mirror of
https://github.com/godotengine/godot.git
synced 2024-11-10 06:03:09 +00:00
189 lines
6.7 KiB
C++
189 lines
6.7 KiB
C++
/**************************************************************************/
|
|
/* mesh_editor_plugin.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "editor/themes/editor_scale.h"
|
|
#include "scene/gui/button.h"
|
|
#include "scene/main/viewport.h"
|
|
|
|
void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
|
|
ERR_FAIL_COND(p_event.is_null());
|
|
|
|
Ref<InputEventMouseMotion> mm = p_event;
|
|
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
|
|
rot_x -= mm->get_relative().y * 0.01;
|
|
rot_y -= mm->get_relative().x * 0.01;
|
|
|
|
rot_x = CLAMP(rot_x, -Math_PI / 2, Math_PI / 2);
|
|
_update_rotation();
|
|
}
|
|
}
|
|
|
|
void MeshEditor::_update_theme_item_cache() {
|
|
SubViewportContainer::_update_theme_item_cache();
|
|
|
|
theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
|
|
theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
|
|
}
|
|
|
|
void MeshEditor::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_THEME_CHANGED: {
|
|
light_1_switch->set_button_icon(theme_cache.light_1_icon);
|
|
light_2_switch->set_button_icon(theme_cache.light_2_icon);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void MeshEditor::_update_rotation() {
|
|
Transform3D 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);
|
|
|
|
rot_x = Math::deg_to_rad(-15.0);
|
|
rot_y = Math::deg_to_rad(30.0);
|
|
_update_rotation();
|
|
|
|
AABB aabb = mesh->get_aabb();
|
|
Vector3 ofs = aabb.get_center();
|
|
float m = aabb.get_longest_axis_size();
|
|
if (m != 0) {
|
|
m = 1.0 / m;
|
|
m *= 0.5;
|
|
Transform3D 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::_on_light_1_switch_pressed() {
|
|
light1->set_visible(light_1_switch->is_pressed());
|
|
}
|
|
|
|
void MeshEditor::_on_light_2_switch_pressed() {
|
|
light2->set_visible(light_2_switch->is_pressed());
|
|
}
|
|
|
|
MeshEditor::MeshEditor() {
|
|
viewport = memnew(SubViewport);
|
|
Ref<World3D> world_3d;
|
|
world_3d.instantiate();
|
|
viewport->set_world_3d(world_3d); // Use own world.
|
|
add_child(viewport);
|
|
viewport->set_disable_input(true);
|
|
viewport->set_msaa_3d(Viewport::MSAA_4X);
|
|
set_stretch(true);
|
|
camera = memnew(Camera3D);
|
|
camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
|
|
camera->set_perspective(45, 0.1, 10);
|
|
viewport->add_child(camera);
|
|
|
|
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
|
|
camera_attributes.instantiate();
|
|
camera->set_attributes(camera_attributes);
|
|
}
|
|
|
|
light1 = memnew(DirectionalLight3D);
|
|
light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
|
|
viewport->add_child(light1);
|
|
|
|
light2 = memnew(DirectionalLight3D);
|
|
light2->set_transform(Transform3D().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(Node3D);
|
|
viewport->add_child(rotation);
|
|
mesh_instance = memnew(MeshInstance3D);
|
|
rotation->add_child(mesh_instance);
|
|
|
|
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
|
|
|
|
HBoxContainer *hb = memnew(HBoxContainer);
|
|
add_child(hb);
|
|
hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
|
|
|
|
hb->add_spacer();
|
|
|
|
VBoxContainer *vb_light = memnew(VBoxContainer);
|
|
hb->add_child(vb_light);
|
|
|
|
light_1_switch = memnew(Button);
|
|
light_1_switch->set_theme_type_variation("PreviewLightButton");
|
|
light_1_switch->set_toggle_mode(true);
|
|
light_1_switch->set_pressed(true);
|
|
vb_light->add_child(light_1_switch);
|
|
light_1_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_1_switch_pressed));
|
|
|
|
light_2_switch = memnew(Button);
|
|
light_2_switch->set_theme_type_variation("PreviewLightButton");
|
|
light_2_switch->set_toggle_mode(true);
|
|
light_2_switch->set_pressed(true);
|
|
vb_light->add_child(light_2_switch);
|
|
light_2_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_2_switch_pressed));
|
|
|
|
rot_x = 0;
|
|
rot_y = 0;
|
|
}
|
|
|
|
///////////////////////
|
|
|
|
bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
|
|
return Object::cast_to<Mesh>(p_object) != nullptr;
|
|
}
|
|
|
|
void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
|
|
Mesh *mesh = Object::cast_to<Mesh>(p_object);
|
|
if (!mesh) {
|
|
return;
|
|
}
|
|
Ref<Mesh> m(mesh);
|
|
|
|
MeshEditor *editor = memnew(MeshEditor);
|
|
editor->edit(m);
|
|
add_custom_control(editor);
|
|
}
|
|
|
|
MeshEditorPlugin::MeshEditorPlugin() {
|
|
Ref<EditorInspectorPluginMesh> plugin;
|
|
plugin.instantiate();
|
|
add_inspector_plugin(plugin);
|
|
}
|