/*************************************************************************/ /* mesh_instance_editor_plugin.cpp */ /*************************************************************************/ /* 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 "mesh_instance_editor_plugin.h" #include "core/containers/list.h" #include "core/containers/pool_vector.h" #include "core/containers/rb_set.h" #include "core/error/error_macros.h" #include "core/math/color.h" #include "core/math/math_funcs.h" #include "core/math/rect2.h" #include "core/object/class_db.h" #include "core/object/reference.h" #include "core/object/undo_redo.h" #include "core/os/memory.h" #include "core/variant/array.h" #include "core/variant/variant.h" #include "editor/editor_data.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "scene/3d/collision_shape.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/navigation_mesh_instance.h" #include "scene/3d/physics_body.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/dialogs.h" #include "scene/gui/menu_button.h" #include "scene/gui/popup_menu.h" #include "scene/gui/separator.h" #include "scene/gui/spin_box.h" #include "scene/main/node.h" #include "scene/main/scene_tree.h" #include "scene/resources/mesh.h" #include "scene/resources/navigation_mesh.h" #include "scene/resources/shapes/shape.h" #include "spatial_editor_plugin.h" void MeshInstanceEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; options_container->hide(); } } void MeshInstanceEditor::edit(MeshInstance *p_mesh) { node = p_mesh; } void MeshInstanceEditor::_menu_option(int p_option) { Ref mesh = node->get_mesh(); if (mesh.is_null()) { err_dialog->set_text(TTR("Mesh is empty!")); err_dialog->popup_centered_minsize(); return; } switch (p_option) { case MENU_OPTION_CREATE_STATIC_TRIMESH_BODY: { EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection(); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); List selection = editor_selection->get_selected_node_list(); if (selection.empty()) { Ref shape = mesh->create_trimesh_shape(); if (shape.is_null()) { err_dialog->set_text(TTR("Couldn't create a Trimesh collision shape.")); err_dialog->popup_centered_minsize(); return; } CollisionShape *cshape = memnew(CollisionShape); cshape->set_shape(shape); StaticBody *body = memnew(StaticBody); body->add_child(cshape); Node *owner = get_tree()->get_edited_scene_root(); ur->create_action(TTR("Create Static Trimesh Body")); ur->add_do_method(node, "add_child", body); ur->add_do_method(body, "set_owner", owner); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_reference(body); ur->add_undo_method(node, "remove_child", body); ur->commit_action(); return; } ur->create_action(TTR("Create Static Trimesh Body")); for (List::Element *E = selection.front(); E; E = E->next()) { MeshInstance *instance = Object::cast_to(E->get()); if (!instance) { continue; } Ref m = instance->get_mesh(); if (m.is_null()) { continue; } Ref shape = m->create_trimesh_shape(); if (shape.is_null()) { continue; } CollisionShape *cshape = memnew(CollisionShape); cshape->set_shape(shape); StaticBody *body = memnew(StaticBody); body->add_child(cshape); Node *owner = get_tree()->get_edited_scene_root(); ur->add_do_method(instance, "add_child", body); ur->add_do_method(body, "set_owner", owner); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_reference(body); ur->add_undo_method(instance, "remove_child", body); } ur->commit_action(); } break; case MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE: { if (node == get_tree()->get_edited_scene_root()) { err_dialog->set_text(TTR("This doesn't work on scene root!")); err_dialog->popup_centered_minsize(); return; } Ref shape = mesh->create_trimesh_shape(); if (shape.is_null()) { return; } CollisionShape *cshape = memnew(CollisionShape); cshape->set_shape(shape); cshape->set_transform(node->get_transform()); Node *owner = get_tree()->get_edited_scene_root(); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create Trimesh Static Shape")); ur->add_do_method(node->get_parent(), "add_child", cshape); ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_reference(cshape); ur->add_undo_method(node->get_parent(), "remove_child", cshape); ur->commit_action(); } break; case MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE: case MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE: { if (node == get_tree()->get_edited_scene_root()) { err_dialog->set_text(TTR("Can't create a single convex collision shape for the scene root.")); err_dialog->popup_centered_minsize(); return; } bool simplify = (p_option == MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE); Ref shape = mesh->create_convex_shape(true, simplify); if (shape.is_null()) { err_dialog->set_text(TTR("Couldn't create a single convex collision shape.")); err_dialog->popup_centered_minsize(); return; } UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); if (simplify) { ur->create_action(TTR("Create Simplified Convex Shape")); } else { ur->create_action(TTR("Create Single Convex Shape")); } CollisionShape *cshape = memnew(CollisionShape); cshape->set_shape(shape); cshape->set_transform(node->get_transform()); Node *owner = get_tree()->get_edited_scene_root(); ur->add_do_method(node->get_parent(), "add_child", cshape); ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_reference(cshape); ur->add_undo_method(node->get_parent(), "remove_child", cshape); ur->commit_action(); } break; case MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES: { if (node == get_tree()->get_edited_scene_root()) { err_dialog->set_text(TTR("Can't create multiple convex collision shapes for the scene root.")); err_dialog->popup_centered_minsize(); return; } Vector> shapes = mesh->convex_decompose(); if (!shapes.size()) { err_dialog->set_text(TTR("Couldn't create any collision shapes.")); err_dialog->popup_centered_minsize(); return; } UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create Multiple Convex Shapes")); for (int i = 0; i < shapes.size(); i++) { CollisionShape *cshape = memnew(CollisionShape); cshape->set_shape(shapes[i]); cshape->set_transform(node->get_transform()); Node *owner = get_tree()->get_edited_scene_root(); ur->add_do_method(node->get_parent(), "add_child", cshape); ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_reference(cshape); ur->add_undo_method(node->get_parent(), "remove_child", cshape); } ur->commit_action(); } break; case MENU_OPTION_CREATE_NAVMESH: { Ref nmesh = memnew(NavigationMesh); if (nmesh.is_null()) { return; } nmesh->create_from_mesh(mesh); NavigationMeshInstance *nmi = memnew(NavigationMeshInstance); nmi->set_navigation_mesh(nmesh); Node *owner = get_tree()->get_edited_scene_root(); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create Navigation Mesh")); ur->add_do_method(node, "add_child", nmi); ur->add_do_method(nmi, "set_owner", owner); ur->add_do_reference(nmi); ur->add_undo_method(node, "remove_child", nmi); ur->commit_action(); } break; case MENU_OPTION_CREATE_OUTLINE_MESH: { outline_dialog->popup_centered(Vector2(200, 90)); } break; case MENU_OPTION_DEBUG_UV1: { Ref mesh2 = node->get_mesh(); if (!mesh2.is_valid()) { err_dialog->set_text(TTR("No mesh to debug.")); err_dialog->popup_centered_minsize(); return; } _create_uv_lines(0); } break; case MENU_OPTION_DEBUG_UV2: { Ref mesh2 = node->get_mesh(); if (!mesh2.is_valid()) { err_dialog->set_text(TTR("No mesh to debug.")); err_dialog->popup_centered_minsize(); return; } _create_uv_lines(1); } break; } } struct MeshInstanceEditorEdgeSort { Vector2 a; Vector2 b; bool operator<(const MeshInstanceEditorEdgeSort &p_b) const { if (a == p_b.a) { return b < p_b.b; } else { return a < p_b.a; } } MeshInstanceEditorEdgeSort() {} MeshInstanceEditorEdgeSort(const Vector2 &p_a, const Vector2 &p_b) { if (p_a < p_b) { a = p_a; b = p_b; } else { b = p_a; a = p_b; } } }; void MeshInstanceEditor::_create_uv_lines(int p_layer) { Ref mesh = node->get_mesh(); ERR_FAIL_COND(!mesh.is_valid()); RBSet edges; uv_lines.clear(); for (int i = 0; i < mesh->get_surface_count(); i++) { if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { continue; } Array a = mesh->surface_get_arrays(i); PoolVector uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2]; if (uv.size() == 0) { err_dialog->set_text(vformat(TTR("Mesh has no UV in layer %d."), p_layer + 1)); err_dialog->popup_centered_minsize(); return; } PoolVector::Read r = uv.read(); PoolVector indices = a[Mesh::ARRAY_INDEX]; PoolVector::Read ri; int ic; bool use_indices; if (indices.size()) { ic = indices.size(); ri = indices.read(); use_indices = true; } else { ic = uv.size(); use_indices = false; } for (int j = 0; j < ic; j += 3) { for (int k = 0; k < 3; k++) { MeshInstanceEditorEdgeSort edge; if (use_indices) { edge.a = r[ri[j + k]]; edge.b = r[ri[j + ((k + 1) % 3)]]; } else { edge.a = r[j + k]; edge.b = r[j + ((k + 1) % 3)]; } if (edges.has(edge)) { continue; } uv_lines.push_back(edge.a); uv_lines.push_back(edge.b); edges.insert(edge); } } } debug_uv_dialog->popup_centered_minsize(); } void MeshInstanceEditor::_debug_uv_draw() { if (uv_lines.size() == 0) { return; } debug_uv->set_clip_contents(true); debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), get_theme_color("dark_color_3", "Editor")); debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size()); // Use a translucent color to allow overlapping triangles to be visible. debug_uv->draw_multiline(uv_lines, get_theme_color("mono_color", "Editor") * Color(1, 1, 1, 0.5), Math::round(EDSCALE)); } void MeshInstanceEditor::_create_outline_mesh() { Ref mesh = node->get_mesh(); if (mesh.is_null()) { err_dialog->set_text(TTR("MeshInstance lacks a Mesh!")); err_dialog->popup_centered_minsize(); return; } if (mesh->get_surface_count() == 0) { err_dialog->set_text(TTR("Mesh has not surface to