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@@ -5508,6 +5508,12 @@ void Node3DEditor::_init_indicators() {
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Vector<Color> origin_colors;
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Vector<Vector3> origin_points;
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+ const int count_of_elements = 3 * 6;
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+ origin_colors.resize(count_of_elements);
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+ origin_points.resize(count_of_elements);
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+
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+ int x = 0;
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+
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for (int i = 0; i < 3; i++) {
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Vector3 axis;
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axis[i] = 1;
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@@ -5530,21 +5536,22 @@ void Node3DEditor::_init_indicators() {
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grid_enable[i] = false;
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grid_visible[i] = false;
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- origin_colors.push_back(origin_color);
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- origin_colors.push_back(origin_color);
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- origin_colors.push_back(origin_color);
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- origin_colors.push_back(origin_color);
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- origin_colors.push_back(origin_color);
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- origin_colors.push_back(origin_color);
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+ origin_colors.set(x, origin_color);
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+ origin_colors.set(x + 1, origin_color);
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+ origin_colors.set(x + 2, origin_color);
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+ origin_colors.set(x + 3, origin_color);
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+ origin_colors.set(x + 4, origin_color);
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+ origin_colors.set(x + 5, origin_color);
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// To both allow having a large origin size and avoid jitter
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// at small scales, we should segment the line into pieces.
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// 3 pieces seems to do the trick, and let's use powers of 2.
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- origin_points.push_back(axis * 1048576);
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- origin_points.push_back(axis * 1024);
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- origin_points.push_back(axis * 1024);
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- origin_points.push_back(axis * -1024);
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- origin_points.push_back(axis * -1024);
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- origin_points.push_back(axis * -1048576);
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+ origin_points.set(x, axis * 1048576);
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+ origin_points.set(x + 1, axis * 1024);
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+ origin_points.set(x + 2, axis * 1024);
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+ origin_points.set(x + 3, axis * -1024);
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+ origin_points.set(x + 4, axis * -1024);
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+ origin_points.set(x + 5, axis * -1048576);
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+ x += 6;
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}
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Ref<Shader> grid_shader = memnew(Shader);
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@@ -6121,6 +6128,32 @@ void Node3DEditor::_init_grid() {
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grid_mat[c]->set_shader_param("grid_size", grid_fade_size);
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grid_mat[c]->set_shader_param("orthogonal", orthogonal);
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+ // Cache these so we don't have to re-access memory.
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+ Vector<Vector3> &ref_grid = grid_points[c];
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+ Vector<Vector3> &ref_grid_normals = grid_normals[c];
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+ Vector<Color> &ref_grid_colors = grid_colors[c];
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+
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+ // Count our elements same as code below it.
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+ int expected_size = 0;
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+ for (int i = -grid_size; i <= grid_size; i++) {
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+ const real_t position_a = center_a + i * small_step_size;
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+ const real_t position_b = center_b + i * small_step_size;
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+
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+ // Don't draw lines over the origin if it's enabled.
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+ if (!(origin_enabled && Math::is_zero_approx(position_a))) {
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+ expected_size += 2;
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+ }
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+
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+ if (!(origin_enabled && Math::is_zero_approx(position_b))) {
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+ expected_size += 2;
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+ }
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+ }
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+
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+ int idx = 0;
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+ ref_grid.resize(expected_size);
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+ ref_grid_normals.resize(expected_size);
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+ ref_grid_colors.resize(expected_size);
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+
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// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
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for (int i = -grid_size; i <= grid_size; i++) {
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Color line_color;
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@@ -6143,12 +6176,13 @@ void Node3DEditor::_init_grid() {
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line_end[a] = position_a;
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line_bgn[b] = bgn_b;
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line_end[b] = end_b;
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- grid_points[c].push_back(line_bgn);
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- grid_points[c].push_back(line_end);
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- grid_colors[c].push_back(line_color);
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- grid_colors[c].push_back(line_color);
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- grid_normals[c].push_back(normal);
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- grid_normals[c].push_back(normal);
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+ ref_grid.set(idx, line_bgn);
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+ ref_grid.set(idx + 1, line_end);
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+ ref_grid_colors.set(idx, line_color);
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+ ref_grid_colors.set(idx + 1, line_color);
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+ ref_grid_normals.set(idx, normal);
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+ ref_grid_normals.set(idx + 1, normal);
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+ idx += 2;
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}
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if (!(origin_enabled && Math::is_zero_approx(position_b))) {
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@@ -6158,12 +6192,13 @@ void Node3DEditor::_init_grid() {
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line_end[b] = position_b;
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line_bgn[a] = bgn_a;
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line_end[a] = end_a;
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- grid_points[c].push_back(line_bgn);
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- grid_points[c].push_back(line_end);
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- grid_colors[c].push_back(line_color);
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- grid_colors[c].push_back(line_color);
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- grid_normals[c].push_back(normal);
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- grid_normals[c].push_back(normal);
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+ ref_grid.set(idx, line_bgn);
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+ ref_grid.set(idx + 1, line_end);
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+ ref_grid_colors.set(idx, line_color);
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+ ref_grid_colors.set(idx + 1, line_color);
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+ ref_grid_normals.set(idx, normal);
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+ ref_grid_normals.set(idx + 1, normal);
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+ idx += 2;
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}
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}
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@@ -6201,8 +6236,22 @@ void Node3DEditor::_finish_grid() {
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}
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void Node3DEditor::update_grid() {
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- _finish_grid();
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- _init_grid();
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+ const Camera3D::Projection current_projection = viewports[0]->camera->get_projection();
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+
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+ if (current_projection != grid_camera_last_update_perspective) {
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+ grid_init_draw = false; // redraw
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+ grid_camera_last_update_perspective = current_projection;
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+ }
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+
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+ // Gets a orthogonal or perspective position correctly (for the grid comparison)
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+ const Vector3 camera_position = get_editor_viewport(0)->camera->get_position();
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+
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+ if (!grid_init_draw || (camera_position - grid_camera_last_update_position).length() >= 10.0f) {
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+ _finish_grid();
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+ _init_grid();
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+ grid_init_draw = true;
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+ grid_camera_last_update_position = camera_position;
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+ }
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}
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void Node3DEditor::_selection_changed() {
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