godot/editor/plugins/mesh_editor_plugin.cpp

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/*************************************************************************/
/* mesh_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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"
#if 0
void MeshEditor::_gui_input(InputEvent p_event) {
if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&BUTTON_MASK_LEFT) {
rot_x-=p_event.mouse_motion.relative_y*0.01;
rot_y-=p_event.mouse_motion.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_FIXED_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;
}
}
if (p_what==NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
}
}
void MeshEditor::_update_rotation() {
Transform t;
t.basis.rotate(Vector3(0, 1, 0), -rot_y);
t.basis.rotate(Vector3(1, 0, 0), -rot_x);
mesh_instance->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.pos + aabb.size*0.5;
aabb.pos-=ofs;
float m = MAX(aabb.size.x,aabb.size.y)*0.5;
if (m!=0) {
m=1.0/m;
m*=0.5;
//print_line("scale: "+rtos(m));
Transform xform;
xform.basis.scale(Vector3(m,m,m));
xform.origin=-xform.basis.xform(ofs); //-ofs*m;
xform.origin.z-=aabb.size.z*2;
mesh_instance->set_transform(xform);
}
}
}
void MeshEditor::_button_pressed(Node* p_button) {
if (p_button==light_1_switch) {
light1->set_enabled(!light_1_switch->is_pressed());
}
if (p_button==light_2_switch) {
light2->set_enabled(!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);
camera = memnew( Camera );
camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
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(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
viewport->add_child(light2);
mesh_instance = memnew( MeshInstance );
viewport->add_child(mesh_instance);
set_custom_minimum_size(Size2(1,150)*EDSCALE);
HBoxContainer *hb = memnew( HBoxContainer );
add_child(hb);
hb->set_area_as_parent_rect(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));
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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));
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first_enter=true;
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rot_x=0;
rot_y=0;
2015-04-03 21:28:30 +08:00
}
void MeshEditorPlugin::edit(Object *p_object) {
Mesh * s = p_object->cast_to<Mesh>();
if (!s)
return;
mesh_editor->edit(Ref<Mesh>(s));
}
bool MeshEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("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()
{
}
#endif