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Removing bounding box calculations from 3D scene drag and drop and collide against physics rather than visual geometry.
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@ -3782,63 +3782,16 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
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Vector3 world_ray = _get_ray(p_pos);
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Vector3 world_pos = _get_ray_pos(p_pos);
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Vector<ObjectID> instances = RenderingServer::get_singleton()->instances_cull_ray(world_pos, world_ray, get_tree()->get_root()->get_world_3d()->get_scenario());
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Set<Ref<EditorNode3DGizmo>> found_gizmos;
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float closest_dist = MAX_DISTANCE;
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Vector3 point = world_pos + world_ray * MAX_DISTANCE;
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Vector3 normal = Vector3(0.0, 0.0, 0.0);
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for (int i = 0; i < instances.size(); i++) {
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MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(ObjectDB::get_instance(instances[i]));
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PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
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PhysicsDirectSpaceState3D::RayResult result;
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if (!mesh_instance) {
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continue;
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}
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Vector<Ref<Node3DGizmo>> gizmos = mesh_instance->get_gizmos();
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for (int j = 0; j < gizmos.size(); j++) {
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Ref<EditorNode3DGizmo> seg = gizmos[j];
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if ((!seg.is_valid()) || found_gizmos.has(seg)) {
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continue;
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}
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found_gizmos.insert(seg);
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Vector3 hit_point;
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Vector3 hit_normal;
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bool inters = seg->intersect_ray(camera, p_pos, hit_point, hit_normal);
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if (!inters) {
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continue;
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}
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float dist = world_pos.distance_to(hit_point);
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if (dist < 0) {
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continue;
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}
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if (dist < closest_dist) {
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closest_dist = dist;
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point = hit_point;
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normal = hit_normal;
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}
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}
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if (ss->intersect_ray(world_pos, world_pos + world_ray * MAX_DISTANCE, result)) {
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point = result.position;
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}
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Vector3 offset = Vector3();
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for (int i = 0; i < 3; i++) {
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if (normal[i] > 0.0) {
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offset[i] = (preview_bounds->get_size()[i] - (preview_bounds->get_size()[i] + preview_bounds->get_position()[i]));
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} else if (normal[i] < 0.0) {
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offset[i] = -(preview_bounds->get_size()[i] + preview_bounds->get_position()[i]);
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}
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}
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return point + offset;
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return point;
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}
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AABB Node3DEditorViewport::_calculate_spatial_bounds(const Node3D *p_parent, bool p_exclude_top_level_transform) {
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