broken_seals/game/addons/mesh_data_resource_editor/plugin.gd

252 lines
5.3 KiB
GDScript

tool
extends EditorPlugin
const MDRMeshUtils = preload("res://addons/mesh_data_resource_editor/utilities/mdred_mesh_utils.gd")
const MdiGizmoPlugin = preload("res://addons/mesh_data_resource_editor/MDIGizmoPlugin.gd")
const MDIEdGui = preload("res://addons/mesh_data_resource_editor/MDIEd.tscn")
var gizmo_plugin = MdiGizmoPlugin.new()
var mdi_ed_gui : Control
var active_gizmos : Array
var current_mesh_data_instance : MeshDataInstance = null
func _enter_tree():
#print("_enter_tree")
gizmo_plugin = MdiGizmoPlugin.new()
mdi_ed_gui = MDIEdGui.instance()
mdi_ed_gui.plugin = self
active_gizmos = []
gizmo_plugin.plugin = self
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
mdi_ed_gui.hide()
add_spatial_gizmo_plugin(gizmo_plugin)
set_input_event_forwarding_always_enabled()
func _exit_tree():
#print("_exit_tree")
remove_spatial_gizmo_plugin(gizmo_plugin)
#remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
mdi_ed_gui.queue_free()
pass
#func enable_plugin():
# print("enable_plugin")
# pass
#
#func disable_plugin():
# print("disable_plugin")
# remove_spatial_gizmo_plugin(gizmo_plugin)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
# mdi_ed_gui.queue_free()
func handles(object):
#print("disable_plugin")
if object is MeshDataInstance:
return true
return false
func edit(object):
var mdi : MeshDataInstance = object as MeshDataInstance
current_mesh_data_instance = mdi
if mdi:
mdi_ed_gui.set_mesh_data_resource(mdi.mesh_data)
func make_visible(visible):
#print("make_visible")
if visible:
mdi_ed_gui.show()
else:
#mdi_ed_gui.hide()
#figure out how to hide it when something else gets selected, don't hide on unselect
pass
func get_plugin_name():
return "mesh_data_resource_editor"
#func forward_spatial_gui_input(camera, event):
# return forward_spatial_gui_input(0, camera, event)
func register_gizmo(gizmo):
active_gizmos.append(gizmo)
func unregister_gizmo(gizmo):
for i in range(active_gizmos.size()):
if active_gizmos[i] == gizmo:
active_gizmos.remove(i)
return
func set_translate(on : bool) -> void:
for g in active_gizmos:
g.set_translate(on)
func set_scale(on : bool) -> void:
for g in active_gizmos:
g.set_scale(on)
func set_rotate(on : bool) -> void:
for g in active_gizmos:
g.set_rotate(on)
func set_axis_x(on : bool) -> void:
for g in active_gizmos:
g.set_axis_x(on)
func set_axis_y(on : bool) -> void:
for g in active_gizmos:
g.set_axis_y(on)
func set_axis_z(on : bool) -> void:
for g in active_gizmos:
g.set_axis_z(on)
func set_selection_mode_vertex() -> void:
for g in active_gizmos:
g.set_selection_mode_vertex()
func set_selection_mode_edge() -> void:
for g in active_gizmos:
g.set_selection_mode_edge()
func set_selection_mode_face() -> void:
for g in active_gizmos:
g.set_selection_mode_face()
func get_mdr() -> MeshDataResource:
if current_mesh_data_instance:
return current_mesh_data_instance.mesh_data
return null
func uv_unwrap() -> void:
var mdr : MeshDataResource = null
if current_mesh_data_instance && current_mesh_data_instance.mesh_data:
#current_mesh_data_instance.mesh_data.uv_unwrap()
mdr = current_mesh_data_instance.mesh_data
if !mdr:
return
var mesh : Array = mdr.get_array()
var uvs : PoolVector2Array = MeshUtils.uv_unwrap(mesh)
mesh[ArrayMesh.ARRAY_TEX_UV] = uvs
mdr.set_array(mesh)
if mdr:
mdi_ed_gui.set_mesh_data_resource(mdr)
#func forward_spatial_gui_input(camera, event):
# for g in active_gizmos:
# if g.forward_spatial_gui_input(0, camera, event):
# return true
#
# return false
func forward_spatial_gui_input(index, camera, event):
for g in active_gizmos:
if g.forward_spatial_gui_input(index, camera, event):
return true
return false
func add_box() -> void:
var mdr : MeshDataResource = get_mdr()
if mdr:
MDRMeshUtils.add_box(mdr)
func add_triangle() -> void:
for g in active_gizmos:
g.add_triangle()
func add_quad() -> void:
for g in active_gizmos:
g.add_quad()
func add_triangle_at() -> void:
for g in active_gizmos:
g.add_triangle_at()
func add_quad_at() -> void:
for g in active_gizmos:
g.add_quad_at()
func split():
for g in active_gizmos:
g.split()
func connect_action():
for g in active_gizmos:
g.connect_action()
func disconnect_action():
for g in active_gizmos:
g.disconnect_action()
func create_face():
for g in active_gizmos:
g.create_face()
func delete_selected():
for g in active_gizmos:
g.delete_selected()
func generate_normals():
for g in active_gizmos:
g.generate_normals()
func remove_doubles():
for g in active_gizmos:
g.remove_doubles()
func merge_optimize():
for g in active_gizmos:
g.merge_optimize()
func generate_tangents():
for g in active_gizmos:
g.generate_tangents()
func onnect_to_first_selected():
for g in active_gizmos:
g.onnect_to_first_selected()
func connect_to_avg():
for g in active_gizmos:
g.connect_to_avg()
func connect_to_last_selected():
for g in active_gizmos:
g.connect_to_last_selected()
func mark_seam():
for g in active_gizmos:
g.mark_seam()
func unmark_seam():
for g in active_gizmos:
g.unmark_seam()
func apply_seam():
for g in active_gizmos:
g.apply_seam()