godot/editor/plugins/mesh_editor_plugin.cpp
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

225 lines
6.9 KiB
C++

/*************************************************************************/
/* mesh_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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"
void MeshEditor::_gui_input(Ref<InputEvent> p_event) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
rot_x -= mm->get_relative().y * 0.01;
rot_y -= mm->get_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_PHYSICS_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);
rotation->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();
print_line("aabb: " + aabb);
Vector3 ofs = aabb.position + aabb.size * 0.5;
float m = aabb.get_longest_axis_size();
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.get_longest_axis_size() * 2;
mesh_instance->set_transform(xform);
}
}
}
void MeshEditor::_button_pressed(Node *p_button) {
if (p_button == light_1_switch) {
light1->set_visible(!light_1_switch->is_pressed());
}
if (p_button == light_2_switch) {
light2->set_visible(!light_2_switch->is_pressed());
}
}
void MeshEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input);
ClassDB::bind_method(D_METHOD("_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);
set_stretch(true);
camera = memnew(Camera);
camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
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(Color(0.7, 0.7, 0.7));
viewport->add_child(light2);
rotation = memnew(Spatial);
viewport->add_child(rotation);
mesh_instance = memnew(MeshInstance);
rotation->add_child(mesh_instance);
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
HBoxContainer *hb = memnew(HBoxContainer);
add_child(hb);
hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 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 = Object::cast_to<Mesh>(p_object);
if (!s)
return;
mesh_editor->edit(Ref<Mesh>(s));
}
bool MeshEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("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() {
}