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
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49646383f1
commit
64cbff7e7d
1 changed files with 12 additions and 10 deletions
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@ -5823,17 +5823,20 @@ void SpatialEditor::snap_selected_nodes_to_floor() {
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// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
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Set<VisualInstance *> vi = _get_child_nodes<VisualInstance>(sp);
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Set<CollisionShape *> cs = _get_child_nodes<CollisionShape>(sp);
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bool found_valid_shape = false;
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if (cs.size()) {
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AABB aabb;
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bool found_valid_shape = false;
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if (cs.front()->get()->get_shape().is_valid()) {
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aabb = sp->get_global_transform().xform(cs.front()->get()->get_shape()->get_debug_mesh()->get_aabb());
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Set<CollisionShape *>::Element *I = cs.front();
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if (I->get()->get_shape().is_valid()) {
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CollisionShape *collision_shape = cs.front()->get();
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aabb = collision_shape->get_global_transform().xform(collision_shape->get_shape()->get_debug_mesh()->get_aabb());
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found_valid_shape = true;
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}
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for (Set<CollisionShape *>::Element *I = cs.front(); I; I = I->next()) {
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if (I->get()->get_shape().is_valid()) {
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aabb.merge_with(sp->get_global_transform().xform(I->get()->get_shape()->get_debug_mesh()->get_aabb()));
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for (I = I->next(); I; I = I->next()) {
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CollisionShape *col_shape = I->get();
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if (col_shape->get_shape().is_valid()) {
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aabb.merge_with(col_shape->get_global_transform().xform(col_shape->get_shape()->get_debug_mesh()->get_aabb()));
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found_valid_shape = true;
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}
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}
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@ -5841,10 +5844,9 @@ void SpatialEditor::snap_selected_nodes_to_floor() {
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Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
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from = aabb.position + size;
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position_offset.y = from.y - sp->get_global_transform().origin.y;
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} else {
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from = sp->get_global_transform().origin;
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}
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} else if (vi.size()) {
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}
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if (!found_valid_shape && vi.size()) {
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AABB aabb = vi.front()->get()->get_transformed_aabb();
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for (Set<VisualInstance *>::Element *I = vi.front(); I; I = I->next()) {
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aabb.merge_with(I->get()->get_transformed_aabb());
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@ -5852,7 +5854,7 @@ void SpatialEditor::snap_selected_nodes_to_floor() {
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Vector3 size = aabb.size * Vector3(0.5, 0.0, 0.5);
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from = aabb.position + size;
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position_offset.y = from.y - sp->get_global_transform().origin.y;
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} else {
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} else if (!found_valid_shape) {
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from = sp->get_global_transform().origin;
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}
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