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- /*************************************************************************/
- /* mesh_editor_plugin.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "mesh_editor_plugin.h"
- void MeshEditor::_gui_input(Ref<InputEvent> p_event) {
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
- rot_x -= mm->get_relative().y * 0.01;
- rot_y -= mm->get_relative().x * 0.01;
- if (rot_x < -Math_PI / 2)
- rot_x = -Math_PI / 2;
- else if (rot_x > Math_PI / 2) {
- rot_x = Math_PI / 2;
- }
- _update_rotation();
- }
- }
- void MeshEditor::_notification(int p_what) {
- if (p_what == NOTIFICATION_PHYSICS_PROCESS) {
- }
- if (p_what == NOTIFICATION_READY) {
- //get_scene()->connect("node_removed",this,"_node_removed");
- if (first_enter) {
- //it's in propertyeditor so. could be moved around
- light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
- light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
- light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
- light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
- first_enter = false;
- }
- }
- }
- void MeshEditor::_update_rotation() {
- Transform t;
- t.basis.rotate(Vector3(0, 1, 0), -rot_y);
- t.basis.rotate(Vector3(1, 0, 0), -rot_x);
- rotation->set_transform(t);
- }
- void MeshEditor::edit(Ref<Mesh> p_mesh) {
- mesh = p_mesh;
- mesh_instance->set_mesh(mesh);
- if (mesh.is_null()) {
- hide();
- } else {
- rot_x = 0;
- rot_y = 0;
- _update_rotation();
- AABB aabb = mesh->get_aabb();
- Vector3 ofs = aabb.position + aabb.size * 0.5;
- float m = aabb.get_longest_axis_size();
- if (m != 0) {
- m = 1.0 / m;
- m *= 0.5;
- Transform xform;
- xform.basis.scale(Vector3(m, m, m));
- xform.origin = -xform.basis.xform(ofs); //-ofs*m;
- //xform.origin.z -= aabb.get_longest_axis_size() * 2;
- mesh_instance->set_transform(xform);
- }
- }
- }
- void MeshEditor::_button_pressed(Node *p_button) {
- if (p_button == light_1_switch) {
- light1->set_visible(!light_1_switch->is_pressed());
- }
- if (p_button == light_2_switch) {
- light2->set_visible(!light_2_switch->is_pressed());
- }
- }
- void MeshEditor::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input);
- ClassDB::bind_method(D_METHOD("_button_pressed"), &MeshEditor::_button_pressed);
- }
- MeshEditor::MeshEditor() {
- viewport = memnew(Viewport);
- Ref<World> world;
- world.instance();
- viewport->set_world(world); //use own world
- add_child(viewport);
- viewport->set_disable_input(true);
- set_stretch(true);
- camera = memnew(Camera);
- camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
- camera->set_perspective(45, 0.1, 10);
- viewport->add_child(camera);
- light1 = memnew(DirectionalLight);
- light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
- viewport->add_child(light1);
- light2 = memnew(DirectionalLight);
- light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
- light2->set_color(Color(0.7, 0.7, 0.7));
- viewport->add_child(light2);
- rotation = memnew(Spatial);
- viewport->add_child(rotation);
- mesh_instance = memnew(MeshInstance);
- rotation->add_child(mesh_instance);
- set_custom_minimum_size(Size2(1, 150) * EDSCALE);
- HBoxContainer *hb = memnew(HBoxContainer);
- add_child(hb);
- hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
- hb->add_spacer();
- VBoxContainer *vb_light = memnew(VBoxContainer);
- hb->add_child(vb_light);
- light_1_switch = memnew(TextureButton);
- light_1_switch->set_toggle_mode(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
- light_2_switch = memnew(TextureButton);
- light_2_switch->set_toggle_mode(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
- first_enter = true;
- rot_x = 0;
- rot_y = 0;
- }
- void MeshEditorPlugin::edit(Object *p_object) {
- Mesh *s = Object::cast_to<Mesh>(p_object);
- if (!s)
- return;
- mesh_editor->edit(Ref<Mesh>(s));
- }
- bool MeshEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("Mesh");
- }
- void MeshEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- mesh_editor->show();
- //mesh_editor->set_process(true);
- } else {
- mesh_editor->hide();
- //mesh_editor->set_process(false);
- }
- }
- MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
- editor = p_node;
- mesh_editor = memnew(MeshEditor);
- add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
- mesh_editor->hide();
- }
- MeshEditorPlugin::~MeshEditorPlugin() {
- }
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