/*************************************************************************/ /* mesh_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_editor_plugin.h" #include "editor/editor_scale.h" #include "scene/gui/texture_button.h" #include "scene/main/viewport.h" #include "scene/resources/world.h" #include "scene/resources/mesh.h" #include "core/class_db.h" #include "core/color.h" #include "core/math/aabb.h" #include "core/math/basis.h" #include "core/math/math_defs.h" #include "core/math/math_funcs.h" #include "core/math/transform.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/os/input_event.h" #include "core/os/memory.h" #include "core/variant.h" #include "scene/3d/camera.h" #include "scene/3d/light.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/spatial.h" #include "scene/gui/box_container.h" #include "scene/gui/control.h" #include "scene/main/node.h" class EditorNode; void MeshEditor::_gui_input(Ref p_event) { Ref mm = p_event; if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) { rot_x -= mm->get_relative().y * 0.01; rot_y -= mm->get_relative().x * 0.01; if (rot_x < -Math_PI / 2) { rot_x = -Math_PI / 2; } else if (rot_x > Math_PI / 2) { rot_x = Math_PI / 2; } _update_rotation(); } } void MeshEditor::_notification(int p_what) { if (p_what == NOTIFICATION_READY) { //get_scene()->connect("node_removed",this,"_node_removed"); if (first_enter) { //it's in propertyeditor so. could be moved around light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons")); light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons")); light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons")); light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons")); first_enter = false; } } } void MeshEditor::_update_rotation() { Transform t; t.basis.rotate(Vector3(0, 1, 0), -rot_y); t.basis.rotate(Vector3(1, 0, 0), -rot_x); rotation->set_transform(t); } void MeshEditor::edit(Ref p_mesh) { mesh = p_mesh; mesh_instance->set_mesh(mesh); rot_x = Math::deg2rad(-15.0); rot_y = Math::deg2rad(30.0); _update_rotation(); AABB aabb = mesh->get_aabb(); Vector3 ofs = aabb.position + aabb.size * 0.5; float m = aabb.get_longest_axis_size(); if (m != 0) { m = 1.0 / m; m *= 0.5; Transform xform; xform.basis.scale(Vector3(m, m, m)); xform.origin = -xform.basis.xform(ofs); //-ofs*m; //xform.origin.z -= aabb.get_longest_axis_size() * 2; mesh_instance->set_transform(xform); } } void MeshEditor::_button_pressed(Node *p_button) { if (p_button == light_1_switch) { light1->set_visible(!light_1_switch->is_pressed()); } if (p_button == light_2_switch) { light2->set_visible(!light_2_switch->is_pressed()); } } void MeshEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input); ClassDB::bind_method(D_METHOD("_button_pressed"), &MeshEditor::_button_pressed); } MeshEditor::MeshEditor() { viewport = memnew(Viewport); Ref world; world.instance(); viewport->set_world(world); //use own world add_child(viewport); viewport->set_disable_input(true); viewport->set_msaa(Viewport::MSAA_2X); set_stretch(true); camera = memnew(Camera); camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1))); camera->set_perspective(45, 0.1, 10); viewport->add_child(camera); light1 = memnew(DirectionalLight); light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); viewport->add_child(light1); light2 = memnew(DirectionalLight); light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1))); light2->set_color(Color(0.7, 0.7, 0.7)); viewport->add_child(light2); rotation = memnew(Spatial); viewport->add_child(rotation); mesh_instance = memnew(MeshInstance); rotation->add_child(mesh_instance); set_custom_minimum_size(Size2(1, 150) * EDSCALE); HBoxContainer *hb = memnew(HBoxContainer); add_child(hb); hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2); hb->add_spacer(); VBoxContainer *vb_light = memnew(VBoxContainer); hb->add_child(vb_light); light_1_switch = memnew(TextureButton); light_1_switch->set_toggle_mode(true); vb_light->add_child(light_1_switch); light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch)); light_2_switch = memnew(TextureButton); light_2_switch->set_toggle_mode(true); vb_light->add_child(light_2_switch); light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch)); first_enter = true; rot_x = 0; rot_y = 0; } /////////////////////// bool EditorInspectorPluginMesh::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginMesh::parse_begin(Object *p_object) { Mesh *mesh = Object::cast_to(p_object); if (!mesh) { return; } Ref m(mesh); MeshEditor *editor = memnew(MeshEditor); editor->edit(m); add_custom_control(editor); } MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) { Ref plugin; plugin.instance(); add_inspector_plugin(plugin); }