fix(studio): Add solid floor collision, live 3D gizmo dragging, inspector property sync, and nudge shortcuts
checkpoint / checkpoint (push) Successful in 6m23s
checkpoint / checkpoint (push) Successful in 6m23s
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@@ -1,6 +1,8 @@
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class_name TransformGizmo3D
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extends Node3D
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## Interactive 3D manipulator gizmo supporting Translate, Rotate, and Scale modes with snapping.
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## Renders visually clear axis handles (arrows for move, rings for rotate, cubes for scale)
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## with priority depth rendering and geometric raycast picking.
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signal transform_started
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signal transform_updated(mode: String, delta: Variant)
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@@ -24,17 +26,26 @@ var _drag_start_pos: Vector3 = Vector3.ZERO
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var _drag_start_rot: Vector3 = Vector3.ZERO
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var _drag_start_scale: Vector3 = Vector3.ONE
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# Mode visual root nodes
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var _translate_root: Node3D
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var _rotate_root: Node3D
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var _scale_root: Node3D
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func _ready() -> void:
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_build_gizmo_visuals()
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_update_visual_mode()
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func attach_to_node(node: Node3D) -> void:
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target_node = node
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if target_node != null:
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visible = true
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global_position = target_node.global_position
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global_rotation = target_node.global_rotation
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if target_node != null and is_instance_valid(target_node):
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visible = (current_mode != Mode.NONE)
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position = target_node.position
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if current_mode == Mode.ROTATE or current_mode == Mode.SCALE:
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quaternion = target_node.quaternion
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else:
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quaternion = Quaternion.IDENTITY
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else:
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visible = false
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@@ -42,6 +53,8 @@ func attach_to_node(node: Node3D) -> void:
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func set_mode(new_mode: Mode) -> void:
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current_mode = new_mode
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_update_visual_mode()
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if target_node != null and is_instance_valid(target_node):
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attach_to_node(target_node)
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func set_snap(enabled: bool, translate_step: float = 1.0, rotate_step: float = 15.0) -> void:
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@@ -50,63 +63,269 @@ func set_snap(enabled: bool, translate_step: float = 1.0, rotate_step: float = 1
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snap_rotate_deg = rotate_step
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func _update_visual_mode() -> void:
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if _translate_root != null:
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_translate_root.visible = (current_mode == Mode.TRANSLATE)
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if _rotate_root != null:
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_rotate_root.visible = (current_mode == Mode.ROTATE)
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if _scale_root != null:
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_scale_root.visible = (current_mode == Mode.SCALE)
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visible = (target_node != null and current_mode != Mode.NONE)
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# ── Visual Construction ───────────────────────────────────────────────
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func _make_gizmo_mat(color: Color) -> StandardMaterial3D:
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var mat := StandardMaterial3D.new()
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mat.albedo_color = color
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mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat.no_depth_test = true
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mat.render_priority = 10
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return mat
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func _build_gizmo_visuals() -> void:
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# Build colored 3D axis handles for X (Red), Y (Green), Z (Blue)
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var x_mat := StandardMaterial3D.new()
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x_mat.albedo_color = Color(0.9, 0.2, 0.2)
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x_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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var x_mat := _make_gizmo_mat(Color(0.95, 0.22, 0.22))
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var y_mat := _make_gizmo_mat(Color(0.22, 0.90, 0.25))
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var z_mat := _make_gizmo_mat(Color(0.25, 0.50, 0.98))
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var center_mat := _make_gizmo_mat(Color(1.0, 0.88, 0.20))
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var y_mat := StandardMaterial3D.new()
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y_mat.albedo_color = Color(0.2, 0.85, 0.2)
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y_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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# 1. TRANSLATE Visuals (Arrows + Center Ground Plane Quad)
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_translate_root = Node3D.new()
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_translate_root.name = "TranslateRoot"
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add_child(_translate_root)
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var z_mat := StandardMaterial3D.new()
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z_mat.albedo_color = Color(0.2, 0.4, 0.95)
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z_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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_translate_root.add_child(_create_arrow(Vector3(1, 0, 0), x_mat, "ArrowX"))
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_translate_root.add_child(_create_arrow(Vector3(0, 1, 0), y_mat, "ArrowY"))
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_translate_root.add_child(_create_arrow(Vector3(0, 0, 1), z_mat, "ArrowZ"))
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# X axis line + arrow
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var x_axis := _create_axis_cylinder(Vector3(1, 0, 0), x_mat)
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x_axis.name = "AxisX"
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add_child(x_axis)
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# Center ground plane indicator
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var plane_inst := MeshInstance3D.new()
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var plane_mesh := BoxMesh.new()
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plane_mesh.size = Vector3(0.4, 0.02, 0.4)
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plane_inst.mesh = plane_mesh
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plane_inst.material_override = center_mat
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plane_inst.position = Vector3(0.2, 0.01, 0.2)
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_translate_root.add_child(plane_inst)
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# Y axis line + arrow
