mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-04-27 09:44:58 +02:00
343 lines
11 KiB
C++
343 lines
11 KiB
C++
/*************************************************************************/
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/* prop_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "prop_editor_plugin.h"
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#include "../props/prop_data.h"
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#include "../singleton/prop_utils.h"
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#include "core/os/keyboard.h"
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#include "core/input/input.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/separator.h"
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#include "../tiled_wall/tiled_wall.h"
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#include "../prop_instance.h"
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#include "scene/resources/mesh/mesh.h"
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void PropEditorPlugin::convert_active_scene_to_prop_data() {
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SceneTree *st = SceneTree::get_singleton();
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if (st) {
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Node *scene = st->get_edited_scene_root();
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if (scene) {
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EditorData &ed = EditorNode::get_editor_data();
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String path = ed.get_scene_path(ed.get_edited_scene());
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convert_scene(scene, path.get_basename() + ".tres");
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}
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}
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}
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void PropEditorPlugin::convert_selected_scene_to_prop_data() {
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}
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void PropEditorPlugin::convert_scene(Node *root, const String &path) {
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Ref<PropData> data = PropUtils::get_singleton()->convert_tree(root);
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ERR_FAIL_COND(!data.is_valid());
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ResourceLoader l;
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if (l.exists(path)) {
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Ref<PropData> res = l.load(path, "PropData");
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ERR_FAIL_COND(!res.is_valid());
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res->copy_from(data);
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ResourceSaver s;
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s.save(path, res);
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res.unref();
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} else {
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ResourceSaver s;
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s.save(path, data);
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}
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}
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void PropEditorPlugin::find_room_points(Variant param) {
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SceneTree *st = SceneTree::get_singleton();
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if (st) {
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Node *scene = st->get_edited_scene_root();
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if (scene) {
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PropUtils::get_singleton()->generate_room_points_node(scene);
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}
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}
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}
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void PropEditorPlugin::_quick_convert_button_pressed() {
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convert_active_scene_to_prop_data();
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}
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void PropEditorPlugin::_convert_active_scene_to_prop_data(Variant param) {
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convert_active_scene_to_prop_data();
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}
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void PropEditorPlugin::_convert_selected_scene_to_prop_data(Variant param) {
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convert_selected_scene_to_prop_data();
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}
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PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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editor->add_tool_menu_item("Convert active scene to PropData", this, "convert_active_scene_to_prop_data");
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editor->add_tool_menu_item("Convert selected scene(s) to PropData", this, "convert_selected_scene_to_prop_data");
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editor->add_tool_menu_item("(Prop) Find room points.", this, "find_room_points");
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HBoxContainer *bc = memnew(HBoxContainer);
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bc->add_child(memnew(VSeparator));
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Button *b = memnew(Button);
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bc->add_child(b);
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b->set_flat(true);
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b->connect("pressed", this, "_quick_convert_button_pressed");
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b->set_icon(editor->get_scene_tree_dock()->get_theme_icon("AssetLib", "EditorIcons"));
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//b->set_text("To Prop");
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b->set_tooltip(TTR("Quick convert this scene to a Prop Resource."));
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b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to Prop.", KEY_MASK_ALT + KEY_U));
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add_control_to_container(EditorPlugin::CONTAINER_SPATIAL_EDITOR_MENU, bc);
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prop_instance_gizmo_plugin.instance();
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add_spatial_gizmo_plugin(prop_instance_gizmo_plugin);
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tiled_wall_gizmo_plugin.instance();
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add_spatial_gizmo_plugin(tiled_wall_gizmo_plugin);
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}
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PropEditorPlugin::~PropEditorPlugin() {
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}
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void PropEditorPlugin::_bind_methods() {
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ClassDB::bind_method(D_METHOD("convert_active_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);
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ClassDB::bind_method(D_METHOD("convert_selected_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);
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ClassDB::bind_method(D_METHOD("find_room_points"), &PropEditorPlugin::find_room_points);
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ClassDB::bind_method(D_METHOD("_quick_convert_button_pressed"), &PropEditorPlugin::_quick_convert_button_pressed);
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}
