Minor visual improvements to the viewport rotation gizmo (again)

This commit is contained in:
Lightning_A 2021-08-06 10:31:43 -06:00
parent da339f8ffc
commit e1ad11f453

View File

@ -122,31 +122,28 @@ void ViewportRotationControl::_draw() {
}
void ViewportRotationControl::_draw_axis(const Axis2D &p_axis) {
bool focused = focused_axis == p_axis.axis;
bool positive = p_axis.axis < 3;
bool front = (Math::abs(p_axis.z_axis) <= 0.001 && positive) || p_axis.z_axis > 0.001;
int direction = p_axis.axis % 3;
const bool focused = focused_axis == p_axis.axis;
const bool positive = p_axis.axis < 3;
const int direction = p_axis.axis % 3;
Color axis_color = axis_colors[direction];
if (!front) {
axis_color = axis_color.darkened(0.4);
}
Color c = focused ? Color(0.9, 0.9, 0.9) : axis_color;
const Color axis_color = axis_colors[direction];
const double alpha = focused ? 1.0 : ((p_axis.z_axis + 1.0) / 2.0) * 0.5 + 0.5;
const Color c = focused ? Color(0.9, 0.9, 0.9) : Color(axis_color.r, axis_color.g, axis_color.b, alpha);
if (positive) {
Vector2i center = get_size() / 2.0;
// Draw axis lines for the positive axes.
const Vector2i center = get_size() / 2.0;
draw_line(center, p_axis.screen_point, c, 1.5 * EDSCALE);
}
if (front) {
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
if (positive) {
String axis_name = direction == 0 ? "X" : (direction == 1 ? "Y" : "Z");
draw_char(get_theme_font(SNAME("rotation_control"), SNAME("EditorFonts")), p_axis.screen_point + Vector2i(-4, 5) * EDSCALE, axis_name, "", get_theme_font_size(SNAME("rotation_control_size"), SNAME("EditorFonts")), Color(0.0, 0.0, 0.0));
}
// Draw the axis letter for the positive axes.
const String axis_name = direction == 0 ? "X" : (direction == 1 ? "Y" : "Z");
draw_char(get_theme_font(SNAME("rotation_control"), SNAME("EditorFonts")), p_axis.screen_point + Vector2i(-4, 5) * EDSCALE, axis_name, "", get_theme_font_size(SNAME("rotation_control_size"), SNAME("EditorFonts")), Color(0.0, 0.0, 0.0, alpha));
} else {
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS * (0.55 + (0.2 * (1.0 + p_axis.z_axis))), c);
// Draw an outline around the negative axes.
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS, c);
draw_circle(p_axis.screen_point, AXIS_CIRCLE_RADIUS * 0.8, c.darkened(0.4));
}
}