Thanks the answers.
I have started to implement this version, I used the methods from this repo (just changed the methods which are not working in Godot 3.2 for example: Matrix3 to Basis), but I got an error, because the determinant will be 0 every time. I don't know exactly why. Can you give the principle of this calculation?
@cybereality said:
I don't believe you can get the texture coordinate built-in, but there should be a way to do it. Maybe do a raycast down to the floor plane, get the collision point in world space. Then, you can convert this world space point into UV space, should be pretty easy for a square plane with 0,0 to 1,1 texture coordinates. For example, discard the y value and then scale the x and z to the reciprocal of the size of your plane.
Thank you, it could be good, I'm going to try this. but which would be the best way to handle the negative coordinates? For example If the plane in 0, 0, 0 and the size is 50 on X and Z axis as well, then there will be some points which are in the negative side (for example -25,0-25), but also there are points on the positive side (25, 0, 25). I just need to use an offset value on both axis in proportion to its distribution?