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////////
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PropInstanceSpatialGizmoPlugin::PropInstanceSpatialGizmoPlugin() {
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const Color gizmo_color = EDITOR_DEF("editors/props/gizmo_colors/outline", Color(0.5, 0.5, 1));
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create_material("outline_material", gizmo_color);
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}
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bool PropInstanceSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
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return Object::cast_to<PropInstance>(p_spatial) != NULL;
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}
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String PropInstanceSpatialGizmoPlugin::get_gizmo_name() const {
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return "PropInstance";
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}
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int PropInstanceSpatialGizmoPlugin::get_priority() const {
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return -1;
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}
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bool PropInstanceSpatialGizmoPlugin::can_be_hidden() const {
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return true;
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}
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void PropInstanceSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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PropInstance *prop = Object::cast_to<PropInstance>(p_gizmo->get_spatial_node());
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p_gizmo->clear();
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AABB aabb = prop->get_aabb();
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if (aabb.has_no_volume()) {
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return; //none
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}
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Ref<ArrayMesh> cm;
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cm.instance();
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//cm->set_size(aabb.size);
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Array mesh_arr;
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mesh_arr.resize(Mesh::ARRAY_MAX);
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// set our bounding box
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PoolVector<Vector3> points;
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position + aabb.size);
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + aabb.size);
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + aabb.size);
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mesh_arr[RS::ARRAY_VERTEX] = points;
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cm->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_arr);
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Ref<TriangleMesh> tm = cm->generate_triangle_mesh_from_aabb();
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if (tm.is_valid()) {
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p_gizmo->add_collision_triangles(tm);
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}
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const Ref<Material> material = get_material("outline_material");
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p_gizmo->add_mesh(cm, material);
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}
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////////
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TiledWallSpatialGizmoPlugin::TiledWallSpatialGizmoPlugin() {
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const Color gizmo_color = EDITOR_DEF("editors/props/gizmo_colors/tiled_wall_outline", Color(0.7, 0.5, 1));
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create_material("tiled_wall_outline_material", gizmo_color);
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}
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bool TiledWallSpatialGizmoPlugin::has_gizmo(Spatial *p_spatial) {
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return Object::cast_to<TiledWall>(p_spatial) != NULL;
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}
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String TiledWallSpatialGizmoPlugin::get_gizmo_name() const {
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return "TiledWall";
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}
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int TiledWallSpatialGizmoPlugin::get_priority() const {
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return -1;
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}
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bool TiledWallSpatialGizmoPlugin::can_be_hidden() const {
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return true;
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}
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void TiledWallSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
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TiledWall *tw = Object::cast_to<TiledWall>(p_gizmo->get_spatial_node());
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p_gizmo->clear();
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AABB aabb = tw->get_aabb();
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if (aabb.has_no_surface()) {
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return; //none
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}
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Ref<ArrayMesh> cm;
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cm.instance();
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//cm->set_size(aabb.size);
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Array mesh_arr;
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mesh_arr.resize(Mesh::ARRAY_MAX);
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// set our bounding box
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PoolVector<Vector3> points;
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position);
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, 0, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + Vector3(aabb.size.x, 0, aabb.size.z));
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points.push_back(aabb.position + aabb.size);
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, 0));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + Vector3(0, aabb.size.y, aabb.size.z));
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points.push_back(aabb.position + aabb.size);
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points.push_back(aabb.position + Vector3(aabb.size.x, aabb.size.y, 0));
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points.push_back(aabb.position + aabb.size);
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mesh_arr[RS::ARRAY_VERTEX] = points;
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cm->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_arr);
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Ref<TriangleMesh> tm = cm->generate_triangle_mesh_from_aabb();
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if (tm.is_valid()) {
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p_gizmo->add_collision_triangles(tm);
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}
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const Ref<Material> material = get_material("tiled_wall_outline_material");
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p_gizmo->add_mesh(cm, material);
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}
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