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/*************************************************************************/
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/* mesh_instance_3d_editor_plugin.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "mesh_instance_3d_editor_plugin.h"
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# include "editor/editor_node.h"
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# include "editor/editor_scale.h"
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# include "node_3d_editor_plugin.h"
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# include "scene/3d/collision_shape_3d.h"
# include "scene/3d/navigation_region_3d.h"
# include "scene/3d/physics_body_3d.h"
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# include "scene/gui/box_container.h"
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void MeshInstance3DEditor : : _node_removed ( Node * p_node ) {
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if ( p_node = = node ) {
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node = nullptr ;
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options - > hide ( ) ;
}
}
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void MeshInstance3DEditor : : edit ( MeshInstance3D * p_mesh ) {
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node = p_mesh ;
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}
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void MeshInstance3DEditor : : _menu_option ( int p_option ) {
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Ref < Mesh > mesh = node - > get_mesh ( ) ;
if ( mesh . is_null ( ) ) {
err_dialog - > set_text ( TTR ( " Mesh is empty! " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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switch ( p_option ) {
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case MENU_OPTION_CREATE_STATIC_TRIMESH_BODY : {
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EditorSelection * editor_selection = EditorNode : : get_singleton ( ) - > get_editor_selection ( ) ;
UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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List < Node * > selection = editor_selection - > get_selected_node_list ( ) ;
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if ( selection . is_empty ( ) ) {
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Ref < Shape3D > shape = mesh - > create_trimesh_shape ( ) ;
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if ( shape . is_null ( ) ) {
err_dialog - > set_text ( TTR ( " Couldn't create a Trimesh collision shape. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
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}
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( shape ) ;
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StaticBody3D * body = memnew ( StaticBody3D ) ;
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body - > add_child ( cshape ) ;
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Node * owner = node = = get_tree ( ) - > get_edited_scene_root ( ) ? node : node - > get_owner ( ) ;
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ur - > create_action ( TTR ( " Create Static Trimesh Body " ) ) ;
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ur - > add_do_method ( node , " add_child " , body , true ) ;
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ur - > add_do_method ( body , " set_owner " , owner ) ;
ur - > add_do_method ( cshape , " set_owner " , owner ) ;
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ur - > add_do_reference ( body ) ;
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ur - > add_undo_method ( node , " remove_child " , body ) ;
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ur - > commit_action ( ) ;
return ;
}
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ur - > create_action ( TTR ( " Create Static Trimesh Body " ) ) ;
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for ( Node * E : selection ) {
MeshInstance3D * instance = Object : : cast_to < MeshInstance3D > ( E ) ;
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if ( ! instance ) {
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continue ;
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}
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Ref < Mesh > m = instance - > get_mesh ( ) ;
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if ( m . is_null ( ) ) {
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continue ;
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}
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Ref < Shape3D > shape = m - > create_trimesh_shape ( ) ;
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if ( shape . is_null ( ) ) {
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continue ;
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}
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( shape ) ;
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StaticBody3D * body = memnew ( StaticBody3D ) ;
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body - > add_child ( cshape ) ;
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Node * owner = instance = = get_tree ( ) - > get_edited_scene_root ( ) ? instance : instance - > get_owner ( ) ;
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ur - > add_do_method ( instance , " add_child " , body , true ) ;
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ur - > add_do_method ( body , " set_owner " , owner ) ;
ur - > add_do_method ( cshape , " set_owner " , owner ) ;
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ur - > add_do_reference ( body ) ;
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ur - > add_undo_method ( instance , " remove_child " , body ) ;
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}
ur - > commit_action ( ) ;
} break ;
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case MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE : {
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if ( node = = get_tree ( ) - > get_edited_scene_root ( ) ) {
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err_dialog - > set_text ( TTR ( " This doesn't work on scene root! " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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Ref < Shape3D > shape = mesh - > create_trimesh_shape ( ) ;
