1 /*************************************************************************/
2 /* mesh_editor_plugin.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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17 /* the following conditions: */
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21 /* */
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24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30
31 #include "mesh_editor_plugin.h"
32
33 #include "editor/editor_scale.h"
34
_gui_input(Ref<InputEvent> p_event)35 void MeshEditor::_gui_input(Ref<InputEvent> p_event) {
36
37 Ref<InputEventMouseMotion> mm = p_event;
38 if (mm.is_valid() && mm->get_button_mask() & BUTTON_MASK_LEFT) {
39
40 rot_x -= mm->get_relative().y * 0.01;
41 rot_y -= mm->get_relative().x * 0.01;
42 if (rot_x < -Math_PI / 2)
43 rot_x = -Math_PI / 2;
44 else if (rot_x > Math_PI / 2) {
45 rot_x = Math_PI / 2;
46 }
47 _update_rotation();
48 }
49 }
50
_notification(int p_what)51 void MeshEditor::_notification(int p_what) {
52
53 if (p_what == NOTIFICATION_READY) {
54
55 //get_scene()->connect("node_removed",this,"_node_removed");
56
57 if (first_enter) {
58 //it's in propertyeditor so. could be moved around
59
60 light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
61 light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
62 light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
63 light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
64 first_enter = false;
65 }
66 }
67 }
68
_update_rotation()69 void MeshEditor::_update_rotation() {
70
71 Transform t;
72 t.basis.rotate(Vector3(0, 1, 0), -rot_y);
73 t.basis.rotate(Vector3(1, 0, 0), -rot_x);
74 rotation->set_transform(t);
75 }
76
edit(Ref<Mesh> p_mesh)77 void MeshEditor::edit(Ref<Mesh> p_mesh) {
78
79 mesh = p_mesh;
80 mesh_instance->set_mesh(mesh);
81
82 rot_x = Math::deg2rad(-15.0);
83 rot_y = Math::deg2rad(30.0);
84 _update_rotation();
85
86 AABB aabb = mesh->get_aabb();
87 Vector3 ofs = aabb.position + aabb.size * 0.5;
88 float m = aabb.get_longest_axis_size();
89 if (m != 0) {
90 m = 1.0 / m;
91 m *= 0.5;
92 Transform xform;
93 xform.basis.scale(Vector3(m, m, m));
94 xform.origin = -xform.basis.xform(ofs); //-ofs*m;
95 //xform.origin.z -= aabb.get_longest_axis_size() * 2;
96 mesh_instance->set_transform(xform);
97 }
98 }
99
_button_pressed(Node * p_button)100 void MeshEditor::_button_pressed(Node *p_button) {
101
102 if (p_button == light_1_switch) {
103 light1->set_visible(!light_1_switch->is_pressed());
104 }
105
106 if (p_button == light_2_switch) {
107 light2->set_visible(!light_2_switch->is_pressed());
108 }
109 }
110
_bind_methods()111 void MeshEditor::_bind_methods() {
112
113 ClassDB::bind_method(D_METHOD("_gui_input"), &MeshEditor::_gui_input);
114 ClassDB::bind_method(D_METHOD("_button_pressed"), &MeshEditor::_button_pressed);
115 }
116
MeshEditor()117 MeshEditor::MeshEditor() {
118
119 viewport = memnew(Viewport);
120 Ref<World> world;
121 world.instance();
122 viewport->set_world(world); //use own world
123 add_child(viewport);
124 viewport->set_disable_input(true);
125 viewport->set_msaa(Viewport::MSAA_2X);
126 set_stretch(true);
127 camera = memnew(Camera);
128 camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
129 camera->set_perspective(45, 0.1, 10);
130 viewport->add_child(camera);
131
132 light1 = memnew(DirectionalLight);
133 light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
134 viewport->add_child(light1);
135
136 light2 = memnew(DirectionalLight);
137 light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
138 light2->set_color(Color(0.7, 0.7, 0.7));
139 viewport->add_child(light2);
140
141 rotation = memnew(Spatial);
142 viewport->add_child(rotation);
143 mesh_instance = memnew(MeshInstance);
144 rotation->add_child(mesh_instance);
145
146 set_custom_minimum_size(Size2(1, 150) * EDSCALE);
147
148 HBoxContainer *hb = memnew(HBoxContainer);
149 add_child(hb);
150 hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);
151
152 hb->add_spacer();
153
154 VBoxContainer *vb_light = memnew(VBoxContainer);
155 hb->add_child(vb_light);
156
157 light_1_switch = memnew(TextureButton);
158 light_1_switch->set_toggle_mode(true);
159 vb_light->add_child(light_1_switch);
160 light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
161
162 light_2_switch = memnew(TextureButton);
163 light_2_switch->set_toggle_mode(true);
164 vb_light->add_child(light_2_switch);
165 light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
166
167 first_enter = true;
168
169 rot_x = 0;
170 rot_y = 0;
171 }
172
173 ///////////////////////
174
can_handle(Object * p_object)175 bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
176
177 return Object::cast_to<Mesh>(p_object) != NULL;
178 }
179
parse_begin(Object * p_object)180 void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
181
182 Mesh *mesh = Object::cast_to<Mesh>(p_object);
183 if (!mesh) {
184 return;
185 }
186 Ref<Mesh> m(mesh);
187
188 MeshEditor *editor = memnew(MeshEditor);
189 editor->edit(m);
190 add_custom_control(editor);
191 }
192
MeshEditorPlugin(EditorNode * p_node)193 MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
194
195 Ref<EditorInspectorPluginMesh> plugin;
196 plugin.instance();
197 add_inspector_plugin(plugin);
198 }
199