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var y_axis := _create_axis_cylinder(Vector3(0, 1, 0), y_mat)
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y_axis.name = "AxisY"
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add_child(y_axis)
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# 2. ROTATE Visuals (Rings)
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_rotate_root = Node3D.new()
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_rotate_root.name = "RotateRoot"
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add_child(_rotate_root)
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# Z axis line + arrow
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var z_axis := _create_axis_cylinder(Vector3(0, 0, 1), z_mat)
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z_axis.name = "AxisZ"
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add_child(z_axis)
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_rotate_root.add_child(_create_torus(Vector3.UP, y_mat, "RingYaw"))
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_rotate_root.add_child(_create_torus(Vector3.RIGHT, x_mat, "RingPitch"))
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_rotate_root.add_child(_create_torus(Vector3.FORWARD, z_mat, "RingRoll"))
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# 3. SCALE Visuals (Lines + End Cubes)
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_scale_root = Node3D.new()
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_scale_root.name = "ScaleRoot"
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add_child(_scale_root)
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_scale_root.add_child(_create_scale_handle(Vector3(1, 0, 0), x_mat, "ScaleX"))
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_scale_root.add_child(_create_scale_handle(Vector3(0, 1, 0), y_mat, "ScaleY"))
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_scale_root.add_child(_create_scale_handle(Vector3(0, 0, 1), z_mat, "ScaleZ"))
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# Center uniform scale cube
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var center_cube := MeshInstance3D.new()
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var c_box := BoxMesh.new()
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c_box.size = Vector3(0.25, 0.25, 0.25)
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center_cube.mesh = c_box
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center_cube.material_override = center_mat
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_scale_root.add_child(center_cube)
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func _create_axis_cylinder(dir: Vector3, mat: Material) -> Node3D:
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func _create_arrow(dir: Vector3, mat: Material, node_name: String) -> Node3D:
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var container := Node3D.new()
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container.name = node_name
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# Shaft
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var shaft := MeshInstance3D.new()
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var cyl := CylinderMesh.new()
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cyl.top_radius = 0.03
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cyl.bottom_radius = 0.03
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cyl.height = 1.5
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cyl.material = mat
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cyl.top_radius = 0.035
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cyl.bottom_radius = 0.035
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cyl.height = 1.3
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shaft.mesh = cyl
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shaft.material_override = mat
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# Cone Head
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var head := MeshInstance3D.new()
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var cone := CylinderMesh.new()
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cone.top_radius = 0.0
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cone.bottom_radius = 0.12
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cone.height = 0.35
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head.mesh = cone
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head.material_override = mat
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# Point cylinder along direction
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if dir == Vector3(1, 0, 0):
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shaft.rotation_degrees = Vector3(0, 0, -90)
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shaft.position = Vector3(0.75, 0, 0)
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shaft.position = Vector3(0.65, 0, 0)
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head.rotation_degrees = Vector3(0, 0, -90)
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head.position = Vector3(1.45, 0, 0)
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elif dir == Vector3(0, 1, 0):
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shaft.position = Vector3(0, 0.75, 0)
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shaft.position = Vector3(0, 0.65, 0)
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head.position = Vector3(0, 1.45, 0)
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elif dir == Vector3(0, 0, 1):
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shaft.rotation_degrees = Vector3(90, 0, 0)
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shaft.position = Vector3(0, 0, 0.75)
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shaft.position = Vector3(0, 0, 0.65)
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head.rotation_degrees = Vector3(90, 0, 0)
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head.position = Vector3(0, 0, 1.45)
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container.add_child(shaft)
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container.add_child(head)
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return container
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func _update_visual_mode() -> void:
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visible = (target_node != null and current_mode != Mode.NONE)
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func _create_torus(normal: Vector3, mat: Material, node_name: String) -> Node3D:
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var inst := MeshInstance3D.new()
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inst.name = node_name
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var torus := TorusMesh.new()
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torus.inner_radius = 1.25
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torus.outer_radius = 1.35
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torus.rings = 32
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torus.ring_segments = 8
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inst.mesh = torus
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inst.material_override = mat
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if normal == Vector3.RIGHT:
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inst.rotation_degrees = Vector3(0, 0, 90)
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elif normal == Vector3.FORWARD:
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inst.rotation_degrees = Vector3(90, 0, 0)
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return inst
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func _create_scale_handle(dir: Vector3, mat: Material, node_name: String) -> Node3D:
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var container := Node3D.new()
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container.name = node_name
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# Shaft
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var shaft := MeshInstance3D.new()
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var cyl := CylinderMesh.new()
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cyl.top_radius = 0.035
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cyl.bottom_radius = 0.035
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cyl.height = 1.3
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shaft.mesh = cyl
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shaft.material_override = mat
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# Cube Tip
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var tip := MeshInstance3D.new()
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var box := BoxMesh.new()
