fix(studio): Add solid floor collision, live 3D gizmo dragging, inspector property sync, and nudge shortcuts
checkpoint / checkpoint (push) Successful in 6m23s

This commit is contained in:
2026-09-22 21:07:12 +00:00
parent 3f0ba543e1
commit 8019a1321c
5 changed files with 843 additions and 92 deletions
+256 -37
View File
@@ -1,6 +1,8 @@
class_name TransformGizmo3D
extends Node3D
## Interactive 3D manipulator gizmo supporting Translate, Rotate, and Scale modes with snapping.
## Renders visually clear axis handles (arrows for move, rings for rotate, cubes for scale)
## with priority depth rendering and geometric raycast picking.
signal transform_started
signal transform_updated(mode: String, delta: Variant)
@@ -24,17 +26,26 @@ var _drag_start_pos: Vector3 = Vector3.ZERO
var _drag_start_rot: Vector3 = Vector3.ZERO
var _drag_start_scale: Vector3 = Vector3.ONE
# Mode visual root nodes
var _translate_root: Node3D
var _rotate_root: Node3D
var _scale_root: Node3D
func _ready() -> void:
_build_gizmo_visuals()
_update_visual_mode()
func attach_to_node(node: Node3D) -> void:
target_node = node
if target_node != null:
visible = true
global_position = target_node.global_position
global_rotation = target_node.global_rotation
if target_node != null and is_instance_valid(target_node):
visible = (current_mode != Mode.NONE)
position = target_node.position
if current_mode == Mode.ROTATE or current_mode == Mode.SCALE:
quaternion = target_node.quaternion
else:
quaternion = Quaternion.IDENTITY
else:
visible = false
@@ -42,6 +53,8 @@ func attach_to_node(node: Node3D) -> void:
func set_mode(new_mode: Mode) -> void:
current_mode = new_mode
_update_visual_mode()
if target_node != null and is_instance_valid(target_node):
attach_to_node(target_node)
func set_snap(enabled: bool, translate_step: float = 1.0, rotate_step: float = 15.0) -> void:
@@ -50,63 +63,269 @@ func set_snap(enabled: bool, translate_step: float = 1.0, rotate_step: float = 1
snap_rotate_deg = rotate_step
func _update_visual_mode() -> void:
if _translate_root != null:
_translate_root.visible = (current_mode == Mode.TRANSLATE)
if _rotate_root != null:
_rotate_root.visible = (current_mode == Mode.ROTATE)
if _scale_root != null:
_scale_root.visible = (current_mode == Mode.SCALE)
visible = (target_node != null and current_mode != Mode.NONE)
# ── Visual Construction ───────────────────────────────────────────────
func _make_gizmo_mat(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.no_depth_test = true
mat.render_priority = 10
return mat
func _build_gizmo_visuals() -> void:
# Build colored 3D axis handles for X (Red), Y (Green), Z (Blue)
var x_mat := StandardMaterial3D.new()
x_mat.albedo_color = Color(0.9, 0.2, 0.2)
x_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
var x_mat := _make_gizmo_mat(Color(0.95, 0.22, 0.22))
var y_mat := _make_gizmo_mat(Color(0.22, 0.90, 0.25))
var z_mat := _make_gizmo_mat(Color(0.25, 0.50, 0.98))
var center_mat := _make_gizmo_mat(Color(1.0, 0.88, 0.20))
var y_mat := StandardMaterial3D.new()
y_mat.albedo_color = Color(0.2, 0.85, 0.2)
y_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
# 1. TRANSLATE Visuals (Arrows + Center Ground Plane Quad)
_translate_root = Node3D.new()
_translate_root.name = "TranslateRoot"
add_child(_translate_root)
var z_mat := StandardMaterial3D.new()
z_mat.albedo_color = Color(0.2, 0.4, 0.95)
z_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_translate_root.add_child(_create_arrow(Vector3(1, 0, 0), x_mat, "ArrowX"))
_translate_root.add_child(_create_arrow(Vector3(0, 1, 0), y_mat, "ArrowY"))
_translate_root.add_child(_create_arrow(Vector3(0, 0, 1), z_mat, "ArrowZ"))
# X axis line + arrow
var x_axis := _create_axis_cylinder(Vector3(1, 0, 0), x_mat)
x_axis.name = "AxisX"
add_child(x_axis)
# Center ground plane indicator
var plane_inst := MeshInstance3D.new()
var plane_mesh := BoxMesh.new()
plane_mesh.size = Vector3(0.4, 0.02, 0.4)
plane_inst.mesh = plane_mesh
plane_inst.material_override = center_mat
plane_inst.position = Vector3(0.2, 0.01, 0.2)
_translate_root.add_child(plane_inst)
# Y axis line + arrow
var y_axis := _create_axis_cylinder(Vector3(0, 1, 0), y_mat)
y_axis.name = "AxisY"
add_child(y_axis)
# 2. ROTATE Visuals (Rings)
_rotate_root = Node3D.new()
_rotate_root.name = "RotateRoot"
add_child(_rotate_root)
# Z axis line + arrow
var z_axis := _create_axis_cylinder(Vector3(0, 0, 1), z_mat)
z_axis.name = "AxisZ"
add_child(z_axis)
_rotate_root.add_child(_create_torus(Vector3.UP, y_mat, "RingYaw"))
_rotate_root.add_child(_create_torus(Vector3.RIGHT, x_mat, "RingPitch"))
_rotate_root.add_child(_create_torus(Vector3.FORWARD, z_mat, "RingRoll"))
# 3. SCALE Visuals (Lines + End Cubes)
_scale_root = Node3D.new()
_scale_root.name = "ScaleRoot"
add_child(_scale_root)
_scale_root.add_child(_create_scale_handle(Vector3(1, 0, 0), x_mat, "ScaleX"))
_scale_root.add_child(_create_scale_handle(Vector3(0, 1, 0), y_mat, "ScaleY"))
_scale_root.add_child(_create_scale_handle(Vector3(0, 0, 1), z_mat, "ScaleZ"))
# Center uniform scale cube
var center_cube := MeshInstance3D.new()
var c_box := BoxMesh.new()
c_box.size = Vector3(0.25, 0.25, 0.25)
center_cube.mesh = c_box
center_cube.material_override = center_mat
_scale_root.add_child(center_cube)
func _create_axis_cylinder(dir: Vector3, mat: Material) -> Node3D:
func _create_arrow(dir: Vector3, mat: Material, node_name: String) -> Node3D:
var container := Node3D.new()
container.name = node_name
# Shaft
var shaft := MeshInstance3D.new()
var cyl := CylinderMesh.new()
cyl.top_radius = 0.03
cyl.bottom_radius = 0.03