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if ( shape . is_null ( ) ) {
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return ;
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}
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( shape ) ;
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cshape - > set_transform ( node - > get_transform ( ) ) ;
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Node * owner = node - > get_owner ( ) ;
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UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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ur - > create_action ( TTR ( " Create Trimesh Static Shape " ) ) ;
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ur - > add_do_method ( node - > get_parent ( ) , " add_child " , cshape , true ) ;
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ur - > add_do_method ( node - > get_parent ( ) , " move_child " , cshape , node - > get_index ( ) + 1 ) ;
ur - > add_do_method ( cshape , " set_owner " , owner ) ;
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ur - > add_do_reference ( cshape ) ;
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ur - > add_undo_method ( node - > get_parent ( ) , " remove_child " , cshape ) ;
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ur - > commit_action ( ) ;
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} break ;
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case MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE :
case MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE : {
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if ( node = = get_tree ( ) - > get_edited_scene_root ( ) ) {
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err_dialog - > set_text ( TTR ( " Can't create a single convex collision shape for the scene root. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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bool simplify = ( p_option = = MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE ) ;
Ref < Shape3D > shape = mesh - > create_convex_shape ( true , simplify ) ;
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if ( shape . is_null ( ) ) {
err_dialog - > set_text ( TTR ( " Couldn't create a single convex collision shape. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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if ( simplify ) {
ur - > create_action ( TTR ( " Create Simplified Convex Shape " ) ) ;
} else {
ur - > create_action ( TTR ( " Create Single Convex Shape " ) ) ;
}
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( shape ) ;
cshape - > set_transform ( node - > get_transform ( ) ) ;
Node * owner = node - > get_owner ( ) ;
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ur - > add_do_method ( node - > get_parent ( ) , " add_child " , cshape , true ) ;
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ur - > add_do_method ( node - > get_parent ( ) , " move_child " , cshape , node - > get_index ( ) + 1 ) ;
ur - > add_do_method ( cshape , " set_owner " , owner ) ;
ur - > add_do_reference ( cshape ) ;
ur - > add_undo_method ( node - > get_parent ( ) , " remove_child " , cshape ) ;
ur - > commit_action ( ) ;
} break ;
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case MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES : {
if ( node = = get_tree ( ) - > get_edited_scene_root ( ) ) {
err_dialog - > set_text ( TTR ( " Can't create multiple convex collision shapes for the scene root. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
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Mesh : : ConvexDecompositionSettings settings ;
Vector < Ref < Shape3D > > shapes = mesh - > convex_decompose ( settings ) ;
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if ( ! shapes . size ( ) ) {
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err_dialog - > set_text ( TTR ( " Couldn't create any collision shapes. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
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ur - > create_action ( TTR ( " Create Multiple Convex Shapes " ) ) ;
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for ( int i = 0 ; i < shapes . size ( ) ; i + + ) {
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( shapes [ i ] ) ;
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cshape - > set_transform ( node - > get_transform ( ) ) ;
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Node * owner = node - > get_owner ( ) ;
ur - > add_do_method ( node - > get_parent ( ) , " add_child " , cshape ) ;
ur - > add_do_method ( node - > get_parent ( ) , " move_child " , cshape , node - > get_index ( ) + 1 ) ;
ur - > add_do_method ( cshape , " set_owner " , owner ) ;
ur - > add_do_reference ( cshape ) ;
ur - > add_undo_method ( node - > get_parent ( ) , " remove_child " , cshape ) ;
}
ur - > commit_action ( ) ;
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} break ;
case MENU_OPTION_CREATE_NAVMESH : {
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Ref < NavigationMesh > nmesh = memnew ( NavigationMesh ) ;
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if ( nmesh . is_null ( ) ) {
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return ;
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}
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nmesh - > create_from_mesh ( mesh ) ;
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NavigationRegion3D * nmi = memnew ( NavigationRegion3D ) ;
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nmi - > set_navigation_mesh ( nmesh ) ;
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Node * owner = node = = get_tree ( ) - > get_edited_scene_root ( ) ? node : node - > get_owner ( ) ;
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UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
ur - > create_action ( TTR ( " Create Navigation Mesh " ) ) ;
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ur - > add_do_method ( node , " add_child " , nmi , true ) ;
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ur - > add_do_method ( nmi , " set_owner " , owner ) ;
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ur - > add_do_reference ( nmi ) ;
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ur - > add_undo_method ( node , " remove_child " , nmi ) ;
