/*************************************************************************/ /* prop_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "prop_editor_plugin.h" #include "../props/prop_data.h" #include "../singleton/prop_utils.h" #include "core/os/keyboard.h" #include "core/input/input.h" #include "editor/editor_settings.h" #include "scene/gui/box_container.h" #include "scene/gui/separator.h" #include "../tiled_wall/tiled_wall.h" #include "../prop_instance.h" #include "scene/resources/mesh/mesh.h" void PropEditorPlugin::convert_active_scene_to_prop_data() { SceneTree *st = SceneTree::get_singleton(); if (st) { Node *scene = st->get_edited_scene_root(); if (scene) { EditorData &ed = EditorNode::get_editor_data(); String path = ed.get_scene_path(ed.get_edited_scene()); convert_scene(scene, path.get_basename() + ".tres"); } } } void PropEditorPlugin::convert_selected_scene_to_prop_data() { } void PropEditorPlugin::convert_scene(Node *root, const String &path) { Ref data = PropUtils::get_singleton()->convert_tree(root); ERR_FAIL_COND(!data.is_valid()); ResourceLoader l; if (l.exists(path)) { Ref res = l.load(path, "PropData"); ERR_FAIL_COND(!res.is_valid()); res->copy_from(data); ResourceSaver s; s.save(path, res); res.unref(); } else { ResourceSaver s; s.save(path, data); } } void PropEditorPlugin::find_room_points(Variant param) { SceneTree *st = SceneTree::get_singleton(); if (st) { Node *scene = st->get_edited_scene_root(); if (scene) { PropUtils::get_singleton()->generate_room_points_node(scene); } } } void PropEditorPlugin::_quick_convert_button_pressed() { convert_active_scene_to_prop_data(); } void PropEditorPlugin::_convert_active_scene_to_prop_data(Variant param) { convert_active_scene_to_prop_data(); } void PropEditorPlugin::_convert_selected_scene_to_prop_data(Variant param) { convert_selected_scene_to_prop_data(); } PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) { editor = p_node; editor->add_tool_menu_item("Convert active scene to PropData", this, "convert_active_scene_to_prop_data"); editor->add_tool_menu_item("Convert selected scene(s) to PropData", this, "convert_selected_scene_to_prop_data"); editor->add_tool_menu_item("(Prop) Find room points.", this, "find_room_points"); HBoxContainer *bc = memnew(HBoxContainer); bc->add_child(memnew(VSeparator)); Button *b = memnew(Button); bc->add_child(b); b->set_flat(true); b->connect("pressed", this, "_quick_convert_button_pressed"); b->set_icon(editor->get_scene_tree_dock()->get_theme_icon("AssetLib", "EditorIcons")); //b->set_text("To Prop"); b->set_tooltip(TTR("Quick convert this scene to a Prop Resource.")); b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to Prop.", KEY_MASK_ALT + KEY_U)); add_control_to_container(EditorPlugin::CONTAINER_SPATIAL_EDITOR_MENU, bc); prop_instance_gizmo_plugin.instance(); add_spatial_gizmo_plugin(prop_instance_gizmo_plugin); tiled_wall_gizmo_plugin.instance(); add_spatial_gizmo_plugin(tiled_wall_gizmo_plugin); } PropEditorPlugin::~PropEditorPlugin() { } void PropEditorPlugin::_bind_methods() { ClassDB::bind_method(D_METHOD("convert_active_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data); ClassDB::bind_method(D_METHOD("convert_selected_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data); ClassDB::bind_method(D_METHOD("find_room_points"), &PropEditorPlugin::find_room_points); ClassDB::bind_method(D_METHOD("_quick_convert_button_pressed"), &PropEditorPlugin::_quick_convert_button_pressed); } //////// PropInstanceSpatialGizmoPlugin::PropInstanceSpatialGizmoPlugin() { const Color gizmo_color = EDITOR_DEF("editors/props/gizmo_colors/outline", Color(0.5, 0.5, 1)); create_material("outline_material", gizmo_color); } bool PropInstanceSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) { return Object::cast_to(p_spatial) != NULL; } String PropInstanceSpatialGizmoPlugin::get_gizmo_name() const { return "PropInstance"; } int PropInstanceSpatialGizmoPlugin::get_priority() const { return -1; } bool PropInstanceSpatialGizmoPlugin::can_be_hidden() const { return true; } void PropInstanceSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { PropInstance *prop = Object::cast_to(p_gizmo->get_spatial_node()); p_gizmo->clear(); AABB aabb = prop->get_aabb(); if (aabb.has_no_volume()) { return; //none } Ref cm; cm.instance(); //cm->set_size(aabb.size); Array mesh_arr; mesh_arr.resize(Mesh::ARRAY_MAX); // set our bounding box PoolVector points; points.push_back(aabb.position); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position + aabb.size); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + aabb.size); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + aabb.size); mesh_arr[RS::ARRAY_VERTEX] = points; cm->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_arr); Ref tm = cm->generate_triangle_mesh_from_aabb(); if (tm.is_valid()) { p_gizmo->add_collision_triangles(tm); } const Ref material = get_material("outline_material"); p_gizmo->add_mesh(cm, material); } //////// TiledWallSpatialGizmoPlugin::TiledWallSpatialGizmoPlugin() { const Color gizmo_color = EDITOR_DEF("editors/props/gizmo_colors/tiled_wall_outline", Color(0.7, 0.5, 1)); create_material("tiled_wall_outline_material", gizmo_color); } bool TiledWallSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) { return Object::cast_to(p_spatial) != NULL; } String TiledWallSpatialGizmoPlugin::get_gizmo_name() const { return "TiledWall"; } int TiledWallSpatialGizmoPlugin::get_priority() const { return -1; } bool TiledWallSpatialGizmoPlugin::can_be_hidden() const { return true; } void TiledWallSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) { TiledWall *tw = Object::cast_to(p_gizmo->get_spatial_node()); p_gizmo->clear(); AABB aabb = tw->get_aabb(); if (aabb.has_no_surface()) { return; //none } Ref cm; cm.instance(); //cm->set_size(aabb.size); Array mesh_arr; mesh_arr.resize(Mesh::ARRAY_MAX); // set our bounding box PoolVector points; points.push_back(aabb.position); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, 0, aabb.size.z)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z)); points.push_back(aabb.position + aabb.size); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, aabb.size.y, 0)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z)); points.push_back(aabb.position + aabb.size); points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0)); points.push_back(aabb.position + aabb.size); mesh_arr[RS::ARRAY_VERTEX] = points; cm->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_arr); Ref tm = cm->generate_triangle_mesh_from_aabb(); if (tm.is_valid()) { p_gizmo->add_collision_triangles(tm); } const Ref material = get_material("tiled_wall_outline_material"); p_gizmo->add_mesh(cm, material); }