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Add rotation widget to 3D viewport #33098
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It looks a bit flat imo, not really sure what to do about it though |
@MCrafterzz It seems the far-away axes are already darkened, maybe this effect could be made stronger? We could also play with their opacity, in addition to the brightness. |
Maybe a slight border around the circles and the background one as well? Worth trying |
@Zylann I didn't know the FPS info was located there, so I probably just slapped the new widget on top. I will find a fix for that on the final PR. |
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GDCLASS(ViewportRotationControl, Control); | ||
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struct Axis2D { | ||
Vector2 screen_point{ 0, 0 }; |
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This line causes some error during the CI build. The Vector2
constructor is not marked as noexcept
and that trips the compiler somehow. Adding the noexcept
keyword to the Vector2
constructor fixes the build, but I'm not sure it's the right fix or if I'm just using list-initializers wrongly.
Sorry for the review request spam, I forgot to change the target branch to 3.2 before pushing the rebased changes... |
Thanks! |
Video demo: https://streamable.com/p4sw4
I think this is feature complete now so I removed the draft status. It now handles the overlap with the FPS label properly, there is an option to enable/disable the "auto orthogonal" behavior and an editor setting to hide/show the viewport rotation gizmo.
Any feedback can go in the godot-proposals repo: godotengine/godot-proposals#185
Bugsquad edit: This closes #11094.
Now fixes #26728 too.