Fix incorrect transform when editor camera is moved externally

This commit is contained in:
Robert Yevdokimov
2025-04-21 00:29:15 +04:00
parent 2d3bdcac35
commit 81df850492

View File

@@ -2986,10 +2986,11 @@ void Node3DEditorViewport::_notification(int p_what) {
if (_camera_moved_externally()) {
// If camera moved after this plugin last set it, presumably a tool script has moved it, accept the new camera transform as the cursor position.
_apply_camera_transform_to_cursor();
_update_camera(0);
} else {
_update_camera(delta);
}
_update_camera(delta);
const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
bool changed = false;
@@ -3494,8 +3495,18 @@ bool Node3DEditorViewport::_camera_moved_externally() {
void Node3DEditorViewport::_apply_camera_transform_to_cursor() {
// Effectively the reverse of to_camera_transform, use camera transform to set cursor position and rotation.
Transform3D camera_transform = camera->get_camera_transform();
cursor.pos = camera_transform.origin;
const Transform3D camera_transform = camera->get_camera_transform();
const Basis basis = camera_transform.basis;
real_t distance;
if (orthogonal) {
distance = (get_zfar() - get_znear()) / 2.0;
} else {
distance = cursor.distance;
}
cursor.pos = camera_transform.origin - basis.get_column(2) * distance;
cursor.x_rot = -camera_transform.basis.get_euler().x;
cursor.y_rot = -camera_transform.basis.get_euler().y;
}