#ifndef COLLISION_POLYGON_EDITOR_PLUGIN_H #define COLLISION_POLYGON_EDITOR_PLUGIN_H /*************************************************************************/ /* collision_polygon_editor_plugin.h */ /*************************************************************************/ /* 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 "editor/editor_plugin.h" #include "scene/gui/box_container.h" #include "core/math/vector2.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" #include "core/vector.h" class CanvasItemEditor; class ArrayMesh; class Camera; class EditorNode; class ImmediateGeometry; class InputEvent; class MenuButton; class MeshInstance; class Node; class Panel; class Spatial; class SpatialMaterial; class ToolButton; class UndoRedo; class Polygon3DEditor : public HBoxContainer { GDCLASS(Polygon3DEditor, HBoxContainer); UndoRedo *undo_redo; enum Mode { MODE_CREATE, MODE_EDIT, }; Mode mode; ToolButton *button_create; ToolButton *button_edit; Ref line_material; Ref handle_material; EditorNode *editor; Panel *panel; Spatial *node; ImmediateGeometry *imgeom; MeshInstance *pointsm; Ref m; MenuButton *options; int edited_point; Vector2 edited_point_pos; Vector pre_move_edit; Vector wip; bool wip_active; bool snap_ignore; float prev_depth; void _wip_close(); void _polygon_draw(); void _menu_option(int p_option); float _get_depth(); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: virtual bool forward_spatial_gui_input(Camera *p_camera, const Ref &p_event); void edit(Node *p_collision_polygon); Polygon3DEditor(EditorNode *p_editor); ~Polygon3DEditor(); }; class Polygon3DEditorPlugin : public EditorPlugin { GDCLASS(Polygon3DEditorPlugin, EditorPlugin); Polygon3DEditor *collision_polygon_editor; EditorNode *editor; public: virtual bool forward_spatial_gui_input(int p_index, Camera *p_camera, const Ref &p_event) { return collision_polygon_editor->forward_spatial_gui_input(p_camera, p_event); } virtual String get_name() const { return "Polygon3DEditor"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); Polygon3DEditorPlugin(EditorNode *p_node); ~Polygon3DEditorPlugin(); }; #endif // COLLISION_POLYGON_EDITOR_PLUGIN_H