godot/tools/editor/plugins/mesh_editor_plugin.cpp
Ferenc Arn bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00

246 lines
6.7 KiB
C++

/*************************************************************************/
/* mesh_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "mesh_editor_plugin.h"
#if 0
void MeshEditor::_input_event(InputEvent p_event) {
if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&BUTTON_MASK_LEFT) {
rot_x-=p_event.mouse_motion.relative_y*0.01;
rot_y-=p_event.mouse_motion.relative_x*0.01;
if (rot_x<-Math_PI/2)
rot_x=-Math_PI/2;
else if (rot_x>Math_PI/2) {
rot_x=Math_PI/2;
}
_update_rotation();
}
}
void MeshEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_FIXED_PROCESS) {
}
if (p_what==NOTIFICATION_READY) {
//get_scene()->connect("node_removed",this,"_node_removed");
if (first_enter) {
//it's in propertyeditor so.. could be moved around
light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
first_enter=false;
}
}
if (p_what==NOTIFICATION_DRAW) {
Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
Size2 size = get_size();
draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
}
}
void MeshEditor::_update_rotation() {
Transform t;
t.basis.rotate(Vector3(0, 1, 0), -rot_y);
t.basis.rotate(Vector3(1, 0, 0), -rot_x);
mesh_instance->set_transform(t);
}
void MeshEditor::edit(Ref<Mesh> p_mesh) {
mesh=p_mesh;
mesh_instance->set_mesh(mesh);
if (mesh.is_null()) {
hide();
} else {
rot_x=0;
rot_y=0;
_update_rotation();
AABB aabb= mesh->get_aabb();
Vector3 ofs = aabb.pos + aabb.size*0.5;
aabb.pos-=ofs;
float m = MAX(aabb.size.x,aabb.size.y)*0.5;
if (m!=0) {
m=1.0/m;
m*=0.5;
//print_line("scale: "+rtos(m));
Transform xform;
xform.basis.scale(Vector3(m,m,m));
xform.origin=-xform.basis.xform(ofs); //-ofs*m;
xform.origin.z-=aabb.size.z*2;
mesh_instance->set_transform(xform);
}
}
}
void MeshEditor::_button_pressed(Node* p_button) {
if (p_button==light_1_switch) {
light1->set_enabled(!light_1_switch->is_pressed());
}
if (p_button==light_2_switch) {
light2->set_enabled(!light_2_switch->is_pressed());
}
}
void MeshEditor::_bind_methods() {
ClassDB::bind_method(_MD("_input_event"),&MeshEditor::_input_event);
ClassDB::bind_method(_MD("_button_pressed"),&MeshEditor::_button_pressed);
}
MeshEditor::MeshEditor() {
viewport = memnew( Viewport );
Ref<World> world;
world.instance();
viewport->set_world(world); //use own world
add_child(viewport);
viewport->set_disable_input(true);
camera = memnew( Camera );
camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
camera->set_perspective(45,0.1,10);
viewport->add_child(camera);
light1 = memnew( DirectionalLight );
light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
viewport->add_child(light1);
light2 = memnew( DirectionalLight );
light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
viewport->add_child(light2);
mesh_instance = memnew( MeshInstance );
viewport->add_child(mesh_instance);
set_custom_minimum_size(Size2(1,150)*EDSCALE);
HBoxContainer *hb = memnew( HBoxContainer );
add_child(hb);
hb->set_area_as_parent_rect(2);
hb->add_spacer();
VBoxContainer *vb_light = memnew( VBoxContainer );
hb->add_child(vb_light);
light_1_switch = memnew( TextureButton );
light_1_switch->set_toggle_mode(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
light_2_switch = memnew( TextureButton );
light_2_switch->set_toggle_mode(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
first_enter=true;
rot_x=0;
rot_y=0;
}
void MeshEditorPlugin::edit(Object *p_object) {
Mesh * s = p_object->cast_to<Mesh>();
if (!s)
return;
mesh_editor->edit(Ref<Mesh>(s));
}
bool MeshEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("Mesh");
}
void MeshEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
mesh_editor->show();
// mesh_editor->set_process(true);
} else {
mesh_editor->hide();
// mesh_editor->set_process(false);
}
}
MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
editor=p_node;
mesh_editor = memnew( MeshEditor );
add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,mesh_editor);
mesh_editor->hide();
}
MeshEditorPlugin::~MeshEditorPlugin()
{
}
#endif