godot/tools/editor/plugins/mesh_instance_editor_plugin.h
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00

98 lines
3.5 KiB
C++

/*************************************************************************/
/* mesh_instance_editor_plugin.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef MESH_INSTANCE_EDITOR_PLUGIN_H
#define MESH_INSTANCE_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/spin_box.h"
class MeshInstanceEditor : public Node {
GDCLASS(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 {
GDCLASS( 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