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Rename Transform to Transform3D in core
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@@ -361,8 +361,8 @@ void Node3DEditorViewport::_update_camera(float p_interp_delta) {
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}
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}
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Transform Node3DEditorViewport::to_camera_transform(const Cursor &p_cursor) const {
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Transform camera_transform;
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Transform3D Node3DEditorViewport::to_camera_transform(const Cursor &p_cursor) const {
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Transform3D camera_transform;
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camera_transform.translate(p_cursor.pos);
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camera_transform.basis.rotate(Vector3(1, 0, 0), -p_cursor.x_rot);
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camera_transform.basis.rotate(Vector3(0, 1, 0), -p_cursor.y_rot);
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@@ -410,7 +410,7 @@ float Node3DEditorViewport::get_fov() const {
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return CLAMP(spatial_editor->get_fov(), MIN_FOV, MAX_FOV);
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}
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Transform Node3DEditorViewport::_get_camera_transform() const {
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Transform3D Node3DEditorViewport::_get_camera_transform() const {
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return camera->get_global_transform();
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}
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@@ -631,7 +631,7 @@ Vector3 Node3DEditorViewport::_get_screen_to_space(const Vector3 &p_vector3) {
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}
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Vector2 screen_he = cm.get_viewport_half_extents();
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Transform camera_transform;
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Transform3D camera_transform;
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camera_transform.translate(cursor.pos);
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camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
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camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot);
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@@ -829,7 +829,7 @@ bool Node3DEditorViewport::_gizmo_select(const Vector2 &p_screenpos, bool p_high
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Vector3 ray_pos = _get_ray_pos(Vector2(p_screenpos.x, p_screenpos.y));
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Vector3 ray = _get_ray(Vector2(p_screenpos.x, p_screenpos.y));
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Transform gt = spatial_editor->get_gizmo_transform();
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Transform3D gt = spatial_editor->get_gizmo_transform();
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float gs = gizmo_scale;
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if (spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_SELECT || spatial_editor->get_tool_mode() == Node3DEditor::TOOL_MODE_MOVE) {
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@@ -1579,10 +1579,10 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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continue;
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}
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Transform original = se->original;
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Transform original_local = se->original_local;
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Transform base = Transform(Basis(), _edit.center);
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Transform t;
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Transform3D original = se->original;
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Transform3D original_local = se->original_local;
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Transform3D base = Transform3D(Basis(), _edit.center);
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Transform3D t;
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Vector3 local_scale;
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if (local_coords) {
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@@ -1608,7 +1608,7 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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motion.snap(Vector3(snap, snap, snap));
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}
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Transform r;
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Transform3D r;
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r.basis.scale(motion + Vector3(1, 1, 1));
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t = base * (r * (base.inverse() * original));
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@@ -1701,8 +1701,8 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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continue;
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}
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Transform original = se->original;
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Transform t;
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Transform3D original = se->original;
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Transform3D t;
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if (local_coords) {
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if (_edit.snap || spatial_editor->is_snap_enabled()) {
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@@ -1797,10 +1797,10 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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continue;
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}
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Transform t;
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Transform3D t;
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if (local_coords) {
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Transform original_local = se->original_local;
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Transform3D original_local = se->original_local;
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Basis rot = Basis(axis, angle);
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t.basis = original_local.get_basis().orthonormalized() * rot;
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@@ -1811,9 +1811,9 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
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sp->set_scale(original_local.basis.get_scale()); // re-apply original scale
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} else {
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Transform original = se->original;
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Transform r;
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Transform base = Transform(Basis(), _edit.center);
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Transform3D original = se->original;
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Transform3D r;
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Transform3D base = Transform3D(Basis(), _edit.center);
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r.basis.rotate(plane.normal, angle);
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t = base * r * base.inverse() * original;
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@@ -2057,7 +2057,7 @@ void Node3DEditorViewport::_nav_pan(Ref<InputEventWithModifiers> p_event, const
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pan_speed *= pan_speed_modifier;
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}
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Transform camera_transform;
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Transform3D camera_transform;
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camera_transform.translate(cursor.pos);
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camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot);
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@@ -2145,7 +2145,7 @@ void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const
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const bool invert_y_axis = EditorSettings::get_singleton()->get("editors/3d/navigation/invert_y_axis");
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// Note: do NOT assume the camera has the "current" transform, because it is interpolated and may have "lag".
