Snap To Floor improperly offsets node

fix for issue #44282

AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation.
Also hopefully clarified logic for selecting starting point for ray cast

(cherry picked from commit 4f171afecc)
This commit is contained in:
jeffuntildeath 2020-12-10 14:44:09 -06:00 committed by Rémi Verschelde
parent 49646383f1
commit 64cbff7e7d
No known key found for this signature in database
GPG key ID: C3336907360768E1

View file

@ -5823,17 +5823,20 @@ void SpatialEditor::snap_selected_nodes_to_floor() {
// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
Set<VisualInstance *> vi = _get_child_nodes<VisualInstance>(sp);
Set<CollisionShape *> cs = _get_child_nodes<CollisionShape>(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<CollisionShape *>::Element *I = cs.front();
if (I->get()->get_shape().is_valid()) {
CollisionShape *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<CollisionShape *>::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()) {
CollisionShape *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;
}
}
@ -5841,10 +5844,9 @@ void SpatialEditor::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<VisualInstance *>::Element *I = vi.front(); I; I = I->next()) {
aabb.merge_with(I->get()->get_transformed_aabb());
@ -5852,7 +5854,7 @@ void SpatialEditor::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;
}