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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
101 lines
3.8 KiB
C++
101 lines
3.8 KiB
C++
/*************************************************************************/
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/* multimesh_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 MULTIMESH_EDITOR_PLUGIN_H
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#define MULTIMESH_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/multimesh_instance_3d.h"
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#include "scene/gui/spin_box.h"
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class MultiMeshEditor : public Control {
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GDCLASS(MultiMeshEditor, Control);
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friend class MultiMeshEditorPlugin;
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AcceptDialog *err_dialog;
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MenuButton *options;
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MultiMeshInstance3D *_last_pp_node;
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bool browsing_source;
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Panel *panel;
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MultiMeshInstance3D *node;
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LineEdit *surface_source;
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LineEdit *mesh_source;
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SceneTreeDialog *std;
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ConfirmationDialog *populate_dialog;
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OptionButton *populate_axis;
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HSlider *populate_rotate_random;
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HSlider *populate_tilt_random;
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SpinBox *populate_scale_random;
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SpinBox *populate_scale;
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SpinBox *populate_amount;
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enum Menu {
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MENU_OPTION_POPULATE
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};
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void _browsed(const NodePath &p_path);
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void _menu_option(int);
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void _populate();
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void _browse(bool p_source);
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(MultiMeshInstance3D *p_multimesh);
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MultiMeshEditor();
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};
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class MultiMeshEditorPlugin : public EditorPlugin {
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GDCLASS(MultiMeshEditorPlugin, EditorPlugin);
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MultiMeshEditor *multimesh_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const override { return "MultiMesh"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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MultiMeshEditorPlugin(EditorNode *p_node);
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~MultiMeshEditorPlugin();
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};
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#endif // MULTIMESH_EDITOR_PLUGIN_H
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