cyl.height = 1.5
cyl.material = mat
cyl.top_radius = 0.035
cyl.bottom_radius = 0.035
cyl.height = 1.3
shaft.mesh = cyl
shaft.material_override = mat
# Cone Head
var head := MeshInstance3D.new()
var cone := CylinderMesh.new()
cone.top_radius = 0.0
cone.bottom_radius = 0.12
cone.height = 0.35
head.mesh = cone
head.material_override = mat
# Point cylinder along direction
if dir == Vector3(1, 0, 0):
shaft.rotation_degrees = Vector3(0, 0, -90)
shaft.position = Vector3(0.75, 0, 0)
shaft.position = Vector3(0.65, 0, 0)
head.rotation_degrees = Vector3(0, 0, -90)
head.position = Vector3(1.45, 0, 0)
elif dir == Vector3(0, 1, 0):
shaft.position = Vector3(0, 0.75, 0)
shaft.position = Vector3(0, 0.65, 0)
head.position = Vector3(0, 1.45, 0)
elif dir == Vector3(0, 0, 1):
shaft.rotation_degrees = Vector3(90, 0, 0)
shaft.position = Vector3(0, 0, 0.75)
shaft.position = Vector3(0, 0, 0.65)
head.rotation_degrees = Vector3(90, 0, 0)
head.position = Vector3(0, 0, 1.45)
container.add_child(shaft)
container.add_child(head)
return container
func _update_visual_mode() -> void:
visible = (target_node != null and current_mode != Mode.NONE)
func _create_torus(normal: Vector3, mat: Material, node_name: String) -> Node3D:
var inst := MeshInstance3D.new()
inst.name = node_name
var torus := TorusMesh.new()
torus.inner_radius = 1.25
torus.outer_radius = 1.35
torus.rings = 32
torus.ring_segments = 8
inst.mesh = torus
inst.material_override = mat
if normal == Vector3.RIGHT:
inst.rotation_degrees = Vector3(0, 0, 90)
elif normal == Vector3.FORWARD:
inst.rotation_degrees = Vector3(90, 0, 0)
return inst
func _create_scale_handle(dir: Vector3, mat: Material, node_name: String) -> Node3D:
var container := Node3D.new()
container.name = node_name
# Shaft
var shaft := MeshInstance3D.new()
var cyl := CylinderMesh.new()
cyl.top_radius = 0.035
cyl.bottom_radius = 0.035
cyl.height = 1.3
shaft.mesh = cyl
shaft.material_override = mat
# Cube Tip
var tip := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = Vector3(0.2, 0.2, 0.2)
tip.mesh = box
tip.material_override = mat
if dir == Vector3(1, 0, 0):
shaft.rotation_degrees = Vector3(0, 0, -90)
shaft.position = Vector3(0.65, 0, 0)
tip.position = Vector3(1.35, 0, 0)
elif dir == Vector3(0, 1, 0):
shaft.position = Vector3(0, 0.65, 0)
tip.position = Vector3(0, 1.35, 0)
elif dir == Vector3(0, 0, 1):
shaft.rotation_degrees = Vector3(90, 0, 0)
shaft.position = Vector3(0, 0, 0.65)
tip.position = Vector3(0, 0, 1.35)
container.add_child(shaft)
container.add_child(tip)
return container
# ── Geometric Axis Picking ────────────────────────────────────────────
func pick_axis(ray_origin: Vector3, ray_dir: Vector3) -> Axis:
if not visible or target_node == null:
return Axis.NONE
var origin := position
# 1. Center / Ground plane handle test (radius 0.45)
var d_center := _point_to_ray_dist(origin, ray_origin, ray_dir)
if d_center < 0.45:
return Axis.XY
match current_mode:
Mode.TRANSLATE:
var d_x := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(1.6, 0, 0))
var d_y := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 1.6, 0))
var d_z := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 0, 1.6))
var min_d := minf(d_x, minf(d_y, d_z))
if min_d < 0.35:
if min_d == d_y: return Axis.Y
if min_d == d_x: return Axis.X
if min_d == d_z: return Axis.Z
Mode.ROTATE:
var d_yaw := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.UP, 1.3)
var d_pitch := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.RIGHT, 1.3)
var d_roll := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.FORWARD, 1.3)
var min_r := minf(d_yaw, minf(d_pitch, d_roll))
if min_r < 0.40:
if min_r == d_yaw: return Axis.Y
if min_r == d_pitch: return Axis.X
if min_r == d_roll: return Axis.Z
Mode.SCALE:
var d_x := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(1.5, 0, 0))
var d_y := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 1.5, 0))
var d_z := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 0, 1.5))
var min_d := minf(d_x, minf(d_y, d_z))
if min_d < 0.35:
if min_d == d_y: return Axis.Y
if min_d == d_x: return Axis.X
if min_d == d_z: return Axis.Z
return Axis.NONE
static func _point_to_ray_dist(p: Vector3, ray_origin: Vector3, ray_dir: Vector3) -> float:
var u := ray_dir.normalized()
var to_p := p - ray_origin
var proj := to_p.dot(u)
if proj < 0.0:
return 1e9
var closest := ray_origin + u * proj
return p.distance_to(closest)
static func _ray_ring_distance(ray_origin: Vector3, ray_dir: Vector3, ring_center: Vector3, ring_normal: Vector3, ring_radius: float) -> float:
var denom := ray_dir.dot(ring_normal)
if absf(denom) < 1e-5:
return 1e9
var t := (ring_center - ray_origin).dot(ring_normal) / denom
if t < 0.0:
return 1e9
var hit := ray_origin + ray_dir * t
var d_from_center := hit.distance_to(ring_center)
return absf(d_from_center - ring_radius)
static func get_ray_segment_distance(ray_origin: Vector3, ray_dir: Vector3, seg_a: Vector3, seg_b: Vector3) -> float:
var u := ray_dir.normalized()
var v := seg_b - seg_a
var w0 := ray_origin - seg_a
var a := u.dot(u)
var b := u.dot(v)
var c := v.dot(v)
var d := u.dot(w0)
var e := v.dot(w0)
var denom := a * c - b * b
var s: float = 0.0
var t: float = 0.0
if denom > 1e-6:
s = (b * e - c * d) / denom
t = (a * e - b * d) / denom
else:
s = 0.0
t = e / c if c > 1e-6 else 0.0
s = maxf(0.0, s)
t = clampf(t, 0.0, 1.0)
var pt_ray := ray_origin + u * s
var pt_seg := seg_a + v * t
return pt_ray.distance_to(pt_seg)
# ── Drag Lifecycle (Backwards Compatibility) ──────────────────────────
func start_drag(axis: Axis) -> void:
if target_node == null:
