pandemonium_engine/editor/plugins/mesh_editor_plugin.h

104 lines
3.6 KiB
C++

#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 "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> 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<InputEvent> p_event);
static void _bind_methods();
public:
void edit(Ref<Mesh> 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