godot/tools/editor/plugins/baked_light_editor_plugin.h

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#ifndef BAKED_LIGHT_EDITOR_PLUGIN_H
#define BAKED_LIGHT_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/3d/baked_light.h"
#include "scene/gui/spin_box.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class BakedLightBaker;
class MeshInstance;
class BakedLightEditor : public Control {
OBJ_TYPE(BakedLightEditor, Control );
float update_timeout;
DVector<Color> colors;
DVector<Vector3> vertices;
Ref<Mesh> mesh;
Ref<FixedMaterial> material;
Thread *bake_thread;
bool bake_thread_exit;
MeshInstance *preview;
BakedLightBaker *baker;
AcceptDialog *err_dialog;
MenuButton * options;
BakedLight *node;
enum Menu {
MENU_OPTION_BAKE,
MENU_OPTION_CLEAR
};
static void _bake_thread_func(void *arg);
void _end_baking();
void _menu_option(int);
friend class BakedLightEditorPlugin;
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
void _notification(int p_what);
public:
void edit(BakedLight *p_baked_light);
BakedLightEditor();
~BakedLightEditor();
};
class BakedLightEditorPlugin : public EditorPlugin {
OBJ_TYPE( BakedLightEditorPlugin, EditorPlugin );
BakedLightEditor *baked_light_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "BakedLight"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
BakedLightEditorPlugin(EditorNode *p_node);
~BakedLightEditorPlugin();
};
#endif // MULTIMESH_EDITOR_PLUGIN_H