/**************************************************************************/ /* mesh_instance_3d_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_instance_3d_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/multi_node_edit.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/themes/editor_scale.h" #include "scene/3d/navigation_region_3d.h" #include "scene/3d/physics/collision_shape_3d.h" #include "scene/3d/physics/physics_body_3d.h" #include "scene/3d/physics/static_body_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/dialogs.h" #include "scene/gui/menu_button.h" #include "scene/gui/spin_box.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" #include "scene/resources/3d/primitive_meshes.h" void MeshInstance3DEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; options->hide(); } } void MeshInstance3DEditor::edit(MeshInstance3D *p_mesh) { node = p_mesh; } Vector> MeshInstance3DEditor::create_shape_from_mesh(Ref p_mesh, int p_option, bool p_verbose) { Vector> shapes; switch (p_option) { case SHAPE_TYPE_TRIMESH: { shapes.push_back(p_mesh->create_trimesh_shape()); if (p_verbose && shapes.is_empty()) { err_dialog->set_text(TTR("Couldn't create a Trimesh collision shape.")); err_dialog->popup_centered(); } } break; case SHAPE_TYPE_SINGLE_CONVEX: { shapes.push_back(p_mesh->create_convex_shape(true, false)); if (p_verbose && shapes.is_empty()) { err_dialog->set_text(TTR("Couldn't create a single collision shape.")); err_dialog->popup_centered(); } } break; case SHAPE_TYPE_SIMPLIFIED_CONVEX: { shapes.push_back(p_mesh->create_convex_shape(true, true)); if (p_verbose && shapes.is_empty()) { err_dialog->set_text(TTR("Couldn't create a simplified collision shape.")); err_dialog->popup_centered(); } } break; case SHAPE_TYPE_MULTIPLE_CONVEX: { Ref settings; settings.instantiate(); settings->set_max_convex_hulls(32); settings->set_max_concavity(0.001); shapes = p_mesh->convex_decompose(settings); if (p_verbose && shapes.is_empty()) { err_dialog->set_text(TTR("Couldn't create any collision shapes.")); err_dialog->popup_centered(); } } break; default: break; } return shapes; } void MeshInstance3DEditor::_create_collision_shape() { int placement_option = shape_placement->get_selected(); int shape_type_option = shape_type->get_selected(); EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection(); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); switch (shape_type_option) { case SHAPE_TYPE_TRIMESH: { ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Trimesh Collision Shape Sibling" : "Create Trimesh Static Body")); } break; case SHAPE_TYPE_SINGLE_CONVEX: { ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Single Convex Collision Shape Sibling" : "Create Single Convex Static Body")); } break; case SHAPE_TYPE_SIMPLIFIED_CONVEX: { ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Simplified Convex Collision Shape Sibling" : "Create Simplified Convex Static Body")); } break; case SHAPE_TYPE_MULTIPLE_CONVEX: { ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Multiple Convex Collision Shape Siblings" : "Create Multiple Convex Static Body")); } break; default: break; } List selection = editor_selection->get_selected_node_list(); bool verbose = false; if (selection.is_empty()) { selection.push_back(node); verbose = true; } for (Node *E : selection) { if (placement_option == SHAPE_PLACEMENT_SIBLING && E == get_tree()->get_edited_scene_root()) { if (verbose) { err_dialog->set_text(TTR("Can't create a collision shape as sibling for the scene root.")); err_dialog->popup_centered(); } continue; } MeshInstance3D *instance = Object::cast_to(E); if (!instance) { continue; } Ref m = instance->get_mesh(); if (m.is_null()) { continue; } Vector> shapes = create_shape_from_mesh(m, shape_type_option, verbose); if (shapes.is_empty()) { return; } Node *owner = get_tree()->get_edited_scene_root(); if (placement_option == SHAPE_PLACEMENT_STATIC_BODY_CHILD) { StaticBody3D *body = memnew(StaticBody3D); ur->add_do_method(instance, "add_child", body, true); ur->add_do_method(body, "set_owner", owner); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), body); for (Ref shape : shapes) { CollisionShape3D *cshape = memnew(CollisionShape3D); cshape->set_shape(shape); body->add_child(cshape, true); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), cshape); } ur->add_do_reference(body); ur->add_undo_method(instance, "remove_child", body); } else { for (Ref shape : shapes) { CollisionShape3D *cshape = memnew(CollisionShape3D); cshape->set_shape(shape); cshape->set_name("CollisionShape3D"); cshape->set_transform(node->get_transform()); ur->add_do_method(E, "add_sibling", cshape, true); ur->add_do_method(cshape, "set_owner", owner); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), cshape); ur->add_do_reference(cshape); ur->add_undo_method(node->get_parent(), "remove_child", cshape); } } } ur->commit_action(); } void MeshInstance3DEditor::_menu_option(int p_option) { Ref mesh = node->get_mesh(); if (mesh.is_null()) { err_dialog->set_text(TTR("Mesh is empty!")); err_dialog->popup_centered(); return; } switch (p_option) { case MENU_OPTION_CREATE_COLLISION_SHAPE: { shape_dialog->popup_centered(); } break; case MENU_OPTION_CREATE_NAVMESH: { navigation_mesh_dialog->popup_centered(Vector2(200, 90)); } break; case MENU_OPTION_CREATE_OUTLINE_MESH: { outline_dialog->popup_centered(Vector2(200, 90)); } break; case MENU_OPTION_CREATE_DEBUG_TANGENTS: { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Create Debug Tangents")); MeshInstance3D *tangents = node->create_debug_tangents_node(); if (tangents) { Node *owner = get_tree()->get_edited_scene_root(); ur->add_do_reference(tangents); ur->add_do_method(node, "add_child", tangents, true); ur->add_do_method(tangents, "set_owner", owner); ur->add_undo_method(node, "remove_child", tangents); } ur->commit_action(); } break; case MENU_OPTION_CREATE_UV2: { Ref mesh2 = node->get_mesh(); if (!mesh.is_valid()) { err_dialog->set_text(TTR("No mesh to unwrap.")); err_dialog->popup_centered(); return; } // Test if we are allowed to unwrap this mesh resource. String path = mesh2->get_path(); int srpos = path.find("::"); if (srpos != -1) { String base = path.substr(0, srpos); if (ResourceLoader::get_resource_type(base) == "PackedScene") { if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) { err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it does not belong to the edited scene. Make it unique first.")); err_dialog->popup_centered(); return; } } else { if (FileAccess::exists(path + ".import")) { err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it belongs to another resource which was imported from another file type. Make it unique first.")); err_dialog->popup_centered(); return; } } } else { if (FileAccess::exists(path + ".import")) { err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it was imported from another file type. Make it unique first.")); err_dialog->popup_centered(); return; } } Ref primitive_mesh = mesh2; if (primitive_mesh.is_valid()) { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Unwrap UV2")); ur->add_do_method(*primitive_mesh, "set_add_uv2", true); ur->add_undo_method(*primitive_mesh, "set_add_uv2", primitive_mesh->get_add_uv2()); ur->commit_action(); } else { Ref array_mesh = mesh2; if (!array_mesh.is_valid()) { err_dialog->set_text(TTR("Contained Mesh is not of type ArrayMesh.")); err_dialog->popup_centered(); return; } // Preemptively evaluate common fail cases for lightmap unwrapping. { if (array_mesh->get_blend_shape_count() > 0) { err_dialog->set_text(TTR("Can't unwrap mesh with blend shapes.")); err_dialog->popup_centered(); return; } for (int i = 0; i < array_mesh->get_surface_count(); i++) { Mesh::PrimitiveType primitive = array_mesh->surface_get_primitive_type(i); if (primitive != Mesh::PRIMITIVE_TRIANGLES) { err_dialog->set_text(TTR("Only triangles are supported for lightmap unwrap.")); err_dialog->popup_centered(); return; } uint64_t format = array_mesh->surface_get_format(i); if (!