Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
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@ -41,6 +41,7 @@
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#include "room_group.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/light.h"
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#include "scene/3d/sprite_3d.h"
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#include "visibility_notifier.h"
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#ifdef TOOLS_ENABLED
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@ -1728,11 +1729,11 @@ bool RoomManager::_bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector
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// convert to world space
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for (int n = 0; n < vertices.size(); n++) {
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Vector3 ptWorld = trans.xform(vertices[n]);
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r_room_pts.push_back(ptWorld);
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Vector3 pt_world = trans.xform(vertices[n]);
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r_room_pts.push_back(pt_world);
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// keep the bound up to date
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r_aabb.expand_to(ptWorld);
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r_aabb.expand_to(pt_world);
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}
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} // for through the surfaces
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@ -1788,16 +1789,37 @@ bool RoomManager::_bound_findpoints_geom_instance(GeometryInstance *p_gi, Vector
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trans = mmi->get_global_transform() * trans;
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for (int n = 0; n < local_verts.size(); n++) {
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Vector3 ptWorld = trans.xform(local_verts[n]);
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r_room_pts.push_back(ptWorld);
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Vector3 pt_world = trans.xform(local_verts[n]);
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r_room_pts.push_back(pt_world);
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// keep the bound up to date
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r_aabb.expand_to(ptWorld);
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r_aabb.expand_to(pt_world);
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}
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}
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return true;
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}
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// Sprite3D
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SpriteBase3D *sprite = Object::cast_to<SpriteBase3D>(p_gi);
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if (sprite) {
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Ref<TriangleMesh> tmesh = sprite->generate_triangle_mesh();
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PoolVector<Vector3> vertices = tmesh->get_vertices();
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// for converting meshes to world space
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Transform trans = p_gi->get_global_transform();
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// convert to world space
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for (int n = 0; n < vertices.size(); n++) {
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Vector3 pt_world = trans.xform(vertices[n]);
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r_room_pts.push_back(pt_world);
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// keep the bound up to date
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r_aabb.expand_to(pt_world);
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}
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return true;
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}
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return false;
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}
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