Merge pull request #44283 from jeffuntildeath/fix-stf-offset

Fixed incorrect offset of snap to floor
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Rémi Verschelde 2021-01-08 07:53:45 +01:00 committed by GitHub
commit 3d359d1311
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@ -5880,17 +5880,20 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
Set<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);
Set<CollisionShape3D *> cs = _get_child_nodes<CollisionShape3D>(sp);
bool found_valid_shape = false;
if (cs.size()) {
AABB aabb;
bool found_valid_shape = false;
if (cs.front()->get()->get_shape().is_valid()) {
aabb = sp->get_global_transform().xform(cs.front()->get()->get_shape()->get_debug_mesh()->get_aabb());
Set<CollisionShape3D *>::Element *I = cs.front();
if (I->get()->get_shape().is_valid()) {
CollisionShape3D *collision_shape = cs.front()->get();
aabb = collision_shape->get_global_transform().xform(collision_shape->get_shape()->get_debug_mesh()->get_aabb());
found_valid_shape = true;
}
for (Set<CollisionShape3D *>::Element *I = cs.front(); I; I = I->next()) {
if (I->get()->get_shape().is_valid()) {
aabb.merge_with(sp->get_global_transform().xform(I->get()->get_shape()->get_debug_mesh()->get_aabb()));
for (I = I->next(); I; I = I->next()) {
CollisionShape3D *col_shape = I->get();
if (col_shape->get_shape().is_valid()) {
aabb.merge_with(col_shape->get_global_transform().xform(col_shape->get_shape()->get_debug_mesh()->get_aabb()));
found_valid_shape = true;
}
}
@ -5898,10 +5901,9 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
from = aabb.position + size;
position_offset.y = from.y - sp->get_global_transform().origin.y;
} else {
from = sp->get_global_transform().origin;
}
} else if (vi.size()) {
}
if (!found_valid_shape && vi.size()) {
AABB aabb = vi.front()->get()->get_transformed_aabb();
for (Set<VisualInstance3D *>::Element *I = vi.front(); I; I = I->next()) {
aabb.merge_with(I->get()->get_transformed_aabb());
@ -5909,7 +5911,7 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
from = aabb.position + size;
position_offset.y = from.y - sp->get_global_transform().origin.y;
} else {
} else if (!found_valid_shape) {
from = sp->get_global_transform().origin;
}