Add functionality to extrapolate axis in Node3D Editor
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@ -4284,6 +4284,48 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
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return world_pos + world_ray * FALLBACK_DISTANCE;
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return world_pos + world_ray * FALLBACK_DISTANCE;
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}
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}
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Vector3 Node3DEditorViewport::_guess_orthagonal_vector(const Vector3 p_vector) {
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Vector3 ret_vector = Vector3(p_vector.y, -p_vector.x, 0);
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if (ret_vector.length() == 0) {
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ret_vector = Vector3(p_vector.z, 0, -p_vector.x);
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if (ret_vector.length() == 0) {
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ret_vector = Vector3(0, p_vector.z, -p_vector.y);
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}
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}
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return ret_vector;
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}
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Transform3D Node3DEditorViewport::_get_extrapolated_axis_transform(const Transform3D p_transform) {
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Transform3D xform = p_transform;
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Basis basis = xform.basis;
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Vector3 scales = basis.get_scale_abs();
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real_t mul = 0.0001;
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if (scales.x == 0 && scales.y == 0 && scales.z == 0) {
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xform.basis = Basis() * mul;
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} else if (scales.x == 0 && scales.y != 0 && scales.z != 0) {
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xform.basis.rows[0] = basis.rows[1].cross(basis.rows[2]).normalized() * mul;
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} else if (scales.x != 0 && scales.y == 0 && scales.z != 0) {
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xform.basis.rows[1] = basis.rows[0].cross(basis.rows[2]).normalized() * mul;
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} else if (scales.x != 0 && scales.y != 0 && scales.z == 0) {
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xform.basis.rows[2] = basis.rows[0].cross(basis.rows[1]).normalized() * mul;
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} else if (scales.x != 0 && scales.y == 0 && scales.z == 0) {
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Vector3 guess_axis = _guess_orthagonal_vector(xform.basis.rows[0]);
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xform.basis.rows[1] = guess_axis * mul;
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xform.basis.rows[2] = basis.rows[0].cross(guess_axis).normalized() * mul;
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} else if (scales.x == 0 && scales.y != 0 && scales.z == 0) {
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Vector3 guess_axis = _guess_orthagonal_vector(xform.basis.rows[1]);
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xform.basis.rows[0] = guess_axis * mul;
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xform.basis.rows[2] = basis.rows[1].cross(guess_axis).normalized() * mul;
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} else if (scales.x == 0 && scales.y == 0 && scales.z != 0) {
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Vector3 guess_axis = _guess_orthagonal_vector(xform.basis.rows[2]);
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xform.basis.rows[0] = guess_axis * mul;
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xform.basis.rows[1] = basis.rows[2].cross(guess_axis).normalized() * mul;
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}
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return xform;
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}
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AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, const Node3D *p_top_level_parent) {
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AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, const Node3D *p_top_level_parent) {
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AABB bounds;
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AABB bounds;
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@ -4295,7 +4337,12 @@ AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, con
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return AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4));
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return AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4));
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}
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}
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Transform3D xform_to_top_level_parent_space = p_top_level_parent->get_global_transform().affine_inverse() * p_parent->get_global_transform();
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Transform3D p_top_level_transform = p_top_level_parent->get_global_transform();
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if (p_top_level_transform.basis.determinant() == 0) {
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p_top_level_transform = _get_extrapolated_axis_transform(p_top_level_transform);
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}
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Transform3D xform_to_top_level_parent_space = p_top_level_transform.affine_inverse() * p_parent->get_global_transform();
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const VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(p_parent);
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const VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(p_parent);
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if (visual_instance) {
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if (visual_instance) {
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@ -472,6 +472,8 @@ private:
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Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
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Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_ev_mouse_motion) const;
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Vector3 _get_instance_position(const Point2 &p_pos) const;
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Vector3 _get_instance_position(const Point2 &p_pos) const;
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static Vector3 _guess_orthagonal_vector(const Vector3 p_vector);
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static Transform3D _get_extrapolated_axis_transform(const Transform3D p_transform);
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static AABB _calculate_spatial_bounds(const Node3D *p_parent, const Node3D *p_top_level_parent = nullptr);
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static AABB _calculate_spatial_bounds(const Node3D *p_parent, const Node3D *p_top_level_parent = nullptr);
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Node *_sanitize_preview_node(Node *p_node) const;
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Node *_sanitize_preview_node(Node *p_node) const;
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