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authorjeffuntildeath <jeffuntildeath@gmail.com>2020-12-10 14:44:09 -0600
committerjeffuntildeath <jeffuntildeath@gmail.com>2020-12-10 20:36:51 -0600
commit4f171afecc283af407e53fb0553028ff99a9d696 (patch)
tree0387834563164ed4f6081b8add6bea108af6fe23
parent32c06dfc8dbf4c3e29232b7dbccc6a34ba257027 (diff)
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
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp22
1 files changed, 12 insertions, 10 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 6493e0f953..470cceae2f 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5824,17 +5824,20 @@ 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;
}
}
@@ -5842,10 +5845,9 @@ 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());
@@ -5853,7 +5855,7 @@ 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;
}