+58 -23
View File
@@ -2,6 +2,7 @@ class_name StudioInspectorDock
extends VBoxContainer
## Property Inspector Dock for ModBison Studio.
## Renders editable properties for selected world object(s) with undo/redo support.
## Synchronizes Godot 3D world transforms (X, Y_height, Z_depth) with Chunk storage.
signal property_changed(object_id: String, key: String, value: Variant)
signal delete_requested(object_id: String)
@@ -15,7 +16,7 @@ var _empty_label: Label
var _scroll: ScrollContainer
var _content_vbox: VBoxContainer
# Transform fields
# Transform fields (Godot 3D: X, Y_up, Z_depth)
var _pos_x: SpinBox
var _pos_y: SpinBox
var _pos_z: SpinBox
@@ -27,6 +28,7 @@ var _scale_z: SpinBox
# Metadata
var _name_edit: LineEdit
var _asset_label: Label
var _btn_delete: Button
func _init() -> void:
@@ -83,27 +85,40 @@ func _build_ui() -> void:
# Transform header
var t_header := Label.new()
t_header.text = "Transform"
t_header.text = "\nTransform (3D Space)"
t_header.add_theme_font_size_override("font_size", 11)
t_header.add_theme_color_override("font_color", Color(0.35, 0.85, 1.0))
_content_vbox.add_child(t_header)
_pos_x = _add_spin("Pos X", _on_pos_changed)
_pos_y = _add_spin("Pos Y", _on_pos_changed)
_pos_y = _add_spin("Pos Y (Up)", _on_pos_changed, -50.0, 500.0, 0.5)
_pos_z = _add_spin("Pos Z", _on_pos_changed)
_rot_y = _add_spin("Yaw (°)", _on_rot_changed, -360.0, 360.0, 1.0)
_rot_y = _add_spin("Yaw (°)", _on_rot_changed, -360.0, 360.0, 15.0)
_scale_x = _add_spin("Scale X", _on_scale_changed, 0.05, 50.0, 0.1)
_scale_y = _add_spin("Scale Y", _on_scale_changed, 0.05, 50.0, 0.1)
_scale_z = _add_spin("Scale Z", _on_scale_changed, 0.05, 50.0, 0.1)
_scale_x = _add_spin("Scale X", _on_scale_changed, 0.1, 50.0, 0.1)
_scale_y = _add_spin("Scale Y", _on_scale_changed, 0.1, 50.0, 0.1)
_scale_z = _add_spin("Scale Z", _on_scale_changed, 0.1, 50.0, 0.1)
# Actions
var act_sep := HSeparator.new()
_content_vbox.add_child(act_sep)
_btn_delete = Button.new()
_btn_delete.text = "🗑 Delete Object"
_btn_delete.add_theme_color_override("font_color", Color(1.0, 0.4, 0.4))
_btn_delete.pressed.connect(func():
if _selected_id != "":
delete_requested.emit(_selected_id)
)
_content_vbox.add_child(_btn_delete)
func _add_spin(label: String, callback: Callable, min_val: float = -500.0, max_val: float = 500.0, step: float = 0.5) -> SpinBox:
var row := HBoxContainer.new()
var lbl := Label.new()
lbl.text = label + ":"
lbl.custom_minimum_size = Vector2(70, 0)
lbl.custom_minimum_size = Vector2(80, 0)
lbl.add_theme_font_size_override("font_size", 10)
row.add_child(lbl)
@@ -118,6 +133,18 @@ func _add_spin(label: String, callback: Callable, min_val: float = -500.0, max_v
return spin
func set_transform_values(godot_pos: Vector3, yaw_deg: float, godot_scale: Vector3) -> void:
_updating = true
if _pos_x: _pos_x.value = godot_pos.x
if _pos_y: _pos_y.value = godot_pos.y
if _pos_z: _pos_z.value = godot_pos.z
if _rot_y: _rot_y.value = yaw_deg
if _scale_x: _scale_x.value = godot_scale.x
if _scale_y: _scale_y.value = godot_scale.y
if _scale_z: _scale_z.value = godot_scale.z
_updating = false
func _on_selection_changed(obj_id: String) -> void:
_selected_id = obj_id
if _selected_id == "" or _core == null:
@@ -141,16 +168,18 @@ func _on_selection_changed(obj_id: String) -> void:
_name_edit.text = dname
_asset_label.text = "Asset: %s" % obj.asset_id
_pos_x.value = obj.position.x
_pos_y.value = obj.position.y
_pos_z.value = obj.position.z
# Map chunk coords (X, Y_ground, Z_height) to Godot 3D (X, Y_height, Z_depth)
var godot_pos := Vector3(obj.position.x, obj.position.z, obj.position.y)
_pos_x.value = godot_pos.x
_pos_y.value = godot_pos.y
_pos_z.value = godot_pos.z
var euler = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w).get_euler()
var euler = Quaternion(obj.rotation.x, obj.rotation.z, obj.rotation.y, obj.rotation.w).get_euler()
_rot_y.value = rad_to_deg(euler.y)
_scale_x.value = obj.scale.x
_scale_y.value = obj.scale.y
_scale_z.value = obj.scale.z
_scale_y.value = obj.scale.z
_scale_z.value = obj.scale.y
_updating = false
@@ -164,23 +193,29 @@ func _on_name_changed(new_name: String) -> void:
func _on_pos_changed(_val: float) -> void:
if _updating or _core == null or _selected_id == "":
return
var new_pos := Vector3(_pos_x.value, _pos_y.value, _pos_z.value)
_core.move_object(_selected_id, new_pos)
property_changed.emit(_selected_id, "position", new_pos)
var godot_pos := Vector3(_pos_x.value, _pos_y.value, _pos_z.value)
# Convert Godot 3D (X, Y_up, Z_depth) to Chunk (X, Y_ground, Z_height)
var chunk_pos := Vector3(godot_pos.x, godot_pos.z, godot_pos.y)
_core.move_object(_selected_id, chunk_pos)
