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) 2007-2019 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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12 /* a copy of this software and associated documentation files (the */
13 /* "Software"), to deal in the Software without restriction, including */
14 /* without limitation the rights to use, copy, modify, merge, publish, */
15 /* distribute, sublicense, and/or sell copies of the Software, and to */
16 /* permit persons to whom the Software is furnished to do so, subject to */
17 /* the following conditions: */
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19 /* The above copyright notice and this permission notice shall be */
20 /* included in all copies or substantial portions of the Software. */
21 /* */
22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30 #include "mesh_editor_plugin.h"
31
_input_event(InputEvent p_event)32 void MeshEditor::_input_event(InputEvent p_event) {
33
34 if (p_event.type == InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask & BUTTON_MASK_LEFT) {
35
36 rot_x -= p_event.mouse_motion.relative_y * 0.01;
37 rot_y -= p_event.mouse_motion.relative_x * 0.01;
38 if (rot_x < -Math_PI / 2)
39 rot_x = -Math_PI / 2;
40 else if (rot_x > Math_PI / 2) {
41 rot_x = Math_PI / 2;
42 }
43 _update_rotation();
44 }
45 }
46
_notification(int p_what)47 void MeshEditor::_notification(int p_what) {
48
49 if (p_what == NOTIFICATION_FIXED_PROCESS) {
50 }
51
52 if (p_what == NOTIFICATION_READY) {
53
54 //get_scene()->connect("node_removed",this,"_node_removed");
55
56 if (first_enter) {
57 //it's in propertyeditor so.. could be moved around
58
59 light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1", "EditorIcons"));
60 light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off", "EditorIcons"));
61 light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2", "EditorIcons"));
62 light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off", "EditorIcons"));
63 first_enter = false;
64 }
65 }
66
67 if (p_what == NOTIFICATION_DRAW) {
68
69 Ref<Texture> checkerboard = get_icon("Checkerboard", "EditorIcons");
70 Size2 size = get_size();
71
72 draw_texture_rect(checkerboard, Rect2(Point2(), size), true);
73 }
74 }
75
_update_rotation()76 void MeshEditor::_update_rotation() {
77
78 Transform t;
79 t.basis.rotate(Vector3(0, 1, 0), rot_y);
80 t.basis.rotate(Vector3(1, 0, 0), rot_x);
81 mesh_instance->set_transform(t);
82 }
83
edit(Ref<Mesh> p_mesh)84 void MeshEditor::edit(Ref<Mesh> p_mesh) {
85
86 mesh = p_mesh;
87 mesh_instance->set_mesh(mesh);
88
89 if (mesh.is_null()) {
90
91 hide();
92 } else {
93 rot_x = 0;
94 rot_y = 0;
95 _update_rotation();
96
97 AABB aabb = mesh->get_aabb();
98 Vector3 ofs = aabb.pos + aabb.size * 0.5;
99 aabb.pos -= ofs;
100 float m = MAX(aabb.size.x, aabb.size.y) * 0.5;
101 if (m != 0) {
102 m = 1.0 / m;
103 m *= 0.5;
104 //print_line("scale: "+rtos(m));
105 Transform xform;
106 xform.basis.scale(Vector3(m, m, m));
107 xform.origin = -xform.basis.xform(ofs); //-ofs*m;
108 xform.origin.z -= aabb.size.z * 2;
109 mesh_instance->set_transform(xform);
110 }
111 }
112 }
113
_button_pressed(Node * p_button)114 void MeshEditor::_button_pressed(Node *p_button) {
115
116 if (p_button == light_1_switch) {
117 light1->set_enabled(!light_1_switch->is_pressed());
118 }
119
120 if (p_button == light_2_switch) {
121 light2->set_enabled(!light_2_switch->is_pressed());
122 }
123 }
124
_bind_methods()125 void MeshEditor::_bind_methods() {
126
127 ObjectTypeDB::bind_method(_MD("_input_event"), &MeshEditor::_input_event);
128 ObjectTypeDB::bind_method(_MD("_button_pressed"), &MeshEditor::_button_pressed);
129 }
130
MeshEditor()131 MeshEditor::MeshEditor() {
132
133 viewport = memnew(Viewport);
134 Ref<World> world;
135 world.instance();
136 viewport->set_world(world); //use own world
137 add_child(viewport);
138 viewport->set_disable_input(true);
139
140 camera = memnew(Camera);
141 camera->set_transform(Transform(Matrix3(), Vector3(0, 0, 3)));
142 camera->set_perspective(45, 0.1, 10);
143 viewport->add_child(camera);
144
145 light1 = memnew(DirectionalLight);
146 light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
147 viewport->add_child(light1);
148
149 light2 = memnew(DirectionalLight);
150 light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
151 light2->set_color(Light::COLOR_DIFFUSE, Color(0.7, 0.7, 0.7));
152 light2->set_color(Light::COLOR_SPECULAR, Color(0.7, 0.7, 0.7));
153 viewport->add_child(light2);
154
155 mesh_instance = memnew(MeshInstance);
156 viewport->add_child(mesh_instance);
157
158 set_custom_minimum_size(Size2(1, 150) * EDSCALE);
159
160 HBoxContainer *hb = memnew(HBoxContainer);
161 add_child(hb);
162 hb->set_area_as_parent_rect(2);
163
164 hb->add_spacer();
165
166 VBoxContainer *vb_light = memnew(VBoxContainer);
167 hb->add_child(vb_light);
168
169 light_1_switch = memnew(TextureButton);
170 light_1_switch->set_toggle_mode(true);
171 vb_light->add_child(light_1_switch);
172 light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));
173
174 light_2_switch = memnew(TextureButton);
175 light_2_switch->set_toggle_mode(true);
176 vb_light->add_child(light_2_switch);
177 light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));
178
179 first_enter = true;
180
181 rot_x = 0;
182 rot_y = 0;
183 }
184
edit(Object * p_object)185 void MeshEditorPlugin::edit(Object *p_object) {
186
187 Mesh *s = p_object->cast_to<Mesh>();
188 if (!s)
189 return;
190
191 mesh_editor->edit(Ref<Mesh>(s));
192 }
193
handles(Object * p_object) const194 bool MeshEditorPlugin::handles(Object *p_object) const {
195
196 return p_object->is_type("Mesh");
197 }
198
make_visible(bool p_visible)199 void MeshEditorPlugin::make_visible(bool p_visible) {
200
201 if (p_visible) {
202 mesh_editor->show();
203 // mesh_editor->set_process(true);
204 } else {
205
206 mesh_editor->hide();
207 // mesh_editor->set_process(false);
208 }
209 }
210
MeshEditorPlugin(EditorNode * p_node)211 MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
212
213 editor = p_node;
214 mesh_editor = memnew(MeshEditor);
215 add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM, mesh_editor);
216 mesh_editor->hide();
217 }
218
~MeshEditorPlugin()219 MeshEditorPlugin::~MeshEditorPlugin() {
220 }
221