Rename Basis get_axis to get_column, remove redundant methods
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@@ -159,7 +159,7 @@ void ViewportRotationControl::_get_sorted_axis(Vector<Axis2D> &r_axis) {
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const Basis camera_basis = viewport->to_camera_transform(viewport->cursor).get_basis().inverse();
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for (int i = 0; i < 3; ++i) {
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Vector3 axis_3d = camera_basis.get_axis(i);
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Vector3 axis_3d = camera_basis.get_column(i);
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Vector2i axis_vector = Vector2(axis_3d.x, -axis_3d.y) * radius;
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if (Math::abs(axis_3d.z) < 1.0) {
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@@ -440,7 +440,7 @@ Vector3 Node3DEditorViewport::_get_ray_pos(const Vector2 &p_pos) const {
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}
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Vector3 Node3DEditorViewport::_get_camera_normal() const {
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return -_get_camera_transform().basis.get_axis(2);
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return -_get_camera_transform().basis.get_column(2);
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}
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Vector3 Node3DEditorViewport::_get_ray(const Vector2 &p_pos) const {
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@@ -983,7 +983,7 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
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real_t col_d = 1e20;
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for (int i = 0; i < 3; i++) {
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const Vector3 grabber_pos = gt.origin + gt.basis.get_axis(i).normalized() * gizmo_scale * (GIZMO_ARROW_OFFSET + (GIZMO_ARROW_SIZE * 0.5));
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const Vector3 grabber_pos = gt.origin + gt.basis.get_column(i).normalized() * gizmo_scale * (GIZMO_ARROW_OFFSET + (GIZMO_ARROW_SIZE * 0.5));
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const real_t grabber_radius = gizmo_scale * GIZMO_ARROW_SIZE;
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Vector3 r;
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@@ -1003,15 +1003,15 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
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col_d = 1e20;
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for (int i = 0; i < 3; i++) {
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Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
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Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
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Vector3 ivec2 = gt.basis.get_column((i + 1) % 3).normalized();
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Vector3 ivec3 = gt.basis.get_column((i + 2) % 3).normalized();
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gizmo_scale * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
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Vector3 r;
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Plane plane(gt.basis.get_axis(i).normalized(), gt.origin);
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Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
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if (plane.intersects_ray(ray_pos, ray, &r)) {
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const real_t dist = r.distance_to(grabber_pos);
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@@ -1064,7 +1064,7 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
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float col_d = 1e20;
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for (int i = 0; i < 3; i++) {
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Plane plane(gt.basis.get_axis(i).normalized(), gt.origin);
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Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
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Vector3 r;
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if (!plane.intersects_ray(ray_pos, ray, &r)) {
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continue;
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@@ -1103,7 +1103,7 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
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float col_d = 1e20;
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for (int i = 0; i < 3; i++) {
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const Vector3 grabber_pos = gt.origin + gt.basis.get_axis(i).normalized() * gizmo_scale * GIZMO_SCALE_OFFSET;
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const Vector3 grabber_pos = gt.origin + gt.basis.get_column(i).normalized() * gizmo_scale * GIZMO_SCALE_OFFSET;
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const real_t grabber_radius = gizmo_scale * GIZMO_ARROW_SIZE;
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Vector3 r;
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@@ -1123,15 +1123,15 @@ bool Node3DEditorViewport::_transform_gizmo_select(const Vector2 &p_screenpos, b
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col_d = 1e20;
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for (int i = 0; i < 3; i++) {
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const Vector3 ivec2 = gt.basis.get_axis((i + 1) % 3).normalized();
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const Vector3 ivec3 = gt.basis.get_axis((i + 2) % 3).normalized();
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const Vector3 ivec2 = gt.basis.get_column((i + 1) % 3).normalized();
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const Vector3 ivec3 = gt.basis.get_column((i + 2) % 3).normalized();
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// Allow some tolerance to make the plane easier to click,
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// even if the click is actually slightly outside the plane.