property_changed.emit(_selected_id, "position", godot_pos)
func _on_rot_changed(_val: float) -> void:
if _updating or _core == null or _selected_id == "":
return
var quat := Quaternion.from_euler(Vector3(0, deg_to_rad(_rot_y.value), 0))
var rot_vec := Vector4(quat.x, quat.y, quat.z, quat.w)
var deg := _rot_y.value
var godot_q := Quaternion(Vector3.UP, deg_to_rad(deg))
# Convert to chunk rotation quat
var chunk_q := Quaternion(godot_q.x, godot_q.z, godot_q.y, godot_q.w)
var rot_vec := Vector4(chunk_q.x, chunk_q.y, chunk_q.z, chunk_q.w)
_core.rotate_object(_selected_id, rot_vec)
property_changed.emit(_selected_id, "rotation", rot_vec)
property_changed.emit(_selected_id, "rotation", godot_q)
func _on_scale_changed(_val: float) -> void:
if _updating or _core == null or _selected_id == "":
return
var new_scale := Vector3(_scale_x.value, _scale_y.value, _scale_z.value)
_core.scale_object(_selected_id, new_scale)
property_changed.emit(_selected_id, "scale", new_scale)
var godot_scale := Vector3(_scale_x.value, _scale_y.value, _scale_z.value)
var chunk_scale := Vector3(godot_scale.x, godot_scale.z, godot_scale.y)
_core.scale_object(_selected_id, chunk_scale)
property_changed.emit(_selected_id, "scale", godot_scale)
+362 -32
View File
@@ -56,6 +56,18 @@ var _world_container: Node3D
var _gizmo_3d: Node3D
var _baseplate_mesh: MeshInstance3D
# Drag & Drop / Transformation Interaction State
var _is_dragging: bool = false
var _drag_axis: int = 0
var _drag_start_mouse: Vector2 = Vector2.ZERO
var _drag_start_ground: Vector3 = Vector3.ZERO
var _drag_start_node_pos: Vector3 = Vector3.ZERO
var _drag_start_node_rot_deg: Vector3 = Vector3.ZERO
var _drag_start_node_scale: Vector3 = Vector3.ONE
var _drag_accum_y: float = 0.0
var _drag_accum_rot: float = 0.0
var _drag_accum_scale: float = 0.0
# Docks & Dialogs
var _hierarchy_dock = null
var _inspector_dock = null
@@ -140,6 +152,7 @@ func _build_studio_layout() -> void:
left_panel.size_flags_vertical = Control.SIZE_EXPAND_FILL
_hierarchy_dock = StudioHierarchyDockClass.new()
_hierarchy_dock.setup(core)
_hierarchy_dock.delete_requested.connect(_delete_selected_object)
left_panel.add_child(_hierarchy_dock)
workspace_hbox.add_child(left_panel)
@@ -168,6 +181,8 @@ func _build_studio_layout() -> void:
_inspector_dock = StudioInspectorDockClass.new()
_inspector_dock.setup(core)
_inspector_dock.property_changed.connect(_on_inspector_property_changed)
_inspector_dock.delete_requested.connect(_delete_selected_object)
tabs.add_child(_inspector_dock)
tabs.set_tab_title(0, "Inspector")
@@ -306,7 +321,7 @@ func _build_toolbar(parent: Control) -> void:
_toolbar.add_child(snap_lbl)
_snap_spin = SpinBox.new()
_snap_spin.min_value = 0.1
_snap_spin.min_value = 0.5
_snap_spin.max_value = 10.0
_snap_spin.step = 0.5
_snap_spin.value = 1.0
@@ -393,13 +408,15 @@ func _quick_insert(cat_id: String, display_name: String) -> void:
if _camera_3d != null:
spawn_pos = _camera_3d.focal_point
spawn_pos.y = 0.0
var new_id := core.place_object(cat_id, spawn_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
var chunk_pos := _godot_to_chunk_pos(spawn_pos)
var new_id := core.place_object(cat_id, chunk_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
"display_name": display_name,
"catalog_id": cat_id
})
if new_id != "":
core.select_object(new_id)
_spawn_visual_node(new_id)
core.select_object(new_id)
_on_selection_changed(new_id)
_hierarchy_dock.refresh_tree()
_set_gizmo_mode(TransformGizmo3DClass.Mode.TRANSLATE)
_status_bar_label.text = "Spawned %s at (%.1f, 0, %.1f) | ✛ Move gizmo active" % [display_name, spawn_pos.x, spawn_pos.z]
@@ -425,13 +442,26 @@ func _setup_3d_viewport_scene(vp: SubViewport) -> void:
# Studio Baseplate Ground Mesh
_baseplate_mesh = MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(64, 64)
plane.size = Vector2(128, 128)
var gmat := StandardMaterial3D.new()
gmat.albedo_color = Color(0.20, 0.23, 0.27)
gmat.roughness = 0.85
_baseplate_mesh.mesh = plane
vp.add_child(_baseplate_mesh)
# Solid Physics Floor Collider (layer 1, 500x500m surface at Y=0)
var floor_body := StaticBody3D.new()
floor_body.name = "StudioFloorBody"
floor_body.set_collision_layer_value(1, true)
floor_body.set_collision_mask_value(1, true)
var floor_col := CollisionShape3D.new()
var floor_box := BoxShape3D.new()
floor_box.size = Vector3(500.0, 2.0, 500.0)
floor_col.shape = floor_box
floor_col.position = Vector3(0, -1.0, 0)
floor_body.add_child(floor_col)
vp.add_child(floor_body)
# 3D Grid floor lines
var grid := _create_3d_grid(32, 1.0)
vp.add_child(grid)
@@ -470,7 +500,7 @@ func _setup_viewport_hud_overlay(parent: Control) -> void:
