godot/editor/plugins/mesh_instance_editor_plugin.h
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

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1.4 KiB
C++

#ifndef MESH_INSTANCE_EDITOR_PLUGIN_H
#define MESH_INSTANCE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/spin_box.h"
class MeshInstanceEditor : public Node {
OBJ_TYPE(MeshInstanceEditor, Node);
enum Menu {
MENU_OPTION_CREATE_STATIC_TRIMESH_BODY,
MENU_OPTION_CREATE_STATIC_CONVEX_BODY,
MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE,
MENU_OPTION_CREATE_CONVEX_COLLISION_SHAPE,
MENU_OPTION_CREATE_NAVMESH,
MENU_OPTION_CREATE_OUTLINE_MESH,
};
MeshInstance *node;
MenuButton *options;
ConfirmationDialog *outline_dialog;
SpinBox *outline_size;
AcceptDialog *err_dialog;
void _menu_option(int p_option);
void _create_outline_mesh();
friend class MeshInstanceEditorPlugin;
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(MeshInstance *p_mesh);
MeshInstanceEditor();
};
class MeshInstanceEditorPlugin : public EditorPlugin {
OBJ_TYPE(MeshInstanceEditorPlugin, EditorPlugin);
MeshInstanceEditor *mesh_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "MeshInstance"; }
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);
MeshInstanceEditorPlugin(EditorNode *p_node);
~MeshInstanceEditorPlugin();
};
#endif // MESH_EDITOR_PLUGIN_H