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Or any joystick ?
If exposing
Node3DEditorPlugin::get_state()
and
Node3DEditorPlugin::set_state()
for the cameras to GdScript EditorPlugin, i think it might solve the problem.
Would make it possible to make editor script that supports any 3D input device, as well as navigating using a Joystick
"3DConnexion's Space Mouse" is just a 6 axis Joystick.
Also -
To get a list of the 3D cameras and camera controls in a clean way would be nicer than to scan the tree for them.
Or perhaps just the currently active camera/viewport together with set_state() and get_state()
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And it would also be possible to save and restore camera positions so we can navigate quickly in larger designs.
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Of course, there are more ways to do this but the functions are:
Move, 6 degrees of freedom, on one (the perspective) or the active 3D camera with a EditorPlugin script.
Save and restore camera position and rotation. Perhaps with a EditorPlugin script.
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A lot of 3D applications have this features. Like Blender and a lot of other applications.
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I have made an GdScript EditorPlugin that moves the active editor 3Dcamera, but as soon as you "_update_camera()" the camera, for example try to select something, the camera position are reset to the cursor values. Just moving the camera does not fully work.
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If there aren't already plans for support for 3D Mouse devices (like 3DConnexion's Space Mouse), I'd like to put it on the godot dev's radar.
This would be an indispensable feature for usability and ease of access.
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