hud_bar.position = Vector2(16, -42)
var hud_text := Label.new()
hud_text.text = "🎥 RMB+WASD: Fly | 🖱️ LMB: Click to Select | ✛ [2] Move | ↻ [3] Rotate | [F] Focus | ▶ [F5] Play | ❓ [F1] Help"
hud_text.text = "🎥 RMB+WASD: Fly | 🖱️ LMB: Click/Drag to Move | ✛ [2] Move | ↻ [3] Rotate | [F] Focus | ▶ [F5] Play | ❓ [F1] Help"
hud_text.add_theme_font_size_override("font_size", 11)
hud_text.add_theme_color_override("font_color", Color(0.9, 0.92, 0.96))
hud_bar.add_child(hud_text)
@@ -497,6 +527,8 @@ func _create_3d_grid(size: int, step: float) -> Node3D:
return mi
# ── Keyboard Shortcuts & Nudge ────────────────────────────────────────
func _setup_shortcuts() -> void:
set_process_unhandled_key_input(true)
@@ -524,6 +556,26 @@ func _unhandled_key_input(event: InputEvent) -> void:
_simulation_mgr.stop_simulation()
else:
_simulation_mgr.start_play(true)
elif k.keycode == KEY_DELETE or k.keycode == KEY_BACKSPACE:
var sel := _get_selected_id()
if sel != "":
_delete_selected_object(sel)
elif k.keycode == KEY_BRACKETLEFT and not k.is_command_or_control_pressed():
_nudge_selected_rotation(-45.0)
elif k.keycode == KEY_BRACKETRIGHT and not k.is_command_or_control_pressed():
_nudge_selected_rotation(45.0)
elif k.keycode == KEY_LEFT and not k.is_command_or_control_pressed():
_nudge_selected_position(Vector3(-1, 0, 0))
elif k.keycode == KEY_RIGHT and not k.is_command_or_control_pressed():
_nudge_selected_position(Vector3(1, 0, 0))
elif k.keycode == KEY_UP and not k.is_command_or_control_pressed():
_nudge_selected_position(Vector3(0, 0, -1))
elif k.keycode == KEY_DOWN and not k.is_command_or_control_pressed():
_nudge_selected_position(Vector3(0, 0, 1))
elif k.keycode == KEY_PAGEUP:
_nudge_selected_position(Vector3(0, 1, 0))
elif k.keycode == KEY_PAGEDOWN:
_nudge_selected_position(Vector3(0, -1, 0))
elif k.keycode == KEY_1 and not k.is_command_or_control_pressed():
_set_gizmo_mode(TransformGizmo3DClass.Mode.NONE)
elif k.keycode == KEY_2 and not k.is_command_or_control_pressed():
@@ -533,13 +585,66 @@ func _unhandled_key_input(event: InputEvent) -> void:
elif k.keycode == KEY_4 and not k.is_command_or_control_pressed():
_set_gizmo_mode(TransformGizmo3DClass.Mode.SCALE)
elif k.keycode == KEY_F and not k.is_command_or_control_pressed():
var sel_id = core.selection.get_selected_id() if core.selection.has_method("get_selected_id") else ""
var sel_id := _get_selected_id()
if sel_id != "":
var n = _world_container.get_node_or_null(sel_id)
var n := _world_container.get_node_or_null(sel_id)
if n is Node3D and _camera_3d != null:
_camera_3d.focus_on(n.global_position)
func _nudge_selected_position(dir: Vector3) -> void:
var sel := _get_selected_id()
if sel == "":
return
var node := _world_container.get_node_or_null(sel) as Node3D
if node == null:
return
var step: float = _snap_spin.value if _snap_spin else 1.0
var new_pos := node.position + dir * step
new_pos.y = maxf(0.0, new_pos.y)
node.position = new_pos
if _gizmo_3d != null:
_gizmo_3d.position = node.position
var chunk_pos := _godot_to_chunk_pos(new_pos)
core.move_object(sel, chunk_pos)
if _inspector_dock != null:
_inspector_dock.set_transform_values(new_pos, node.rotation_degrees.y, node.scale)
_status_bar_label.text = "Nudged %s to (%.1f, %.1f, %.1f)" % [sel, new_pos.x, new_pos.y, new_pos.z]
func _nudge_selected_rotation(delta_deg: float) -> void:
var sel := _get_selected_id()
if sel == "":
return
var node := _world_container.get_node_or_null(sel) as Node3D
if node == null:
return
var new_yaw := fmod(node.rotation_degrees.y + delta_deg, 360.0)
node.rotation_degrees.y = new_yaw
if _gizmo_3d != null:
_gizmo_3d.quaternion = node.quaternion
var q := node.quaternion
var chunk_q := _godot_to_chunk_quat(q)
core.rotate_object(sel, Vector4(chunk_q.x, chunk_q.y, chunk_q.z, chunk_q.w))
if _inspector_dock != null:
_inspector_dock.set_transform_values(node.position, new_yaw, node.scale)
_status_bar_label.text = "Rotated %s to %.0f°" % [sel, new_yaw]
func _delete_selected_object(obj_id: String) -> void:
if obj_id == "":
obj_id = _get_selected_id()
if obj_id == "":
return
core.delete_object(obj_id)
var node := _world_container.get_node_or_null(obj_id)
if node != null:
node.queue_free()
core.select_object("")
_hierarchy_dock.refresh_tree()
_status_bar_label.text = "Deleted object '%s' | Undo with [Ctrl+Z]" % obj_id
func _set_gizmo_mode(mode: TransformGizmo3DClass.Mode) -> void:
if _gizmo_3d != null:
_gizmo_3d.set_mode(mode)
@@ -565,21 +670,188 @@ func _return_to_main_menu() -> void:
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
