godot/editor/plugins/mesh_editor_plugin.h

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/*************************************************************************/
/* mesh_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef MESH_EDITOR_PLUGIN_H
#define MESH_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/subviewport_container.h"
#include "scene/resources/camera_attributes.h"
#include "scene/resources/material.h"
class MeshEditor : public SubViewportContainer {
GDCLASS(MeshEditor, SubViewportContainer);
float rot_x;
float rot_y;
SubViewport *viewport = nullptr;
MeshInstance3D *mesh_instance = nullptr;
Node3D *rotation = nullptr;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<Mesh> mesh;
TextureButton *light_1_switch = nullptr;
TextureButton *light_2_switch = nullptr;
struct ThemeCache {
Ref<Texture2D> light_1_on;
Ref<Texture2D> light_1_off;
Ref<Texture2D> light_2_on;
Ref<Texture2D> light_2_off;
} theme_cache;
void _button_pressed(Node *p_button);
void _update_rotation();
protected:
virtual void _update_theme_item_cache() override;
void _notification(int p_what);
void gui_input(const Ref<InputEvent> &p_event) override;
public:
void edit(Ref<Mesh> p_mesh);
MeshEditor();
};
class EditorInspectorPluginMesh : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin);
public:
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virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class MeshEditorPlugin : public EditorPlugin {
GDCLASS(MeshEditorPlugin, EditorPlugin);
public:
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virtual String get_name() const override { return "Mesh"; }
MeshEditorPlugin();
};
#endif // MESH_EDITOR_PLUGIN_H