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Fix Selection Game View
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@@ -39,11 +39,9 @@
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#include "scene/2d/physics/collision_polygon_2d.h"
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#include "scene/2d/physics/collision_shape_2d.h"
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#ifndef _3D_DISABLED
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#include "scene/3d/label_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/physics/collision_object_3d.h"
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#include "scene/3d/physics/collision_shape_3d.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/surface_tool.h"
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#endif // _3D_DISABLED
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#include "scene/gui/popup_menu.h"
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@@ -1896,7 +1894,7 @@ void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<Select
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if (ss->intersect_ray(ray_params, result)) {
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SelectResult res;
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res.item = Object::cast_to<Node>(result.collider);
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res.order = -pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().xform(result.position));
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res.order = -pos.distance_to(result.position);
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// Fetch collision shapes.
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CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider);
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@@ -1923,43 +1921,26 @@ void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<Select
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Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario());
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for (int i = 0; i < items.size(); i++) {
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Object *obj = ObjectDB::get_instance(items[i]);
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GeometryInstance3D *geo_instance = nullptr;
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Ref<TriangleMesh> mesh_collision;
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MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(obj);
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if (mesh_instance) {
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if (mesh_instance->get_mesh().is_valid()) {
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geo_instance = mesh_instance;
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mesh_collision = mesh_instance->get_mesh()->generate_triangle_mesh();
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}
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} else {
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Label3D *label = Object::cast_to<Label3D>(obj);
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if (label) {
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geo_instance = label;
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mesh_collision = label->generate_triangle_mesh();
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} else {
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Sprite3D *sprite = Object::cast_to<Sprite3D>(obj);
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if (sprite) {
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geo_instance = sprite;
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mesh_collision = sprite->generate_triangle_mesh();
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GeometryInstance3D *geo_instance = Object::cast_to<GeometryInstance3D>(obj);
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if (geo_instance) {
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Ref<TriangleMesh> mesh_collision = geo_instance->generate_triangle_mesh();
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if (mesh_collision.is_valid()) {
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Transform3D gt = geo_instance->get_global_transform();
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Transform3D ai = gt.affine_inverse();
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Vector3 point, normal;
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if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
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SelectResult res;
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res.item = Object::cast_to<Node>(obj);
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res.order = -pos.distance_to(gt.xform(point));
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r_items.push_back(res);
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continue;
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}
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}
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}
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if (mesh_collision.is_valid()) {
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Transform3D gt = geo_instance->get_global_transform();
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Transform3D ai = gt.affine_inverse();
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Vector3 point, normal;
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if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) {
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SelectResult res;
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res.item = Object::cast_to<Node>(obj);
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res.order = -pos.distance_to(gt.xform(point));
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r_items.push_back(res);
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continue;
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}
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}
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items.remove_at(i);
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i--;
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}
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