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ur - > commit_action ( ) ;
} break ;
case MENU_OPTION_CREATE_OUTLINE_MESH : {
outline_dialog - > popup_centered ( Vector2 ( 200 , 90 ) ) ;
} break ;
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case MENU_OPTION_CREATE_UV2 : {
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Ref < ArrayMesh > mesh2 = node - > get_mesh ( ) ;
if ( ! mesh2 . is_valid ( ) ) {
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err_dialog - > set_text ( TTR ( " Contained Mesh is not of type ArrayMesh. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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Error err = mesh2 - > lightmap_unwrap ( node - > get_global_transform ( ) ) ;
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if ( err ! = OK ) {
err_dialog - > set_text ( TTR ( " UV Unwrap failed, mesh may not be manifold? " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
} break ;
case MENU_OPTION_DEBUG_UV1 : {
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Ref < Mesh > mesh2 = node - > get_mesh ( ) ;
if ( ! mesh2 . is_valid ( ) ) {
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err_dialog - > set_text ( TTR ( " No mesh to debug. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
_create_uv_lines ( 0 ) ;
} break ;
case MENU_OPTION_DEBUG_UV2 : {
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Ref < Mesh > mesh2 = node - > get_mesh ( ) ;
if ( ! mesh2 . is_valid ( ) ) {
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err_dialog - > set_text ( TTR ( " No mesh to debug. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
_create_uv_lines ( 1 ) ;
} break ;
}
}
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struct MeshInstance3DEditorEdgeSort {
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Vector2 a ;
Vector2 b ;
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bool operator < ( const MeshInstance3DEditorEdgeSort & p_b ) const {
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if ( a = = p_b . a ) {
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return b < p_b . b ;
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} else {
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return a < p_b . a ;
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}
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}
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MeshInstance3DEditorEdgeSort ( ) { }
MeshInstance3DEditorEdgeSort ( const Vector2 & p_a , const Vector2 & p_b ) {
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if ( p_a < p_b ) {
a = p_a ;
b = p_b ;
} else {
b = p_a ;
a = p_b ;
}
}
} ;
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void MeshInstance3DEditor : : _create_uv_lines ( int p_layer ) {
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Ref < Mesh > mesh = node - > get_mesh ( ) ;
ERR_FAIL_COND ( ! mesh . is_valid ( ) ) ;
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Set < MeshInstance3DEditorEdgeSort > edges ;
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uv_lines . clear ( ) ;
for ( int i = 0 ; i < mesh - > get_surface_count ( ) ; i + + ) {
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if ( mesh - > surface_get_primitive_type ( i ) ! = Mesh : : PRIMITIVE_TRIANGLES ) {
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continue ;
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}
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Array a = mesh - > surface_get_arrays ( i ) ;
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Vector < Vector2 > uv = a [ p_layer = = 0 ? Mesh : : ARRAY_TEX_UV : Mesh : : ARRAY_TEX_UV2 ] ;
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if ( uv . size ( ) = = 0 ) {
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err_dialog - > set_text ( vformat ( TTR ( " Mesh has no UV in layer %d. " ) , p_layer + 1 ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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const Vector2 * r = uv . ptr ( ) ;
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Vector < int > indices = a [ Mesh : : ARRAY_INDEX ] ;
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const int * ri = nullptr ;
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int ic ;
if ( indices . size ( ) ) {
ic = indices . size ( ) ;
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ri = indices . ptr ( ) ;
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} else {
ic = uv . size ( ) ;
}
for ( int j = 0 ; j < ic ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
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MeshInstance3DEditorEdgeSort edge ;
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if ( ri ) {
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edge . a = r [ ri [ j + k ] ] ;
edge . b = r [ ri [ j + ( ( k + 1 ) % 3 ) ] ] ;
} else {
edge . a = r [ j + k ] ;
edge . b = r [ j + ( ( k + 1 ) % 3 ) ] ;
}
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if ( edges . has ( edge ) ) {
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continue ;
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}
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uv_lines . push_back ( edge . a ) ;
uv_lines . push_back ( edge . b ) ;
edges . insert ( edge ) ;
}
}
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}
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debug_uv_dialog - > popup_centered ( ) ;
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}
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void MeshInstance3DEditor : : _debug_uv_draw ( ) {
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if ( uv_lines . size ( ) = = 0 ) {
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return ;
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}
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debug_uv - > set_clip_contents ( true ) ;
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debug_uv - > draw_rect ( Rect2 ( Vector2 ( ) , debug_uv - > get_size ( ) ) , get_theme_color ( SNAME ( " dark_color_3 " ) , SNAME ( " Editor " ) ) ) ;
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debug_uv - > draw_set_transform ( Vector2 ( ) , 0 , debug_uv - > get_size ( ) ) ;
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// Use a translucent color to allow overlapping triangles to be visible.
