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- /**************************************************************************/
- /* mesh_editor_plugin.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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"
- #include "core/config/project_settings.h"
- #include "editor/themes/editor_scale.h"
- #include "scene/gui/button.h"
- #include "scene/main/viewport.h"
- void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
- ERR_FAIL_COND(p_event.is_null());
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
- rot_x -= mm->get_relative().y * 0.01;
- rot_y -= mm->get_relative().x * 0.01;
- rot_x = CLAMP(rot_x, -Math_PI / 2, Math_PI / 2);
- _update_rotation();
- }
- }
- void MeshEditor::_update_theme_item_cache() {
- SubViewportContainer::_update_theme_item_cache();
- theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
- theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
- }
- void MeshEditor::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_THEME_CHANGED: {
- light_1_switch->set_button_icon(theme_cache.light_1_icon);
- light_2_switch->set_button_icon(theme_cache.light_2_icon);
- } break;
- }
- }
- void MeshEditor::_update_rotation() {
- Transform3D 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);
- rot_x = Math::deg_to_rad(-15.0);
- rot_y = Math::deg_to_rad(30.0);
- _update_rotation();
- AABB aabb = mesh->get_aabb();
- Vector3 ofs = aabb.get_center();
- float m = aabb.get_longest_axis_size();
- if (m != 0) {
- m = 1.0 / m;
- m *= 0.5;
- Transform3D 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::_on_light_1_switch_pressed() {
- light1->set_visible(light_1_switch->is_pressed());
- }
- void MeshEditor::_on_light_2_switch_pressed() {
- light2->set_visible(light_2_switch->is_pressed());
- }
- MeshEditor::MeshEditor() {
- viewport = memnew(SubViewport);
- Ref<World3D> world_3d;
- world_3d.instantiate();
- viewport->set_world_3d(world_3d); // Use own world.
- add_child(viewport);
- viewport->set_disable_input(true);
- viewport->set_msaa_3d(Viewport::MSAA_4X);
- set_stretch(true);
- camera = memnew(Camera3D);
- camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
- camera->set_perspective(45, 0.1, 10);
- viewport->add_child(camera);
- if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
- camera_attributes.instantiate();
- camera->set_attributes(camera_attributes);
- }
- light1 = memnew(DirectionalLight3D);
- light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
- viewport->add_child(light1);
- light2 = memnew(DirectionalLight3D);
- light2->set_transform(Transform3D().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(Node3D);
- viewport->add_child(rotation);
- mesh_instance = memnew(MeshInstance3D);
- rotation->add_child(mesh_instance);
- set_custom_minimum_size(Size2(1, 150) * EDSCALE);
- HBoxContainer *hb = memnew(HBoxContainer);
- add_child(hb);
- hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
- hb->add_spacer();
- VBoxContainer *vb_light = memnew(VBoxContainer);
- hb->add_child(vb_light);
- light_1_switch = memnew(Button);
- light_1_switch->set_theme_type_variation("PreviewLightButton");
- light_1_switch->set_toggle_mode(true);
- light_1_switch->set_pressed(true);
- vb_light->add_child(light_1_switch);
- light_1_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_1_switch_pressed));
- light_2_switch = memnew(Button);
- light_2_switch->set_theme_type_variation("PreviewLightButton");
- light_2_switch->set_toggle_mode(true);
- light_2_switch->set_pressed(true);
- vb_light->add_child(light_2_switch);
- light_2_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_2_switch_pressed));
- rot_x = 0;
- rot_y = 0;
- }
- ///////////////////////
- bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
- return Object::cast_to<Mesh>(p_object) != nullptr;
- }
- void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
- Mesh *mesh = Object::cast_to<Mesh>(p_object);
- if (!mesh) {
- return;
- }
- Ref<Mesh> m(mesh);
- MeshEditor *editor = memnew(MeshEditor);
- editor->edit(m);
- add_custom_control(editor);
- }
- MeshEditorPlugin::MeshEditorPlugin() {
- Ref<EditorInspectorPluginMesh> plugin;
- plugin.instantiate();
- add_inspector_plugin(plugin);
- }
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