# ── Interactive 3D Viewport Input & Raycast Picking ─────────────────────
# ── Interactive 3D Viewport Input & Picking ───────────────────────────
func handle_viewport_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
var mb := event as InputEventMouseButton
if mb.button_index == MOUSE_BUTTON_LEFT and mb.pressed:
var hit_obj := _raycast_find_object(mb.position)
if hit_obj != null:
core.select_object(hit_obj.name)
if mb.double_click and _camera_3d != null:
_camera_3d.focus_on(hit_obj.global_position)
_status_bar_label.text = "Selected: %s | ✛ Drag handles or [2-4] switch tools" % hit_obj.name
if mb.button_index == MOUSE_BUTTON_LEFT:
if mb.pressed:
_handle_left_press(mb)
else:
core.select_object("")
_status_bar_label.text = "Deselected | Click an object or [+ Add] to build"
_handle_left_release(mb)
elif event is InputEventMouseMotion and _is_dragging:
var mm := event as InputEventMouseMotion
_handle_drag_motion(mm)
func _handle_left_press(mb: InputEventMouseButton) -> void:
if _camera_3d == null or _world_container == null:
return
var ray_from: Vector3 = _camera_3d.project_ray_origin(mb.position)
var ray_dir: Vector3 = _camera_3d.project_ray_normal(mb.position)
var sel_id: String = _get_selected_id()
# 1. First priority: Check if clicking on Gizmo handle
if _gizmo_3d != null and _gizmo_3d.visible and sel_id != "":
var picked_axis: TransformGizmo3DClass.Axis = _gizmo_3d.pick_axis(ray_from, ray_dir)
if picked_axis != TransformGizmo3DClass.Axis.NONE:
_start_drag(picked_axis, mb.position)
return
# 2. Second priority: Check if clicking on a 3D world object
var hit_obj := _raycast_find_object(mb.position)
if hit_obj != null:
if hit_obj.name == sel_id and _gizmo_3d != null and _gizmo_3d.current_mode != TransformGizmo3DClass.Mode.NONE:
# Directly drag already selected object
_start_drag(TransformGizmo3DClass.Axis.XY, mb.position)
return
# Select new object
core.select_object(hit_obj.name)
if mb.double_click and _camera_3d != null:
_camera_3d.focus_on(hit_obj.global_position)
_status_bar_label.text = "Selected: %s | ✛ Drag model or handles to move" % hit_obj.name
return
# 3. Third: Clicked empty space -> deselect
_is_dragging = false
core.select_object("")
_status_bar_label.text = "Deselected | Click an object or [+ Add] to build"
func _start_drag(axis: TransformGizmo3DClass.Axis, mouse_pos: Vector2) -> void:
var sel_id := _get_selected_id()
if sel_id == "":
return
var node := _world_container.get_node_or_null(sel_id) as Node3D
if node == null:
return
_is_dragging = true
_drag_axis = axis
_drag_start_mouse = mouse_pos
_drag_start_ground = _raycast_ground_plane(mouse_pos)
_drag_start_node_pos = node.position
_drag_start_node_rot_deg = node.rotation_degrees
_drag_start_node_scale = node.scale
_drag_accum_y = 0.0
_drag_accum_rot = 0.0
_drag_accum_scale = 0.0
func _handle_drag_motion(mm: InputEventMouseMotion) -> void:
var sel_id := _get_selected_id()
if sel_id == "":
_is_dragging = false
return
var node := _world_container.get_node_or_null(sel_id) as Node3D
if node == null:
_is_dragging = false
return
var snap_step: float = _snap_spin.value if _snap_spin else 1.0
match _gizmo_3d.current_mode if _gizmo_3d else TransformGizmo3DClass.Mode.TRANSLATE:
TransformGizmo3DClass.Mode.TRANSLATE:
if _drag_axis == TransformGizmo3DClass.Axis.Y:
var dy: float = -mm.relative.y * 0.05
_drag_accum_y += dy
var new_y := maxf(0.0, _drag_start_node_pos.y + _drag_accum_y)
if snap_step > 0.0:
new_y = snappedf(new_y, snap_step)
node.position.y = new_y
elif _drag_axis == TransformGizmo3DClass.Axis.X:
var curr_ground := _raycast_ground_plane(mm.position)
var dx := curr_ground.x - _drag_start_ground.x
if snap_step > 0.0:
dx = snappedf(dx, snap_step)
node.position.x = _drag_start_node_pos.x + dx
elif _drag_axis == TransformGizmo3DClass.Axis.Z:
var curr_ground := _raycast_ground_plane(mm.position)
var dz := curr_ground.z - _drag_start_ground.z
if snap_step > 0.0:
dz = snappedf(dz, snap_step)
node.position.z = _drag_start_node_pos.z + dz
else:
# Free ground plane movement (XZ)
var curr_ground := _raycast_ground_plane(mm.position)
var delta := curr_ground - _drag_start_ground
var new_x := _drag_start_node_pos.x + delta.x
var new_z := _drag_start_node_pos.z + delta.z
if snap_step > 0.0:
new_x = snappedf(new_x, snap_step)
new_z = snappedf(new_z, snap_step)
node.position.x = new_x
node.position.z = new_z
if _gizmo_3d != null:
_gizmo_3d.position = node.position
if _inspector_dock != null:
_inspector_dock.set_transform_values(node.position, node.rotation_degrees.y, node.scale)
_status_bar_label.text = "Moving %s to (%.1f, %.1f, %.1f)" % [sel_id, node.position.x, node.position.y, node.position.z]
TransformGizmo3DClass.Mode.ROTATE:
var rot_step: float = 15.0
_drag_accum_rot += mm.relative.x * 0.8
