diff options
Diffstat (limited to 'editor/plugins/node_3d_editor_plugin.cpp')
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 76 |
1 files changed, 36 insertions, 40 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 0a4dfd2e0d..b097523c2f 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -1749,8 +1749,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { _edit.mode = TRANSFORM_NONE; _edit.original = spatial_editor->get_gizmo_transform(); // To prevent to break when flipping with scale. - bool node_selected = spatial_editor->get_single_selected_node(); - bool can_select_gizmos = node_selected; + bool can_select_gizmos = spatial_editor->get_single_selected_node(); { int idx = view_menu->get_popup()->get_item_index(VIEW_GIZMOS); @@ -1840,6 +1839,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { clicked = ObjectID(); + bool node_selected = get_selected_count() > 0; + if (node_selected && ((spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT && b->is_command_or_control_pressed()) || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_ROTATE)) { begin_transform(TRANSFORM_ROTATE, false); break; @@ -1985,9 +1986,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { } else { const bool movement_threshold_passed = _edit.original_mouse_pos.distance_to(_edit.mouse_pos) > 8 * EDSCALE; - // enable region-select if nothing has been selected yet or multi-select (shift key) is active - if (selection_in_progress && movement_threshold_passed) { - if (get_selected_count() == 0 || clicked_wants_append) { + if (selection_in_progress && movement_threshold_passed && clicked.is_valid()) { + if (clicked_wants_append || !editor_selection->is_selected(Object::cast_to<Node>(ObjectDB::get_instance(clicked)))) { cursor.region_select = true; cursor.region_begin = _edit.original_mouse_pos; clicked = ObjectID(); @@ -2790,8 +2790,7 @@ void Node3DEditorViewport::_notification(int p_what) { } Transform3D t = sp->get_global_gizmo_transform(); - VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sp); - AABB new_aabb = vi ? vi->get_aabb() : _calculate_spatial_bounds(sp); + AABB new_aabb = _calculate_spatial_bounds(sp); exist = true; if (se->last_xform == t && se->aabb == new_aabb && !se->last_xform_dirty) { @@ -2837,7 +2836,7 @@ void Node3DEditorViewport::_notification(int p_what) { last_message = message; } - message_time -= get_physics_process_delta_time(); + message_time -= get_process_delta_time(); if (message_time < 0) { surface->queue_redraw(); } @@ -3018,6 +3017,8 @@ void Node3DEditorViewport::_notification(int p_what) { // Clear preview material when dropped outside applicable object. if (spatial_editor->get_preview_material().is_valid() && !is_drag_successful()) { _remove_preview_material(); + } else { + _remove_preview_node(); } } break; } @@ -4087,35 +4088,35 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const return world_pos + world_ray * FALLBACK_DISTANCE; } -AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform) { +AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, const Node3D *p_top_level_parent) { AABB bounds; + if (!p_top_level_parent) { + p_top_level_parent = p_parent; + } + + if (!p_parent) { + return AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4)); + } + + Transform3D xform_to_top_level_parent_space = p_top_level_parent->get_global_transform().affine_inverse() * p_parent->get_global_transform(); + const VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(p_parent); if (visual_instance) { bounds = visual_instance->get_aabb(); + } else { + bounds = AABB(); } + bounds = xform_to_top_level_parent_space.xform(bounds); for (int i = 0; i < p_parent->get_child_count(); i++) { Node3D *child = Object::cast_to<Node3D>(p_parent->get_child(i)); if (child) { - AABB child_bounds = _calculate_spatial_bounds(child, false); - - if (bounds.size == Vector3() && p_parent) { - bounds = child_bounds; - } else { - bounds.merge_with(child_bounds); - } + AABB child_bounds = _calculate_spatial_bounds(child, p_top_level_parent); + bounds.merge_with(child_bounds); } } - if (bounds.size == Vector3() && !p_parent) { - bounds = AABB(Vector3(-0.2, -0.2, -0.2), Vector3(0.4, 0.4, 0.4)); - } - - if (!p_exclude_top_level_transform) { - bounds = p_parent->get_transform().xform(bounds); - } - return bounds; } @@ -4531,7 +4532,7 @@ void Node3DEditorViewport::drop_data_fw(const Point2 &p_point, const Variant &p_ } bool is_shift = Input::get_singleton()->is_key_pressed(Key::SHIFT); - bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CTRL); + bool is_alt = Input::get_singleton()->is_key_pressed(Key::ALT); selected_files.clear(); Dictionary d = p_data; @@ -4541,15 +4542,15 @@ void Node3DEditorViewport::drop_data_fw(const Point2 &p_point, const Variant &p_ List<Node *> selected_nodes = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list(); Node *root_node = EditorNode::get_singleton()->get_edited_scene(); - if (selected_nodes.size() == 1) { + if (selected_nodes.size() > 0) { Node *selected_node = selected_nodes[0]; - target_node = root_node; - if (is_ctrl) { - target_node = selected_node; + target_node = selected_node; + if (is_alt) { + target_node = root_node; } else if (is_shift && selected_node != root_node) { target_node = selected_node->get_parent(); } - } else if (selected_nodes.size() == 0) { + } else { if (root_node) { target_node = root_node; } else { @@ -4557,11 +4558,6 @@ void Node3DEditorViewport::drop_data_fw(const Point2 &p_point, const Variant &p_ SceneTreeDock::get_singleton()->add_root_node(memnew(Node3D)); target_node = get_tree()->get_edited_scene_root(); } - } else { - accept->set_text(TTR("Cannot drag and drop into multiple selected nodes.")); - accept->popup_centered(); - _remove_preview_node(); - return; } drop_pos = p_point; @@ -6501,20 +6497,20 @@ void vertex() { // Points are already in world space, so no need for MODEL_MATRIX anymore. vec4 clip_a = PROJECTION_MATRIX * (VIEW_MATRIX * vec4(point_a, 1.0)); vec4 clip_b = PROJECTION_MATRIX * (VIEW_MATRIX * vec4(point_b, 1.0)); - + vec2 screen_a = VIEWPORT_SIZE * (0.5 * clip_a.xy / clip_a.w + 0.5); vec2 screen_b = VIEWPORT_SIZE * (0.5 * clip_b.xy / clip_b.w + 0.5); - + vec2 x_basis = normalize(screen_b - screen_a); vec2 y_basis = vec2(-x_basis.y, x_basis.x); - + float width = 3.0; vec2 screen_point_a = screen_a + width * (VERTEX.x * x_basis + VERTEX.y * y_basis); vec2 screen_point_b = screen_b + width * (VERTEX.x * x_basis + VERTEX.y * y_basis); vec2 screen_point_final = mix(screen_point_a, screen_point_b, VERTEX.z); - + vec4 clip_final = mix(clip_a, clip_b, VERTEX.z); - + POSITION = vec4(clip_final.w * ((2.0 * screen_point_final) / VIEWPORT_SIZE - 1.0), clip_final.z, clip_final.w); UV = VERTEX.yz * clip_final.w; |