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box.size = Vector3(0.2, 0.2, 0.2)
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tip.mesh = box
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tip.material_override = mat
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if dir == Vector3(1, 0, 0):
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shaft.rotation_degrees = Vector3(0, 0, -90)
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shaft.position = Vector3(0.65, 0, 0)
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tip.position = Vector3(1.35, 0, 0)
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elif dir == Vector3(0, 1, 0):
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shaft.position = Vector3(0, 0.65, 0)
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tip.position = Vector3(0, 1.35, 0)
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elif dir == Vector3(0, 0, 1):
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shaft.rotation_degrees = Vector3(90, 0, 0)
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shaft.position = Vector3(0, 0, 0.65)
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tip.position = Vector3(0, 0, 1.35)
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container.add_child(shaft)
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container.add_child(tip)
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return container
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# ── Geometric Axis Picking ────────────────────────────────────────────
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func pick_axis(ray_origin: Vector3, ray_dir: Vector3) -> Axis:
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if not visible or target_node == null:
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return Axis.NONE
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var origin := position
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# 1. Center / Ground plane handle test (radius 0.45)
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var d_center := _point_to_ray_dist(origin, ray_origin, ray_dir)
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if d_center < 0.45:
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return Axis.XY
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match current_mode:
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Mode.TRANSLATE:
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var d_x := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(1.6, 0, 0))
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var d_y := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 1.6, 0))
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var d_z := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 0, 1.6))
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var min_d := minf(d_x, minf(d_y, d_z))
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if min_d < 0.35:
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if min_d == d_y: return Axis.Y
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if min_d == d_x: return Axis.X
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if min_d == d_z: return Axis.Z
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Mode.ROTATE:
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var d_yaw := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.UP, 1.3)
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var d_pitch := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.RIGHT, 1.3)
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var d_roll := _ray_ring_distance(ray_origin, ray_dir, origin, Vector3.FORWARD, 1.3)
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var min_r := minf(d_yaw, minf(d_pitch, d_roll))
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if min_r < 0.40:
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if min_r == d_yaw: return Axis.Y
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if min_r == d_pitch: return Axis.X
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if min_r == d_roll: return Axis.Z
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Mode.SCALE:
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var d_x := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(1.5, 0, 0))
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var d_y := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 1.5, 0))
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var d_z := get_ray_segment_distance(ray_origin, ray_dir, origin, origin + Vector3(0, 0, 1.5))
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var min_d := minf(d_x, minf(d_y, d_z))
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if min_d < 0.35:
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if min_d == d_y: return Axis.Y
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if min_d == d_x: return Axis.X
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if min_d == d_z: return Axis.Z
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return Axis.NONE
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static func _point_to_ray_dist(p: Vector3, ray_origin: Vector3, ray_dir: Vector3) -> float:
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var u := ray_dir.normalized()
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var to_p := p - ray_origin
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var proj := to_p.dot(u)
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if proj < 0.0:
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return 1e9
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var closest := ray_origin + u * proj
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return p.distance_to(closest)
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static func _ray_ring_distance(ray_origin: Vector3, ray_dir: Vector3, ring_center: Vector3, ring_normal: Vector3, ring_radius: float) -> float:
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var denom := ray_dir.dot(ring_normal)
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if absf(denom) < 1e-5:
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return 1e9
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var t := (ring_center - ray_origin).dot(ring_normal) / denom
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if t < 0.0:
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return 1e9
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var hit := ray_origin + ray_dir * t
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var d_from_center := hit.distance_to(ring_center)
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return absf(d_from_center - ring_radius)
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static func get_ray_segment_distance(ray_origin: Vector3, ray_dir: Vector3, seg_a: Vector3, seg_b: Vector3) -> float:
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var u := ray_dir.normalized()
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var v := seg_b - seg_a
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var w0 := ray_origin - seg_a
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var a := u.dot(u)
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var b := u.dot(v)
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var c := v.dot(v)
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var d := u.dot(w0)
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var e := v.dot(w0)
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var denom := a * c - b * b
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var s: float = 0.0
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var t: float = 0.0
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if denom > 1e-6:
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s = (b * e - c * d) / denom
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t = (a * e - b * d) / denom
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else:
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s = 0.0
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t = e / c if c > 1e-6 else 0.0
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s = maxf(0.0, s)
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t = clampf(t, 0.0, 1.0)
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var pt_ray := ray_origin + u * s
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var pt_seg := seg_a + v * t
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return pt_ray.distance_to(pt_seg)
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# ── Drag Lifecycle (Backwards Compatibility) ──────────────────────────
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func start_drag(axis: Axis) -> void:
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if target_node == null:
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Reference in New Issue
Block a user