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const Vector3 grabber_pos = gt.origin + (ivec2 + ivec3) * gizmo_scale * (GIZMO_PLANE_SIZE + GIZMO_PLANE_DST * 0.6667);
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Vector3 r;
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Plane plane(gt.basis.get_axis(i).normalized(), gt.origin);
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Plane plane(gt.basis.get_column(i).normalized(), gt.origin);
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if (plane.intersects_ray(ray_pos, ray, &r)) {
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const real_t dist = r.distance_to(grabber_pos);
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@@ -3389,8 +3389,8 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
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return;
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}
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const Vector3 camz = -camera_xform.get_basis().get_axis(2).normalized();
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const Vector3 camy = -camera_xform.get_basis().get_axis(1).normalized();
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const Vector3 camz = -camera_xform.get_basis().get_column(2).normalized();
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const Vector3 camy = -camera_xform.get_basis().get_column(1).normalized();
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const Plane p = Plane(camz, camera_xform.origin);
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const real_t gizmo_d = MAX(Math::abs(p.distance_to(xform.origin)), CMP_EPSILON);
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const real_t d0 = camera->unproject_position(camera_xform.origin + camz * gizmo_d).y;
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@@ -3424,8 +3424,8 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
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for (int i = 0; i < 3; i++) {
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Transform3D axis_angle = Transform3D();
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if (xform.basis.get_axis(i).normalized().dot(xform.basis.get_axis((i + 1) % 3).normalized()) < 1.0) {
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axis_angle = axis_angle.looking_at(xform.basis.get_axis(i).normalized(), xform.basis.get_axis((i + 1) % 3).normalized());
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if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
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axis_angle = axis_angle.looking_at(xform.basis.get_column(i).normalized(), xform.basis.get_column((i + 1) % 3).normalized());
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}
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axis_angle.basis.scale(scale);
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axis_angle.origin = xform.origin;
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@@ -4087,30 +4087,30 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
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plane = Plane(_get_camera_normal(), _edit.center);
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break;
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case TRANSFORM_X_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_Y_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_Z_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_YZ:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized(), _edit.center);
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(0).normalized(), _edit.center);
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plane_mv = true;
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break;
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case TRANSFORM_XZ:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized(), _edit.center);
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(1).normalized(), _edit.center);
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plane_mv = true;
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break;
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case TRANSFORM_XY:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized() + spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized(), _edit.center);
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized() + spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(2).normalized(), _edit.center);
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plane_mv = true;
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break;
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}
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@@ -4209,27 +4209,27 @@ void Node3DEditorViewport::update_transform(Point2 p_mousepos, bool p_shift) {
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plane = Plane(_get_camera_normal(), _edit.center);
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break;
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case TRANSFORM_X_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(0).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_Y_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(1).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_Z_AXIS:
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized();
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motion_mask = spatial_editor->get_gizmo_transform().basis.get_column(2).normalized();
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plane = Plane(motion_mask.cross(motion_mask.cross(_get_camera_normal())).normalized(), _edit.center);
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break;
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case TRANSFORM_YZ:
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(0).normalized(), _edit.center);
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(0).normalized(), _edit.center);
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plane_mv = true;
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break;
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case TRANSFORM_XZ:
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(1).normalized(), _edit.center);
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(1).normalized(), _edit.center);
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plane_mv = true;
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break;
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case TRANSFORM_XY:
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_axis(2).normalized(), _edit.center);
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plane = Plane(spatial_editor->get_gizmo_transform().basis.get_column(2).normalized(), _edit.center);
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plane_mv = true;
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break;
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}
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@@ -6469,7 +6469,7 @@ void Node3DEditor::_init_grid() {
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if (orthogonal) {
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camera_distance = camera->get_size() / 2.0;
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Vector3 camera_direction = -camera->get_global_transform().get_basis().get_axis(2);
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Vector3 camera_direction = -camera->get_global_transform().get_basis().get_column(2);
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Plane grid_plane = Plane(normal);
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Vector3 intersection;
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if (grid_plane.intersects_ray(camera_position, camera_direction, &intersection)) {
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@@ -7338,7 +7338,7 @@ void Node3DEditor::clear() {
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void Node3DEditor::_sun_direction_draw() {
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sun_direction->draw_rect(Rect2(Vector2(), sun_direction->get_size()), Color(1, 1, 1, 1));
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Vector3 z_axis = preview_sun->get_transform().basis.get_axis(Vector3::AXIS_Z);
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Vector3 z_axis = preview_sun->get_transform().basis.get_column(Vector3::AXIS_Z);
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z_axis = get_editor_viewport(0)->camera->get_camera_transform().basis.xform_inv(z_axis);
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sun_direction_material->set_shader_param("sun_direction", Vector3(z_axis.x, -z_axis.y, z_axis.z));
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Color color = sun_color->get_pick_color() * sun_energy->get_value();
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