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Rename remaining "Spatial" in Plugins to "Node3D"
For EditorNode3DGizmo: - `get_spatial_node` -> `get_node_3d` - `set_spatial_node` -> `set_node_3d` For EditorPlugin: - `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin` - `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin` Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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@@ -1128,7 +1128,7 @@ Skeleton3DEditorPlugin::Skeleton3DEditorPlugin() {
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Node3DEditor::get_singleton()->add_gizmo_plugin(gizmo_plugin);
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}
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EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
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EditorPlugin::AfterGUIInput Skeleton3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {
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Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
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Node3DEditor *ne = Node3DEditor::get_singleton();
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if (se && se->is_edit_mode()) {
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@@ -1234,7 +1234,7 @@ int Skeleton3DGizmoPlugin::get_priority() const {
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}
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int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
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ERR_FAIL_COND_V(!skeleton, -1);
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Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
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@@ -1277,14 +1277,14 @@ int Skeleton3DGizmoPlugin::subgizmos_intersect_ray(const EditorNode3DGizmo *p_gi
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}
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Transform3D Skeleton3DGizmoPlugin::get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
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ERR_FAIL_COND_V(!skeleton, Transform3D());
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return skeleton->get_bone_global_pose(p_id);
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}
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void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
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ERR_FAIL_COND(!skeleton);
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// Prepare for global to local.
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@@ -1313,7 +1313,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
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}
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void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
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ERR_FAIL_COND(!skeleton);
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Skeleton3DEditor *se = Skeleton3DEditor::get_singleton();
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@@ -1346,7 +1346,7 @@ void Skeleton3DGizmoPlugin::commit_subgizmos(const EditorNode3DGizmo *p_gizmo, c
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}
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void Skeleton3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_spatial_node());
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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int selected = -1;
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