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const Transform prev_camera_transform = to_camera_transform(cursor);
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const Transform3D prev_camera_transform = to_camera_transform(cursor);
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if (invert_y_axis) {
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cursor.x_rot -= p_relative.y * radians_per_pixel;
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@@ -2158,7 +2158,7 @@ void Node3DEditorViewport::_nav_look(Ref<InputEventWithModifiers> p_event, const
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cursor.y_rot += p_relative.x * radians_per_pixel;
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// Look is like the opposite of Orbit: the focus point rotates around the camera
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Transform camera_transform = to_camera_transform(cursor);
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Transform3D camera_transform = to_camera_transform(cursor);
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Vector3 pos = camera_transform.xform(Vector3(0, 0, 0));
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Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0));
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Vector3 diff = prev_pos - pos;
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@@ -2444,7 +2444,7 @@ void Node3DEditorViewport::_notification(int p_what) {
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continue;
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}
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Transform t = sp->get_global_gizmo_transform();
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Transform3D t = sp->get_global_gizmo_transform();
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VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sp);
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AABB new_aabb = vi ? vi->get_aabb() : _calculate_spatial_bounds(sp);
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@@ -2878,7 +2878,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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break;
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}
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Transform camera_transform = camera->get_global_transform();
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Transform3D camera_transform = camera->get_global_transform();
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List<Node *> &selection = editor_selection->get_selected_node_list();
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@@ -2895,7 +2895,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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continue;
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}
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Transform xform;
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Transform3D xform;
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if (orthogonal) {
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xform = sp->get_global_transform();
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xform.basis.set_euler(camera_transform.basis.get_euler());
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@@ -2915,7 +2915,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
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break;
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}
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Transform camera_transform = camera->get_global_transform();
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Transform3D camera_transform = camera->get_global_transform();
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List<Node *> &selection = editor_selection->get_selected_node_list();
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@@ -3315,9 +3315,9 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
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return;
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}
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Transform xform = spatial_editor->get_gizmo_transform();
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Transform3D xform = spatial_editor->get_gizmo_transform();
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Transform camera_xform = camera->get_transform();
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Transform3D camera_xform = camera->get_transform();
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if (xform.origin.distance_squared_to(camera_xform.origin) < 0.01) {
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for (int i = 0; i < 3; i++) {
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@@ -3800,7 +3800,7 @@ bool Node3DEditorViewport::_create_instance(Node *parent, String &path, const Po
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Node3D *node3d = Object::cast_to<Node3D>(instanced_scene);
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if (node3d) {
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Transform global_transform;
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Transform3D global_transform;
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Node3D *parent_node3d = Object::cast_to<Node3D>(parent);
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if (parent_node3d) {
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global_transform = parent_node3d->get_global_gizmo_transform();
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@@ -3900,7 +3900,7 @@ bool Node3DEditorViewport::can_drop_data_fw(const Point2 &p_point, const Variant
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}
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if (can_instance) {
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Transform global_transform = Transform(Basis(), _get_instance_position(p_point));
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Transform3D global_transform = Transform3D(Basis(), _get_instance_position(p_point));
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preview_node->set_global_transform(global_transform);
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}
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@@ -4574,7 +4574,7 @@ void Node3DEditor::update_transform_gizmo() {
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continue;
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}
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Transform xf = se->sp->get_global_gizmo_transform();
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Transform3D xf = se->sp->get_global_gizmo_transform();
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if (first) {
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center.position = xf.origin;
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@@ -4955,7 +4955,7 @@ void Node3DEditor::_snap_update() {
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}
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void Node3DEditor::_xform_dialog_action() {
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Transform t;
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Transform3D t;
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//translation
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Vector3 scale;
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Vector3 rotate;
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@@ -4988,7 +4988,7 @@ void Node3DEditor::_xform_dialog_action() {
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bool post = xform_type->get_selected() > 0;
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Transform tr = sp->get_global_gizmo_transform();
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Transform3D tr = sp->get_global_gizmo_transform();
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if (post) {
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tr = tr * t;
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} else {
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@@ -6180,7 +6180,7 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
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if (ss->intersect_ray(from, to, result, excluded)) {
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Vector3 position_offset = d["position_offset"];
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Transform new_transform = sp->get_global_transform();
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Transform3D new_transform = sp->get_global_transform();
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new_transform.origin.y = result.position.y;
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new_transform.origin = new_transform.origin - position_offset;
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@@ -6556,7 +6556,7 @@ void Node3DEditor::_preview_settings_changed() {
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}
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{ // preview sun
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Transform t;
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Transform3D t;
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t.basis = sun_rotation;
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preview_sun->set_transform(t);
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sun_direction->update();
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