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Started porting PropTool.
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prop_tool/prop_tool.cpp
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prop_tool/prop_tool.cpp
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#include "prop_tool.h"
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PropTool::PropTool() {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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PropTool::PropTool(EditorNode *p_editor) {
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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}
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prop_tool/prop_tool.h
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prop_tool/prop_tool.h
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/*
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Copyright (c) 2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_TOOL_H
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#define PROP_TOOL_H
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class EditorNode;
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class EditorPlugin;
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class PropData;
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#include "core/reference.h"
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#include "scene/3d/spatial.h"
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#include "core/math/vector3.h"
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class PropTool : public Spatial {
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GDCLASS(PropTool, Spatial);
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public:
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void edit(const Ref<PropData> &prop);
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void save();
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void save_node(Node *node, Transform parent_transform);
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void rebuild_hierarchy();
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void refresh_set(bool value);
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void set_target_prop(const Ref<PropData> &prop);
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void get_plugin();
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void target_prop_set(const Ref<PropData> &prop);
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void load_scene_for(PropTool* t, const Ref<PropData> &prop);
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PropTool();
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PropTool(EditorNode *p_editor);
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~PropTool();
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protected:
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static void _bind_methods();
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private:
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bool _refresh;
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Ref<PropData> _target_prop;
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bool _snap_to_mesh;
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Vector3 _snap_axis;
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EditorPlugin* _plugin;
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};
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#endif
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