Fix Path3D tilt gizmo raycasting against local plane

This commit is contained in:
kleonc 2024-04-24 16:02:01 +02:00
parent a4fbe4c01f
commit 0c8275b4f7

View file

@ -169,21 +169,17 @@ void Path3DGizmo::set_handle(int p_id, bool p_secondary, Camera3D *p_camera, con
const Basis posture = c->get_point_baked_posture(idx);
const Vector3 tangent = -posture.get_column(2);
const Vector3 up = posture.get_column(1);
const Plane p_tilt = Plane(tangent, position);
const Plane tilt_plane_global = gt.xform(Plane(tangent, position));
Vector3 intersection;
if (p_tilt.intersects_ray(ray_from, ray_dir, &intersection)) {
Vector3 direction = intersection - position;
direction.normalize(); // FIXME: redundant?
if (tilt_plane_global.intersects_ray(ray_from, ray_dir, &intersection)) {
Vector3 direction = gi.xform(intersection) - position;
real_t tilt_angle = up.signed_angle_to(direction, tangent);
if (Node3DEditor::get_singleton()->is_snap_enabled()) {
real_t snap = Node3DEditor::get_singleton()->get_rotate_snap();
tilt_angle = Math::rad_to_deg(tilt_angle) + snap * 0.5; // Else it won't reach +180.
tilt_angle -= Math::fmod(tilt_angle, snap);
tilt_angle = Math::deg_to_rad(tilt_angle);
real_t snap_degrees = Node3DEditor::get_singleton()->get_rotate_snap();
tilt_angle = Math::deg_to_rad(Math::snapped(Math::rad_to_deg(tilt_angle), snap_degrees));
}
c->set_point_tilt(idx, tilt_angle);