Add MultiNodeEdit support to MeshInstance3D editor

This commit is contained in:
kobewi 2024-05-06 17:04:19 +02:00
parent d8aa2c65a9
commit c344e593d0

View File

@ -33,6 +33,7 @@
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/multi_node_edit.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/navigation_region_3d.h"
@ -188,8 +189,7 @@ void MeshInstance3DEditor::_create_collision_shape() {
cshape->set_shape(shape);
cshape->set_name("CollisionShape3D");
cshape->set_transform(node->get_transform());
ur->add_do_method(E->get_parent(), "add_child", cshape);
ur->add_do_method(E->get_parent(), "move_child", cshape, E->get_index() + 1);
ur->add_do_method(E, "add_sibling", cshape, true);
ur->add_do_method(cshape, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, cshape);
ur->add_do_reference(cshape);
@ -612,11 +612,48 @@ MeshInstance3DEditor::MeshInstance3DEditor() {
}
void MeshInstance3DEditorPlugin::edit(Object *p_object) {
mesh_editor->edit(Object::cast_to<MeshInstance3D>(p_object));
{
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_object);
if (mi) {
mesh_editor->edit(mi);
return;
}
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
if (mne.is_valid() && edited_scene) {
for (int i = 0; i < mne->get_node_count(); i++) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)));
if (mi) {
mesh_editor->edit(mi);
return;
}
}
}
mesh_editor->edit(nullptr);
}
bool MeshInstance3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("MeshInstance3D");
if (Object::cast_to<MeshInstance3D>(p_object)) {
return true;
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
if (mne.is_valid() && edited_scene) {
bool has_mesh = false;
for (int i = 0; i < mne->get_node_count(); i++) {
if (Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)))) {
if (has_mesh) {
return true;
} else {
has_mesh = true;
}
}
}
}
return false;
}
void MeshInstance3DEditorPlugin::make_visible(bool p_visible) {