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Happy new year to the wonderful Godot community!
105 lines
3.8 KiB
C++
105 lines
3.8 KiB
C++
/*************************************************************************/
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/* mesh_instance_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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_INSTANCE_EDITOR_PLUGIN_H
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#define MESH_INSTANCE_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/mesh_instance.h"
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#include "scene/gui/spin_box.h"
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class MeshInstanceEditor : public Control {
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GDCLASS(MeshInstanceEditor, Control);
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enum Menu {
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MENU_OPTION_CREATE_STATIC_TRIMESH_BODY,
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MENU_OPTION_CREATE_STATIC_CONVEX_BODY,
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MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE,
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MENU_OPTION_CREATE_CONVEX_COLLISION_SHAPE,
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MENU_OPTION_CREATE_NAVMESH,
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MENU_OPTION_CREATE_OUTLINE_MESH,
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MENU_OPTION_CREATE_UV2,
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MENU_OPTION_DEBUG_UV1,
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MENU_OPTION_DEBUG_UV2,
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};
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MeshInstance *node;
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MenuButton *options;
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ConfirmationDialog *outline_dialog;
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SpinBox *outline_size;
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AcceptDialog *err_dialog;
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AcceptDialog *debug_uv_dialog;
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Control *debug_uv;
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Vector<Vector2> uv_lines;
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void _menu_option(int p_option);
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void _create_outline_mesh();
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void _create_uv_lines(int p_layer);
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friend class MeshInstanceEditorPlugin;
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void _debug_uv_draw();
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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(MeshInstance *p_mesh);
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MeshInstanceEditor();
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};
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class MeshInstanceEditorPlugin : public EditorPlugin {
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GDCLASS(MeshInstanceEditorPlugin, EditorPlugin);
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MeshInstanceEditor *mesh_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "MeshInstance"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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MeshInstanceEditorPlugin(EditorNode *p_node);
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~MeshInstanceEditorPlugin();
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};
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#endif // MESH_EDITOR_PLUGIN_H
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