debug_uv - > draw_multiline ( uv_lines , get_theme_color ( SNAME ( " mono_color " ) , SNAME ( " Editor " ) ) * Color ( 1 , 1 , 1 , 0.5 ) , Math : : round ( EDSCALE ) ) ;
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}
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void MeshInstance3DEditor : : _create_outline_mesh ( ) {
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Ref < Mesh > mesh = node - > get_mesh ( ) ;
if ( mesh . is_null ( ) ) {
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err_dialog - > set_text ( TTR ( " MeshInstance3D lacks a Mesh. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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if ( mesh - > get_surface_count ( ) = = 0 ) {
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err_dialog - > set_text ( TTR ( " Mesh has no surface to create outlines from. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
} else if ( mesh - > get_surface_count ( ) = = 1 & & mesh - > surface_get_primitive_type ( 0 ) ! = Mesh : : PRIMITIVE_TRIANGLES ) {
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err_dialog - > set_text ( TTR ( " Mesh primitive type is not PRIMITIVE_TRIANGLES. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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Ref < Mesh > mesho = mesh - > create_outline ( outline_size - > get_value ( ) ) ;
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if ( mesho . is_null ( ) ) {
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err_dialog - > set_text ( TTR ( " Could not create outline. " ) ) ;
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err_dialog - > popup_centered ( ) ;
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return ;
}
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MeshInstance3D * mi = memnew ( MeshInstance3D ) ;
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mi - > set_mesh ( mesho ) ;
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Node * owner = node - > get_owner ( ) ;
if ( get_tree ( ) - > get_edited_scene_root ( ) = = node ) {
owner = node ;
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}
UndoRedo * ur = EditorNode : : get_singleton ( ) - > get_undo_redo ( ) ;
ur - > create_action ( TTR ( " Create Outline " ) ) ;
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ur - > add_do_method ( node , " add_child " , mi , true ) ;
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ur - > add_do_method ( mi , " set_owner " , owner ) ;
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ur - > add_do_reference ( mi ) ;
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ur - > add_undo_method ( node , " remove_child " , mi ) ;
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ur - > commit_action ( ) ;
}
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void MeshInstance3DEditor : : _bind_methods ( ) {
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}
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MeshInstance3DEditor : : MeshInstance3DEditor ( ) {
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options = memnew ( MenuButton ) ;
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options - > set_switch_on_hover ( true ) ;
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Node3DEditor : : get_singleton ( ) - > add_control_to_menu_panel ( options ) ;
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options - > set_text ( TTR ( " Mesh " ) ) ;
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options - > set_icon ( EditorNode : : get_singleton ( ) - > get_gui_base ( ) - > get_theme_icon ( SNAME ( " MeshInstance3D " ) , SNAME ( " EditorIcons " ) ) ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Trimesh Static Body " ) , MENU_OPTION_CREATE_STATIC_TRIMESH_BODY ) ;
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options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a StaticBody3D and assigns a polygon-based collision shape to it automatically. \n This is the most accurate (but slowest) option for collision detection. " ) ) ;
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options - > get_popup ( ) - > add_separator ( ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Trimesh Collision Sibling " ) , MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE ) ;
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options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a polygon-based collision shape. \n This is the most accurate (but slowest) option for collision detection. " ) ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Single Convex Collision Sibling " ) , MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE ) ;
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options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a single convex collision shape. \n This is the fastest (but least accurate) option for collision detection. " ) ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Simplified Convex Collision Sibling " ) , MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE ) ;
options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a simplified convex collision shape. \n This is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy. " ) ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Multiple Convex Collision Siblings " ) , MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES ) ;
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options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a polygon-based collision shape. \n This is a performance middle-ground between a single convex collision and a polygon-based collision. " ) ) ;
