#ifndef MESH_EDITOR_PLUGIN_H #define MESH_EDITOR_PLUGIN_H /*************************************************************************/ /* mesh_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 "editor/editor_inspector.h" #include "scene/gui/viewport_container.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" #include "scene/resources/material.h" #include "scene/resources/mesh.h" class Camera; class DirectionalLight; class EditorNode; class InputEvent; class MeshInstance; class Node; class Spatial; class TextureButton; class Viewport; class MeshEditor : public ViewportContainer { GDCLASS(MeshEditor, ViewportContainer); float rot_x; float rot_y; Viewport *viewport; MeshInstance *mesh_instance; Spatial *rotation; DirectionalLight *light1; DirectionalLight *light2; Camera *camera; Ref mesh; TextureButton *light_1_switch; TextureButton *light_2_switch; void _button_pressed(Node *p_button); bool first_enter; void _update_rotation(); protected: void _notification(int p_what); void _gui_input(Ref p_event); static void _bind_methods(); public: void edit(Ref p_mesh); MeshEditor(); }; class EditorInspectorPluginMesh : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin); public: virtual bool can_handle(Object *p_object); virtual void parse_begin(Object *p_object); }; class MeshEditorPlugin : public EditorPlugin { GDCLASS(MeshEditorPlugin, EditorPlugin); public: virtual String get_name() const { return "Mesh"; } MeshEditorPlugin(EditorNode *p_node); }; #endif