var new_yaw := _drag_start_node_rot_deg.y - _drag_accum_rot
if rot_step > 0.0:
new_yaw = snappedf(new_yaw, rot_step)
node.rotation_degrees.y = new_yaw
if _gizmo_3d != null:
_gizmo_3d.quaternion = node.quaternion
if _inspector_dock != null:
_inspector_dock.set_transform_values(node.position, new_yaw, node.scale)
_status_bar_label.text = "Rotating %s to %.0f°" % [sel_id, new_yaw]
TransformGizmo3DClass.Mode.SCALE:
var scale_step: float = 0.1
_drag_accum_scale += -mm.relative.y * 0.02
var factor := maxf(0.05, 1.0 + _drag_accum_scale)
var new_scale := _drag_start_node_scale * factor
if scale_step > 0.0:
new_scale.x = snappedf(new_scale.x, scale_step)
new_scale.y = snappedf(new_scale.y, scale_step)
new_scale.z = snappedf(new_scale.z, scale_step)
node.scale = new_scale
if _gizmo_3d != null:
_gizmo_3d.attach_to_node(node)
if _inspector_dock != null:
_inspector_dock.set_transform_values(node.position, node.rotation_degrees.y, new_scale)
_status_bar_label.text = "Scaling %s to (%.2f, %.2f, %.2f)" % [sel_id, new_scale.x, new_scale.y, new_scale.z]
func _handle_left_release(_mb: InputEventMouseButton) -> void:
if not _is_dragging:
return
_is_dragging = false
var sel_id := _get_selected_id()
if sel_id == "":
return
var node := _world_container.get_node_or_null(sel_id) as Node3D
if node == null:
return
match _gizmo_3d.current_mode if _gizmo_3d else TransformGizmo3DClass.Mode.TRANSLATE:
TransformGizmo3DClass.Mode.TRANSLATE:
var chunk_pos := _godot_to_chunk_pos(node.position)
core.move_object(sel_id, chunk_pos)
_status_bar_label.text = "Moved %s to (%.1f, %.1f, %.1f) | Undo with [Ctrl+Z]" % [sel_id, node.position.x, node.position.y, node.position.z]
TransformGizmo3DClass.Mode.ROTATE:
var q := node.quaternion
var chunk_q := _godot_to_chunk_quat(q)
core.rotate_object(sel_id, Vector4(chunk_q.x, chunk_q.y, chunk_q.z, chunk_q.w))
_status_bar_label.text = "Rotated %s to %.0f° | Undo with [Ctrl+Z]" % [sel_id, node.rotation_degrees.y]
TransformGizmo3DClass.Mode.SCALE:
var chunk_scale := _godot_to_chunk_scale(node.scale)
core.scale_object(sel_id, chunk_scale)
_status_bar_label.text = "Scaled %s to (%.2f, %.2f, %.2f) | Undo with [Ctrl+Z]" % [sel_id, node.scale.x, node.scale.y, node.scale.z]
_hierarchy_dock.refresh_tree()
func handle_viewport_drop(at_pos: Vector2, data: Variant) -> void:
@@ -591,21 +863,24 @@ func handle_viewport_drop(at_pos: Vector2, data: Variant) -> void:
var new_id: String = ""
if target_obj != null and target_obj.name != "":
new_id = core.place_object_stacked(cat_id, target_obj.name, drop_pos, Vector3(0, 0, 1), 0.0, false, {
var target_chunk_pos := _godot_to_chunk_pos(drop_pos)
new_id = core.place_object_stacked(cat_id, target_obj.name, target_chunk_pos, Vector3(0, 0, 1), 0.0, false, {
"display_name": data.get("name", cat_id),
"catalog_id": cat_id,
"asset_id": data.get("asset_id", "")
})
else:
new_id = core.place_object(cat_id, drop_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
var chunk_pos := _godot_to_chunk_pos(drop_pos)
new_id = core.place_object(cat_id, chunk_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
"display_name": data.get("name", cat_id),
"catalog_id": cat_id,
"asset_id": data.get("asset_id", "")
})
if new_id != "":
core.select_object(new_id)
_spawn_visual_node(new_id)
core.select_object(new_id)
_on_selection_changed(new_id)
_hierarchy_dock.refresh_tree()
_set_gizmo_mode(TransformGizmo3DClass.Mode.TRANSLATE)
_status_bar_label.text = "Placed %s at (%.1f, %.1f, %.1f)" % [data.get("name", cat_id), drop_pos.x, drop_pos.y, drop_pos.z]
@@ -661,17 +936,63 @@ func _raycast_ground_plane(screen_pos: Vector2) -> Vector3:
return from + dir * t
# ── Coordinate Conversions ────────────────────────────────────────────
static func _godot_to_chunk_pos(g: Vector3) -> Vector3:
return Vector3(g.x, g.z, g.y)
static func _chunk_to_godot_pos(c: Vector3) -> Vector3:
return Vector3(c.x, c.z, c.y)
static func _godot_to_chunk_quat(q: Quaternion) -> Quaternion:
return Quaternion(q.x, q.z, q.y, q.w)
static func _chunk_to_godot_quat(q: Quaternion) -> Quaternion:
return Quaternion(q.x, q.z, q.y, q.w)
static func _godot_to_chunk_scale(s: Vector3) -> Vector3:
return Vector3(s.x, s.z, s.y)
static func _chunk_to_godot_scale(s: Vector3) -> Vector3:
return Vector3(s.x, s.z, s.y)
# ── Selection & Scene Visual Sync ─────────────────────────────────────
func _get_selected_id() -> String:
if core != null and core.selection != null:
return core.selection.get_selected()
return ""
func _on_selection_changed(obj_id: String) -> void:
if obj_id == "":
_gizmo_3d.attach_to_node(null)
if _gizmo_3d != null:
_gizmo_3d.attach_to_node(null)
return