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options - > get_popup ( ) - > add_separator ( ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Navigation Mesh " ) , MENU_OPTION_CREATE_NAVMESH ) ;
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options - > get_popup ( ) - > add_separator ( ) ;
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options - > get_popup ( ) - > add_item ( TTR ( " Create Outline Mesh... " ) , MENU_OPTION_CREATE_OUTLINE_MESH ) ;
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options - > get_popup ( ) - > set_item_tooltip ( options - > get_popup ( ) - > get_item_count ( ) - 1 , TTR ( " Creates a static outline mesh. The outline mesh will have its normals flipped automatically. \n This can be used instead of the StandardMaterial Grow property when using that property isn't possible. " ) ) ;
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options - > get_popup ( ) - > add_separator ( ) ;
options - > get_popup ( ) - > add_item ( TTR ( " View UV1 " ) , MENU_OPTION_DEBUG_UV1 ) ;
options - > get_popup ( ) - > add_item ( TTR ( " View UV2 " ) , MENU_OPTION_DEBUG_UV2 ) ;
options - > get_popup ( ) - > add_item ( TTR ( " Unwrap UV2 for Lightmap/AO " ) , MENU_OPTION_CREATE_UV2 ) ;
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options - > get_popup ( ) - > connect ( " id_pressed " , callable_mp ( this , & MeshInstance3DEditor : : _menu_option ) ) ;
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outline_dialog = memnew ( ConfirmationDialog ) ;
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outline_dialog - > set_title ( TTR ( " Create Outline Mesh " ) ) ;
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outline_dialog - > get_ok_button ( ) - > set_text ( TTR ( " Create " ) ) ;
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VBoxContainer * outline_dialog_vbc = memnew ( VBoxContainer ) ;
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outline_dialog - > add_child ( outline_dialog_vbc ) ;
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//outline_dialog->set_child_rect(outline_dialog_vbc);
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outline_size = memnew ( SpinBox ) ;
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outline_size - > set_min ( 0.001 ) ;
outline_size - > set_max ( 1024 ) ;
outline_size - > set_step ( 0.001 ) ;
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outline_size - > set_value ( 0.05 ) ;
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outline_dialog_vbc - > add_margin_child ( TTR ( " Outline Size: " ) , outline_size ) ;
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add_child ( outline_dialog ) ;
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outline_dialog - > connect ( " confirmed " , callable_mp ( this , & MeshInstance3DEditor : : _create_outline_mesh ) ) ;
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err_dialog = memnew ( AcceptDialog ) ;
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add_child ( err_dialog ) ;
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debug_uv_dialog = memnew ( AcceptDialog ) ;
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debug_uv_dialog - > set_title ( TTR ( " UV Channel Debug " ) ) ;
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add_child ( debug_uv_dialog ) ;
debug_uv = memnew ( Control ) ;
debug_uv - > set_custom_minimum_size ( Size2 ( 600 , 600 ) * EDSCALE ) ;
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debug_uv - > connect ( " draw " , callable_mp ( this , & MeshInstance3DEditor : : _debug_uv_draw ) ) ;
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debug_uv_dialog - > add_child ( debug_uv ) ;
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}
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void MeshInstance3DEditorPlugin : : edit ( Object * p_object ) {
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mesh_editor - > edit ( Object : : cast_to < MeshInstance3D > ( p_object ) ) ;
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}
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bool MeshInstance3DEditorPlugin : : handles ( Object * p_object ) const {
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return p_object - > is_class ( " MeshInstance3D " ) ;
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}
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void MeshInstance3DEditorPlugin : : make_visible ( bool p_visible ) {
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if ( p_visible ) {
mesh_editor - > options - > show ( ) ;
} else {
mesh_editor - > options - > hide ( ) ;
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mesh_editor - > edit ( nullptr ) ;
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}
}
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MeshInstance3DEditorPlugin : : MeshInstance3DEditorPlugin ( EditorNode * p_node ) {
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editor = p_node ;
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mesh_editor = memnew ( MeshInstance3DEditor ) ;
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editor - > get_main_control ( ) - > add_child ( mesh_editor ) ;
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mesh_editor - > options - > hide ( ) ;
}
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MeshInstance3DEditorPlugin : : ~ MeshInstance3DEditorPlugin ( ) {
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}