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Merge pull request #87623 from Calinou/editor-scene-drag-and-drop-tweak-modifier

Change scene drag-and-drop modifier behavior in the 2D and 3D editors
This commit is contained in:
Rémi Verschelde
2024-02-05 14:49:21 +01:00
2 changed files with 17 additions and 23 deletions

View File

@@ -4532,7 +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;
@@ -4542,15 +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 {
@@ -4558,11 +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;
@@ -6502,20 +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;