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auto_pos_3d
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tool | |
extends EditorPlugin | |
var ray_length = 1000 | |
var position3d_node_name = "Pos3D" | |
func handles(object): | |
return true | |
func _reset_all_colliders(node) -> void: | |
if node is CollisionShape and not node.disabled: | |
# print("reset: ", node) | |
node.disabled = true | |
node.disabled = false | |
for c in node.get_children(): | |
_reset_all_colliders(c) | |
func _on_clicked(camera:Camera, event:InputEventMouseButton): | |
var current_root: = get_editor_interface().get_edited_scene_root() | |
_reset_all_colliders(current_root) | |
var mouse_pos = event.position | |
var from = camera.project_ray_origin(mouse_pos) | |
var to = from + camera.project_ray_normal(mouse_pos) * ray_length | |
# var space_state = camera.get_world().direct_space_state | |
var space_state = get_viewport().get_world().direct_space_state | |
var result = space_state.intersect_ray( from, to ) | |
if !result: return | |
# assuming its a Spatial | |
var pos3d:Position3D | |
pos3d = current_root.get_node_or_null(position3d_node_name) | |
if !pos3d: | |
pos3d = Position3D.new() | |
pos3d.name = position3d_node_name | |
current_root.add_child(pos3d) | |
pos3d.owner = current_root | |
pos3d.translation = result.position | |
pos3d.rotation = Vector3.ZERO | |
var selection = get_editor_interface().get_selection() | |
selection.clear() | |
selection.add_node(pos3d) | |
# detect mouse click, ignore dragging | |
var recent_button_down:=Vector2.ZERO | |
func forward_spatial_gui_input(camera:Camera, event:InputEvent): | |
event = event as InputEventMouseButton | |
if not event or !event.button_index == BUTTON_MIDDLE: return | |
if event.pressed: | |
recent_button_down = event.position | |
else: | |
if ! event.position == recent_button_down: return | |
_on_clicked(camera, event) | |
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