Repository: godotengine/godot
File: editor/plugins/node_3d_editor_plugin.h (C/C++)

Code before:
		TRANSFORM_XY,
	};

	struct EditData {
		TransformMode mode;
		TransformPlane plane;
		Transform3D original;
		Vector3 click_ray;
		Vector3 click_ray_pos;
		Vector3 center;
		Point2 mouse_pos;
		Point2 original_mouse_pos;
		bool snap = false;
		bool show_rotation_line = false;
		Ref<EditorNode3DGizmo> gizmo;
		int gizmo_handle = 0;
		bool gizmo_handle_secondary = false;
		Variant gizmo_initial_value;
		bool original_local;
		bool instant;
	} _edit;

	struct Cursor {
		Vector3 pos;
		real_t x_rot, y_rot, distance, fov_scale;
		Vector3 eye_pos; // Used in freelook mode
		bool region_select;
		Point2 region_begin, region_end;

		Cursor() {
			// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
			x_rot = 0.5;
			y_rot = -0.5;
			distance = 4;
			fov_scale = 1.0;
			region_select = false;
		}
	};
	// Viewport camera supports movement smoothing,
	// so one cursor is the real cursor, while the other can be an interpolated version.
	Cursor cursor; // Immediate cursor
	Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)

	void scale_fov(real_t p_fov_offset);
	void reset_fov();
	void scale_cursor_distance(real_t scale);

	void set_freelook_active(bool active_now);
	void scale_freelook_speed(real_t scale);

	real_t zoom_indicator_delay;

Review comment (suggestion):
```suggestion
		// Numeric blender-style transforms (e.g. 'g5x').
		// numeric_input tracks the current input value, e.g. 1.23.
		// numeric_negate indicates whether '-' has been pressed to negate the value
		// while numeric_next_decimal is 0, numbers are input before the decimal point
		// after pressing '.', numeric next decimal changes to -1, and decrements after each press.
```

Code after:
		TRANSFORM_XY,
	};

	struct EditData {
		TransformMode mode;
		TransformPlane plane;
		Transform3D original;
		Vector3 click_ray;
		Vector3 click_ray_pos;
		Vector3 center;
		Point2 mouse_pos;
		Point2 original_mouse_pos;
		bool snap = false;
		bool show_rotation_line = false;
		Ref<EditorNode3DGizmo> gizmo;
		int gizmo_handle = 0;
		bool gizmo_handle_secondary = false;
		Variant gizmo_initial_value;
		bool original_local;
		bool instant;

		// Numeric blender-style transforms (e.g. 'g5x').
		// numeric_input tracks the current input value, e.g. 1.23.
		// numeric_negate indicates whether '-' has been pressed to negate the value
		// while numeric_next_decimal is 0, numbers are input before the decimal point
		// after pressing '.', numeric next decimal changes to -1, and decrements after each press.
		double numeric_input = 0.0;
		bool numeric_negate = false;
		int numeric_next_decimal = 0;
	} _edit;

	struct Cursor {
		Vector3 pos;
		real_t x_rot, y_rot, distance, fov_scale;
		Vector3 eye_pos; // Used in freelook mode
		bool region_select;
		Point2 region_begin, region_end;

		Cursor() {
			// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
			x_rot = 0.5;
			y_rot = -0.5;
			distance = 4;
			fov_scale = 1.0;
			region_select = false;
		}
	};
	// Viewport camera supports movement smoothing,
	// so one cursor is the real cursor, while the other can be an interpolated version.
	Cursor cursor; // Immediate cursor
	Cursor camera_cursor; // That one may be interpolated (don't modify this one except for smoothing purposes)