mesh_editor_plugin.cpp 6.7 KB

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  1. /*************************************************************************/
  2. /* mesh_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "mesh_editor_plugin.h"
  31. void MeshEditor::_gui_input(Ref<InputEvent> p_event) {
  32. Ref<InputEventMouseMotion> mm = p_event;
  33. if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
  34. rot_x -= mm->get_relative().y * 0.01;
  35. rot_y -= mm->get_relative().x * 0.01;
  36. if (rot_x < -Math_PI / 2)
  37. rot_x = -Math_PI / 2;
  38. else if (rot_x > Math_PI / 2) {
  39. rot_x = Math_PI / 2;
  40. }
  41. _update_rotation();
  42. }
  43. }
  44. void MeshEditor::_notification(int p_what) {
  45. if (p_what == NOTIFICATION_PHYSICS_PROCESS) {
  46. }
  47. if (p_what == NOTIFICATION_READY) {
  48. //get_scene()->connect("node_removed",this,"_node_removed");
  49. if (first_enter) {
  50. //it's in propertyeditor so. could be moved around
  51. light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
  52. light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
  53. light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
  54. light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
  55. first_enter = false;
  56. }
  57. }
  58. }
  59. void MeshEditor::_update_rotation() {
  60. Transform t;
  61. t.basis.rotate(Vector3(0, 1, 0), -rot_y);
  62. t.basis.rotate(Vector3(1, 0, 0), -rot_x);
  63. rotation->set_transform(t);
  64. }
  65. void MeshEditor::edit(Ref<Mesh> p_mesh) {
  66. mesh = p_mesh;
  67. mesh_instance->set_mesh(mesh);
  68. if (mesh.is_null()) {
  69. hide();
  70. } else {
  71. rot_x = 0;
  72. rot_y = 0;
  73. _update_rotation();
  74. AABB aabb = mesh->get_aabb();
  75. Vector3 ofs = aabb.position + aabb.size * 0.5;
  76. float m = aabb.get_longest_axis_size();
  77. if (m != 0) {
  78. m = 1.0 / m;
  79. m *= 0.5;
  80. Transform xform;
  81. xform.basis.scale(Vector3(m, m, m));
  82. xform.origin = -xform.basis.xform(ofs); //-ofs*m;
  83. //xform.origin.z -= aabb.get_longest_axis_size() * 2;
  84. mesh_instance->set_transform(xform);
  85. }
  86. }
  87. }
  88. void MeshEditor::_button_pressed(Node *p_button) {
  89. if (p_button == light_1_switch) {
  90. light1->set_visible(!light_1_switch->is_pressed());
  91. }
  92. if (p_button == light_2_switch) {
  93. light2->set_visible(!light_2_switch->is_pressed());
  94. }
  95. }
  96. void MeshEditor::_bind_methods() {
  97. ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input);
  98. ClassDB::bind_method(D_METHOD("_button_pressed"), &MeshEditor::_button_pressed);
  99. }
  100. MeshEditor::MeshEditor() {
  101. viewport = memnew(Viewport);
  102. Ref<World> world;
  103. world.instance();
  104. viewport->set_world(world); //use own world
  105. add_child(viewport);
  106. viewport->set_disable_input(true);
  107. set_stretch(true);
  108. camera = memnew(Camera);
  109. camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
  110. camera->set_perspective(45, 0.1, 10);
  111. viewport->add_child(camera);
  112. light1 = memnew(DirectionalLight);
  113. light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
  114. viewport->add_child(light1);
  115. light2 = memnew(DirectionalLight);
  116. light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
  117. light2->set_color(Color(0.7, 0.7, 0.7));
  118. viewport->add_child(light2);
  119. rotation = memnew(Spatial);
  120. viewport->add_child(rotation);
  121. mesh_instance = memnew(MeshInstance);
  122. rotation->add_child(mesh_instance);
  123. set_custom_minimum_size(Size2(1, 150) * EDSCALE);
  124. HBoxContainer *hb = memnew(HBoxContainer);
  125. add_child(hb);
  126. hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
  127. hb->add_spacer();
  128. VBoxContainer *vb_light = memnew(VBoxContainer);
  129. hb->add_child(vb_light);
  130. light_1_switch = memnew(TextureButton);
  131. light_1_switch->set_toggle_mode(true);
  132. vb_light->add_child(light_1_switch);
  133. light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
  134. light_2_switch = memnew(TextureButton);
  135. light_2_switch->set_toggle_mode(true);
  136. vb_light->add_child(light_2_switch);
  137. light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
  138. first_enter = true;
  139. rot_x = 0;
  140. rot_y = 0;
  141. }
  142. void MeshEditorPlugin::edit(Object *p_object) {
  143. Mesh *s = Object::cast_to<Mesh>(p_object);
  144. if (!s)
  145. return;
  146. mesh_editor->edit(Ref<Mesh>(s));
  147. }
  148. bool MeshEditorPlugin::handles(Object *p_object) const {
  149. return p_object->is_class("Mesh");
  150. }
  151. void MeshEditorPlugin::make_visible(bool p_visible) {
  152. if (p_visible) {
  153. mesh_editor->show();
  154. //mesh_editor->set_process(true);
  155. } else {
  156. mesh_editor->hide();
  157. //mesh_editor->set_process(false);
  158. }
  159. }
  160. MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
  161. editor = p_node;
  162. mesh_editor = memnew(MeshEditor);
  163. add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
  164. mesh_editor->hide();
  165. }
  166. MeshEditorPlugin::~MeshEditorPlugin() {
  167. }