- handles.write[1] = Point2(0, -(height + radius));
+ handles.write[0] = Point2(radius, height);
+ handles.write[1] = Point2(0, height + radius);
p_overlay->draw_texture(h, gt.xform(handles[0]) - size);
p_overlay->draw_texture(h, gt.xform(handles[1]) - size);
@@ -502,8 +502,8 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
handles.resize(3);
Vector2 ext = shape->get_extents();
handles.write[0] = Point2(ext.x, 0);
- handles.write[1] = Point2(0, -ext.y);
- handles.write[2] = Point2(ext.x, -ext.y);
+ handles.write[1] = Point2(0, ext.y);
+ handles.write[2] = Point2(ext.x, ext.y);
p_overlay->draw_texture(h, gt.xform(handles[0]) - size);
p_overlay->draw_texture(h, gt.xform(handles[1]) - size);