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Make gizmo plugin handle SpriteBase3D instead of Sprite3D
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@@ -1534,31 +1534,31 @@ void MeshInstanceSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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}
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/////
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Sprite3DSpatialGizmoPlugin::Sprite3DSpatialGizmoPlugin() {
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SpriteBase3DSpatialGizmoPlugin::SpriteBase3DSpatialGizmoPlugin() {
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}
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bool Sprite3DSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
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return Object::cast_to<Sprite3D>(p_spatial) != nullptr;
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bool SpriteBase3DSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
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return Object::cast_to<SpriteBase3D>(p_spatial) != nullptr;
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}
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String Sprite3DSpatialGizmoPlugin::get_name() const {
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return "Sprite3D";
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String SpriteBase3DSpatialGizmoPlugin::get_name() const {
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return "SpriteBase3D";
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}
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int Sprite3DSpatialGizmoPlugin::get_priority() const {
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int SpriteBase3DSpatialGizmoPlugin::get_priority() const {
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return -1;
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}
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bool Sprite3DSpatialGizmoPlugin::can_be_hidden() const {
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bool SpriteBase3DSpatialGizmoPlugin::can_be_hidden() const {
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return false;
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}
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void Sprite3DSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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Sprite3D *sprite = Object::cast_to<Sprite3D>(p_gizmo->get_spatial_node());
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void SpriteBase3DSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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SpriteBase3D *sprite_base = Object::cast_to<SpriteBase3D>(p_gizmo->get_spatial_node());
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p_gizmo->clear();
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Ref<TriangleMesh> tm = sprite->generate_triangle_mesh();
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Ref<TriangleMesh> tm = sprite_base->generate_triangle_mesh();
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if (tm.is_valid()) {
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p_gizmo->add_collision_triangles(tm);
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}
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