var obj_node = _world_container.get_node_or_null(obj_id)
if obj_node is Node3D:
var obj_node := _world_container.get_node_or_null(obj_id)
if obj_node is Node3D and _gizmo_3d != null:
if _gizmo_3d.current_mode == TransformGizmo3DClass.Mode.NONE:
_set_gizmo_mode(TransformGizmo3DClass.Mode.TRANSLATE)
_gizmo_3d.attach_to_node(obj_node)
_camera_3d.focus_on(obj_node.global_position)
func _on_inspector_property_changed(obj_id: String, prop_name: String, val: Variant) -> void:
var node := _world_container.get_node_or_null(obj_id) as Node3D
if node == null:
return
match prop_name:
"position":
node.position = val as Vector3
if _gizmo_3d != null:
_gizmo_3d.position = node.position
"rotation":
node.quaternion = val as Quaternion
if _gizmo_3d != null:
_gizmo_3d.quaternion = node.quaternion
"scale":
node.scale = val as Vector3
func _on_collection_model_selected(model_data: Dictionary) -> void:
@@ -680,14 +1001,16 @@ func _on_collection_model_selected(model_data: Dictionary) -> void:
if _camera_3d != null:
spawn_pos = _camera_3d.focal_point
spawn_pos.y = 0.0
var new_id := core.place_object(cat_id, spawn_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
var chunk_pos := _godot_to_chunk_pos(spawn_pos)
var new_id := core.place_object(cat_id, chunk_pos, Vector4(0, 0, 0, 1), Vector3.ONE, {
"display_name": model_data.get("name", cat_id),
"catalog_id": cat_id,
"asset_id": model_data.get("asset_id", "")
})
if new_id != "":
core.select_object(new_id)
_spawn_visual_node(new_id)
core.select_object(new_id)
_on_selection_changed(new_id)
_hierarchy_dock.refresh_tree()
_set_gizmo_mode(TransformGizmo3DClass.Mode.TRANSLATE)
_status_bar_label.text = "Placed %s at (%.1f, 0, %.1f)" % [model_data.get("name", cat_id), spawn_pos.x, spawn_pos.z]
@@ -707,7 +1030,9 @@ func _spawn_visual_node(obj_id: String) -> void:
var node = StaticObjectNodeClass.new()
node.name = obj.id
node.world_object = wo
node.position = Vector3(obj.position.x, obj.position.z, obj.position.y)
node.position = _chunk_to_godot_pos(obj.position)
node.quaternion = _chunk_to_godot_quat(Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w))
node.scale = _chunk_to_godot_scale(obj.scale)
_world_container.add_child(node)
@@ -736,9 +1061,10 @@ func load_template(template_name: String) -> void:
obj.get("properties", {})
)
_refresh_scene_visuals()
# Select mascot or first object to showcase inspector & gizmo
if not core.model.payload.objects.is_empty():
core.select_object(core.model.payload.objects[0].id)
var first_id: String = core.model.payload.objects[0].id
core.select_object(first_id)
_on_selection_changed(first_id)
_set_gizmo_mode(TransformGizmo3DClass.Mode.TRANSLATE)
_status_bar_label.text = "Loaded template: %s | Press [F1] for Controls" % project_title
@@ -770,6 +1096,10 @@ func _update_simulation_ui(playing: bool) -> void:
_btn_play.disabled = playing
_btn_stop.disabled = not playing
_status_bar_label.text = "Simulation: PLAYING (F5 to Stop)" if playing else "Simulation: STOPPED (Edit mode)"
if not playing:
if _camera_3d != null:
_camera_3d.current = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# ── Menu Bar Dispatch ────────────────────────────────────────────────
@@ -789,7 +1119,7 @@ func _on_edit_menu_pressed(id: int) -> void:
0: core.undo(); _refresh_scene_visuals()
1: core.redo(); _refresh_scene_visuals()
2: _hierarchy_dock._on_duplicate_pressed()
3: _hierarchy_dock._on_delete_pressed()
3: _delete_selected_object(_get_selected_id())
func _on_view_menu_pressed(id: int) -> void:
@@ -799,9 +1129,9 @@ func _on_view_menu_pressed(id: int) -> void:
2: _camera_3d.set_view_preset(StudioViewportCameraClass.ViewPreset.FRONT)
3: _camera_3d.set_view_preset(StudioViewportCameraClass.ViewPreset.SIDE)
4:
var sel_id = core.selection.get_selected_id() if core.selection.has_method("get_selected_id") else ""
var sel_id := _get_selected_id()
if sel_id != "":
var n = _world_container.get_node_or_null(sel_id)
var n := _world_container.get_node_or_null(sel_id)
if n is Node3D and _camera_3d != null:
_camera_3d.focus_on(n.global_position)
@@ -132,9 +132,18 @@ func _spawn_test_avatar() -> void:
_spawned_avatar = p
func _physics_process(_delta: float) -> void:
if state == SimulationState.PLAYING and _spawned_avatar != null and is_instance_valid(_spawned_avatar):
if _spawned_avatar is Node3D and (_spawned_avatar as Node3D).global_position.y < -30.0:
(_spawned_avatar as Node3D).global_position = Vector3(0, 1.5, 0)
if _spawned_avatar is CharacterBody3D:
(_spawned_avatar as CharacterBody3D).velocity = Vector3.ZERO
func is_playing() -> bool:
return state == SimulationState.PLAYING
func is_editing() -> bool:
return state == SimulationState.EDIT