From 3bd7c4f2a93e2dfa495ffe68291a26b7112081e2 Mon Sep 17 00:00:00 2001 From: Ryan Roden-Corrent Date: Mon, 8 Nov 2021 17:53:35 -0500 Subject: [PATCH] Clamp rotation for up/down orbiting shortcuts. This prevents the viewport from going upside-down. This was suggested at: https://github.com/godotengine/godot/pull/51984#issuecomment-948614191: > For 3.4, I think we can just clamp the angle value when using the > camera orbiting shortcuts. We can investigate what to do with panning > and freelook in 3.5 and 4.0. --- editor/plugins/node_3d_editor_plugin.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index fa5381bb10..e4bc9ef690 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -2245,12 +2245,14 @@ void Node3DEditorViewport::_sinput(const Ref &p_event) { _menu_option(VIEW_RIGHT); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_down", p_event)) { - cursor.x_rot -= Math_PI / 12.0; + // Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. + cursor.x_rot = CLAMP(cursor.x_rot - Math_PI / 12.0, -1.57, 1.57); view_type = VIEW_TYPE_USER; _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_up", p_event)) { - cursor.x_rot += Math_PI / 12.0; + // Clamp rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. + cursor.x_rot = CLAMP(cursor.x_rot + Math_PI / 12.0, -1.57, 1.57); view_type = VIEW_TYPE_USER; _update_name(); }