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5cecdfa8af
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
92 lines
3.5 KiB
C++
92 lines
3.5 KiB
C++
/*************************************************************************/
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/* mesh_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MESH_EDITOR_PLUGIN_H
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#define MESH_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/resources/material.h"
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class MeshEditor : public SubViewportContainer {
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GDCLASS(MeshEditor, SubViewportContainer);
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float rot_x;
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float rot_y;
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SubViewport *viewport;
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MeshInstance3D *mesh_instance;
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Node3D *rotation;
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DirectionalLight3D *light1;
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DirectionalLight3D *light2;
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Camera3D *camera;
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Ref<Mesh> mesh;
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TextureButton *light_1_switch;
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TextureButton *light_2_switch;
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void _button_pressed(Node *p_button);
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bool first_enter;
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void _update_rotation();
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protected:
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void _notification(int p_what);
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void gui_input(const Ref<InputEvent> &p_event) override;
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public:
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void edit(Ref<Mesh> p_mesh);
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MeshEditor();
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};
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class EditorInspectorPluginMesh : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin);
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual void parse_begin(Object *p_object) override;
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};
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class MeshEditorPlugin : public EditorPlugin {
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GDCLASS(MeshEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const override { return "Mesh"; }
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MeshEditorPlugin(EditorNode *p_node);
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};
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#endif
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