Merge pull request #68114 from timothyqiu/3d-drag-instance-3.x
[3.x] Improve dragging scene into 3D viewport
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commit
89d251585e
1 changed files with 27 additions and 6 deletions
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@ -3674,20 +3674,41 @@ void SpatialEditorViewport::assign_pending_data_pointers(Spatial *p_preview_node
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Vector3 SpatialEditorViewport::_get_instance_position(const Point2 &p_pos) const {
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const float MAX_DISTANCE = 50.0;
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const float FALLBACK_DISTANCE = 5.0;
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Vector3 world_ray = _get_ray(p_pos);
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Vector3 world_pos = _get_ray_pos(p_pos);
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Vector3 point = world_pos + world_ray * MAX_DISTANCE;
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PhysicsDirectSpaceState *ss = get_tree()->get_root()->get_world()->get_direct_space_state();
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PhysicsDirectSpaceState::RayResult result;
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if (ss->intersect_ray(world_pos, world_pos + world_ray * MAX_DISTANCE, result)) {
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point = result.position;
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if (ss->intersect_ray(world_pos, world_pos + world_ray * camera->get_zfar(), result)) {
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return result.position;
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}
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return point;
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const bool is_orthogonal = camera->get_projection() == Camera::PROJECTION_ORTHOGONAL;
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// The XZ plane.
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Vector3 intersection;
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Plane plane(Vector3(0, 1, 0), 0);
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if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
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if (is_orthogonal || world_pos.distance_to(intersection) <= MAX_DISTANCE) {
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return intersection;
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}
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}
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// Plane facing the camera using fallback distance.
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if (is_orthogonal) {
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plane = Plane(cursor.pos - world_ray * (cursor.distance - FALLBACK_DISTANCE), world_ray);
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} else {
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plane = Plane(world_pos + world_ray * FALLBACK_DISTANCE, world_ray);
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}
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if (plane.intersects_ray(world_pos, world_ray, &intersection)) {
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return intersection;
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}
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// Not likely, but just in case...
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return world_pos + world_ray * FALLBACK_DISTANCE;
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}
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AABB SpatialEditorViewport::_calculate_spatial_bounds(const Spatial *p_parent, bool p_exclude_toplevel_transform) {
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@ -3975,7 +3996,7 @@ bool SpatialEditorViewport::can_drop_data_fw(const Point2 &p_point, const Varian
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}
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if (can_instance) {
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Transform global_transform = Transform(Basis(), _get_instance_position(p_point));
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Transform global_transform = Transform(Basis(), spatial_editor->snap_point(_get_instance_position(p_point)));
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preview_node->set_global_transform(global_transform);
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}
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