create outlines from!")); err_dialog->popup_centered_minsize(); return; } else if (mesh->get_surface_count() == 1 && mesh->surface_get_primitive_type(0) != Mesh::PRIMITIVE_TRIANGLES) { err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES!")); err_dialog->popup_centered_minsize(); return; } Ref mesho = mesh->create_outline(outline_size->get_value()); if (mesho.is_null()) { err_dialog->set_text(TTR("Could not create outline!")); err_dialog->popup_centered_minsize(); return; } MeshInstance *mi = memnew(MeshInstance); mi->set_mesh(mesho); Node *owner = get_tree()->get_edited_scene_root(); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create Outline")); ur->add_do_method(node, "add_child", mi); ur->add_do_method(mi, "set_owner", owner); ur->add_do_reference(mi); ur->add_undo_method(node, "remove_child", mi); ur->commit_action(); } void MeshInstanceEditor::_bind_methods() { ClassDB::bind_method("_menu_option", &MeshInstanceEditor::_menu_option); ClassDB::bind_method("_create_outline_mesh", &MeshInstanceEditor::_create_outline_mesh); ClassDB::bind_method("_debug_uv_draw", &MeshInstanceEditor::_debug_uv_draw); } MeshInstanceEditor::MeshInstanceEditor() { options_container = memnew(HBoxContainer); options_container->add_child(memnew(VSeparator)); SpatialEditor::get_singleton()->add_control_to_menu_panel(options_container); options = memnew(MenuButton); options_container->add_child(options); options->set_switch_on_hover(true); options->set_tooltip(TTR("Mesh")); options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("MeshInstance", "EditorIcons")); options->get_popup()->add_item(TTR("Create Trimesh Static Body"), MENU_OPTION_CREATE_STATIC_TRIMESH_BODY); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a StaticBody and assigns a polygon-based collision shape to it automatically.\nThis is the most accurate (but slowest) option for collision detection.")); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Trimesh Collision Sibling"), MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection.")); options->get_popup()->add_item(TTR("Create Single Convex Collision Sibling"), MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection.")); options->get_popup()->add_item(TTR("Create Simplified Convex Collision Sibling"), MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a simplified convex collision shape.\nThis is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy.")); options->get_popup()->add_item(TTR("Create Multiple Convex Collision Siblings"), MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between a single convex collision and a polygon-based collision.")); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Outline Mesh..."), MENU_OPTION_CREATE_OUTLINE_MESH); options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a static outline mesh. The outline mesh will have its normals flipped automatically.\nThis can be used instead of the SpatialMaterial Grow property when using that property isn't possible.")); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("View UV1"), MENU_OPTION_DEBUG_UV1); options->get_popup()->add_item(TTR("View UV2"), MENU_OPTION_DEBUG_UV2); options->get_popup()->connect("id_pressed", this, "_menu_option"); outline_dialog = memnew(ConfirmationDialog); outline_dialog->set_title(TTR("Create Outline Mesh")); outline_dialog->get_ok()->set_text(TTR("Create")); VBoxContainer *outline_dialog_vbc = memnew(VBoxContainer); outline_dialog->add_child(outline_dialog_vbc); //outline_dialog->set_child_rect(outline_dialog_vbc); outline_size = memnew(SpinBox); outline_size->set_min(0.001); outline_size->set_max(1024); outline_size->set_step(0.001); outline_size->set_value(0.05); outline_dialog_vbc->add_margin_child(TTR("Outline Size:"), outline_size); add_child(outline_dialog); outline_dialog->connect("confirmed", this, "_create_outline_mesh"); err_dialog = memnew(AcceptDialog); add_child(err_dialog); debug_uv_dialog = memnew(AcceptDialog); debug_uv_dialog->set_title(TTR("UV Channel Debug")); add_child(debug_uv_dialog); debug_uv = memnew(Control); debug_uv->set_custom_minimum_size(Size2(600, 600) * EDSCALE); debug_uv->connect("draw", this, "_debug_uv_draw"); debug_uv_dialog->add_child(debug_uv); } void MeshInstanceEditorPlugin::edit(Object *p_object) { mesh_editor->edit(Object::cast_to(p_object)); } bool MeshInstanceEditorPlugin::handles(Object *p_object) const { return p_object->is_class("MeshInstance"); } void MeshInstanceEditorPlugin::make_visible(bool p_visible) { if (p_visible) { mesh_editor->options_container->show(); } else { mesh_editor->options_container->hide(); mesh_editor->edit(nullptr); } } MeshInstanceEditorPlugin::MeshInstanceEditorPlugin(EditorNode *p_node) { editor = p_node; mesh_editor = memnew(MeshInstanceEditor); editor->get_viewport()->add_child(mesh_editor); mesh_editor->options_container->hide(); } MeshInstanceEditorPlugin::~MeshInstanceEditorPlugin() { }