godot/editor/plugins/mesh_editor_plugin.cpp
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00

184 lines
6.5 KiB
C++

/*************************************************************************/
/* mesh_editor_plugin.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "mesh_editor_plugin.h"
#include "editor/editor_scale.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() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
rot_x -= mm->get_relative().y * 0.01;
rot_y -= mm->get_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_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_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
first_enter = false;
}
}
}
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::deg2rad(-15.0);
rot_y = Math::deg2rad(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::_button_pressed(Node *p_button) {
if (p_button == light_1_switch) {
light1->set_visible(!light_1_switch->is_pressed());
}
if (p_button == light_2_switch) {
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(Viewport::MSAA_2X);
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);
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_WIDE, Control::PRESET_MODE_MINSIZE, 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", callable_mp(this, &MeshEditor::_button_pressed), varray(light_1_switch));
light_2_switch = memnew(TextureButton);
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed), varray(light_2_switch));
first_enter = true;
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);
}