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2b815df3c1
* All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
194 lines
6.9 KiB
C++
194 lines
6.9 KiB
C++
/**************************************************************************/
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/* mesh_editor_plugin.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "mesh_editor_plugin.h"
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#include "core/config/project_settings.h"
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#include "editor/editor_scale.h"
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#include "scene/gui/texture_button.h"
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#include "scene/main/viewport.h"
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void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
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rot_x -= mm->get_relative().y * 0.01;
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rot_y -= mm->get_relative().x * 0.01;
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if (rot_x < -Math_PI / 2) {
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rot_x = -Math_PI / 2;
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} else if (rot_x > Math_PI / 2) {
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rot_x = Math_PI / 2;
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}
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_update_rotation();
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}
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}
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void MeshEditor::_update_theme_item_cache() {
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SubViewportContainer::_update_theme_item_cache();
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theme_cache.light_1_on = get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons"));
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theme_cache.light_1_off = get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons"));
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theme_cache.light_2_on = get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons"));
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theme_cache.light_2_off = get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons"));
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}
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void MeshEditor::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_THEME_CHANGED: {
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light_1_switch->set_texture_normal(theme_cache.light_1_on);
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light_1_switch->set_texture_pressed(theme_cache.light_1_off);
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light_2_switch->set_texture_normal(theme_cache.light_2_on);
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light_2_switch->set_texture_pressed(theme_cache.light_2_off);
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} break;
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}
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}
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void MeshEditor::_update_rotation() {
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Transform3D t;
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t.basis.rotate(Vector3(0, 1, 0), -rot_y);
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t.basis.rotate(Vector3(1, 0, 0), -rot_x);
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rotation->set_transform(t);
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}
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void MeshEditor::edit(Ref<Mesh> p_mesh) {
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mesh = p_mesh;
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mesh_instance->set_mesh(mesh);
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rot_x = Math::deg_to_rad(-15.0);
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rot_y = Math::deg_to_rad(30.0);
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_update_rotation();
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AABB aabb = mesh->get_aabb();
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Vector3 ofs = aabb.get_center();
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float m = aabb.get_longest_axis_size();
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if (m != 0) {
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m = 1.0 / m;
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m *= 0.5;
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Transform3D xform;
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xform.basis.scale(Vector3(m, m, m));
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xform.origin = -xform.basis.xform(ofs); //-ofs*m;
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//xform.origin.z -= aabb.get_longest_axis_size() * 2;
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mesh_instance->set_transform(xform);
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}
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}
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void MeshEditor::_button_pressed(Node *p_button) {
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if (p_button == light_1_switch) {
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light1->set_visible(!light_1_switch->is_pressed());
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}
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if (p_button == light_2_switch) {
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light2->set_visible(!light_2_switch->is_pressed());
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}
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}
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MeshEditor::MeshEditor() {
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viewport = memnew(SubViewport);
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Ref<World3D> world_3d;
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world_3d.instantiate();
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viewport->set_world_3d(world_3d); //use own world
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add_child(viewport);
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viewport->set_disable_input(true);
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viewport->set_msaa_3d(Viewport::MSAA_4X);
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set_stretch(true);
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camera = memnew(Camera3D);
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camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
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camera->set_perspective(45, 0.1, 10);
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viewport->add_child(camera);
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if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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camera_attributes.instantiate();
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camera->set_attributes(camera_attributes);
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}
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light1 = memnew(DirectionalLight3D);
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light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
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viewport->add_child(light1);
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light2 = memnew(DirectionalLight3D);
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light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
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light2->set_color(Color(0.7, 0.7, 0.7));
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viewport->add_child(light2);
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rotation = memnew(Node3D);
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viewport->add_child(rotation);
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mesh_instance = memnew(MeshInstance3D);
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rotation->add_child(mesh_instance);
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set_custom_minimum_size(Size2(1, 150) * EDSCALE);
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HBoxContainer *hb = memnew(HBoxContainer);
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add_child(hb);
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hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
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hb->add_spacer();
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VBoxContainer *vb_light = memnew(VBoxContainer);
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hb->add_child(vb_light);
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light_1_switch = memnew(TextureButton);
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed).bind(light_1_switch));
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light_2_switch = memnew(TextureButton);
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed).bind(light_2_switch));
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rot_x = 0;
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rot_y = 0;
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}
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///////////////////////
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bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
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return Object::cast_to<Mesh>(p_object) != nullptr;
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}
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void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
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Mesh *mesh = Object::cast_to<Mesh>(p_object);
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if (!mesh) {
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return;
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}
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Ref<Mesh> m(mesh);
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MeshEditor *editor = memnew(MeshEditor);
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editor->edit(m);
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add_custom_control(editor);
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}
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MeshEditorPlugin::MeshEditorPlugin() {
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Ref<EditorInspectorPluginMesh> plugin;
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plugin.instantiate();
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add_inspector_plugin(plugin);
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}
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