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Fix Selection Game View
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@@ -915,6 +915,13 @@ PackedStringArray CSGShape3D::get_configuration_warnings() const {
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return warnings;
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}
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Ref<TriangleMesh> CSGShape3D::generate_triangle_mesh() const {
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if (root_mesh.is_valid()) {
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return root_mesh->generate_triangle_mesh();
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}
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return Ref<TriangleMesh>();
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}
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void CSGShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
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ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
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@@ -169,6 +169,8 @@ public:
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Ref<ArrayMesh> bake_static_mesh();
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Ref<ConcavePolygonShape3D> bake_collision_shape();
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virtual Ref<TriangleMesh> generate_triangle_mesh() const override;
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CSGShape3D();
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~CSGShape3D();
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};
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@@ -253,7 +253,7 @@ public:
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StandardMaterial3D::TextureFilter get_texture_filter() const;
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virtual AABB get_aabb() const override;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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virtual Ref<TriangleMesh> generate_triangle_mesh() const override;
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Label3D();
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~Label3D();
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@@ -835,6 +835,13 @@ Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_skeleton_pose(Ref<ArrayMes
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return bake_mesh;
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}
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Ref<TriangleMesh> MeshInstance3D::generate_triangle_mesh() const {
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if (mesh.is_valid()) {
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return mesh->generate_triangle_mesh();
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}
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return Ref<TriangleMesh>();
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}
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void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
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@@ -104,6 +104,8 @@ public:
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Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
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Ref<ArrayMesh> bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
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virtual Ref<TriangleMesh> generate_triangle_mesh() const override;
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MeshInstance3D();
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~MeshInstance3D();
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};
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@@ -172,7 +172,7 @@ public:
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virtual AABB get_aabb() const override;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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virtual Ref<TriangleMesh> generate_triangle_mesh() const override;
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SpriteBase3D();
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~SpriteBase3D();
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@@ -530,6 +530,10 @@ bool GeometryInstance3D::is_ignoring_occlusion_culling() {
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return ignore_occlusion_culling;
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}
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Ref<TriangleMesh> GeometryInstance3D::generate_triangle_mesh() const {
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return Ref<TriangleMesh>();
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}
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PackedStringArray GeometryInstance3D::get_configuration_warnings() const {
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PackedStringArray warnings = VisualInstance3D::get_configuration_warnings();
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@@ -202,6 +202,8 @@ public:
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void set_ignore_occlusion_culling(bool p_enabled);
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bool is_ignoring_occlusion_culling();
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virtual Ref<TriangleMesh> generate_triangle_mesh() const;
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PackedStringArray get_configuration_warnings() const override;
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GeometryInstance3D();
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virtual ~GeometryInstance3D();
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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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