(format & Mesh::ArrayFormat::ARRAY_FORMAT_NORMAL)) { err_dialog->set_text(TTR("Normals are required for lightmap unwrap.")); err_dialog->popup_centered(); return; } } } Ref unwrapped_mesh = array_mesh->duplicate(false); Error err = unwrapped_mesh->lightmap_unwrap(node->get_global_transform()); if (err != OK) { err_dialog->set_text(TTR("UV Unwrap failed, mesh may not be manifold?")); err_dialog->popup_centered(); return; } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Unwrap UV2")); ur->add_do_method(node, "set_mesh", unwrapped_mesh); ur->add_do_reference(node); ur->add_do_reference(array_mesh.ptr()); ur->add_undo_method(node, "set_mesh", array_mesh); ur->add_undo_reference(unwrapped_mesh.ptr()); ur->commit_action(); } } break; case MENU_OPTION_DEBUG_UV1: { Ref mesh2 = node->get_mesh(); if (!mesh2.is_valid()) { err_dialog->set_text(TTR("No mesh to debug.")); err_dialog->popup_centered(); return; } _create_uv_lines(0); } break; case MENU_OPTION_DEBUG_UV2: { Ref mesh2 = node->get_mesh(); if (!mesh2.is_valid()) { err_dialog->set_text(TTR("No mesh to debug.")); err_dialog->popup_centered(); return; } _create_uv_lines(1); } break; } } struct MeshInstance3DEditorEdgeSort { Vector2 a; Vector2 b; static uint32_t hash(const MeshInstance3DEditorEdgeSort &p_edge) { uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a)); return hash_fmix32(hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h)); } bool operator==(const MeshInstance3DEditorEdgeSort &p_b) const { return a == p_b.a && b == p_b.b; } MeshInstance3DEditorEdgeSort() {} MeshInstance3DEditorEdgeSort(const Vector2 &p_a, const Vector2 &p_b) { if (p_a < p_b) { a = p_a; b = p_b; } else { b = p_a; a = p_b; } } }; void MeshInstance3DEditor::_create_uv_lines(int p_layer) { Ref mesh = node->get_mesh(); ERR_FAIL_COND(!mesh.is_valid()); HashSet edges; uv_lines.clear(); for (int i = 0; i < mesh->get_surface_count(); i++) { if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { continue; } Array a = mesh->surface_get_arrays(i); Vector uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2]; if (uv.size() == 0) { err_dialog->set_text(vformat(TTR("Mesh has no UV in layer %d."), p_layer + 1)); err_dialog->popup_centered(); return; } const Vector2 *r = uv.ptr(); Vector indices = a[Mesh::ARRAY_INDEX]; const int *ri = nullptr; int ic; if (indices.size()) { ic = indices.size(); ri = indices.ptr(); } else { ic = uv.size(); } for (int j = 0; j < ic; j += 3) { for (int k = 0; k < 3; k++) { MeshInstance3DEditorEdgeSort edge; if (ri) { 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)]; } if (edges.has(edge)) { continue; } uv_lines.push_back(edge.a); uv_lines.push_back(edge.b); edges.insert(edge); } } } debug_uv_dialog->popup_centered(); } void MeshInstance3DEditor::_debug_uv_draw() { if (uv_lines.size() == 0) { return; } debug_uv->set_clip_contents(true); debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), get_theme_color(SNAME("dark_color_3"), EditorStringName(Editor))); debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size()); // Use a translucent color to allow overlapping triangles to be visible. debug_uv->draw_multiline(uv_lines, get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.5)); } void MeshInstance3DEditor::_create_navigation_mesh() { Ref mesh = node->get_mesh(); if (mesh.is_null()) { return; } Ref nmesh = memnew(NavigationMesh); if (nmesh.is_null()) { return; } nmesh->create_from_mesh(mesh); NavigationRegion3D *nmi = memnew(NavigationRegion3D); nmi->set_navigation_mesh(nmesh); Node *owner = get_tree()->get_edited_scene_root(); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Create Navigation Mesh")); ur->add_do_method(node, "add_child", nmi, true); ur->add_do_method(nmi, "set_owner", owner); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), nmi); ur->add_do_reference(nmi); ur->add_undo_method(node, "remove_child", nmi); ur->commit_action(); } void MeshInstance3DEditor::_create_outline_mesh() { Ref mesh = node->get_mesh(); if (mesh.is_null()) { err_dialog->set_text(TTR("MeshInstance3D lacks a Mesh.")); err_dialog->popup_centered(); return; } if (mesh->get_surface_count() == 0) { err_dialog->set_text(TTR("Mesh has no surface to create outlines from.")); err_dialog->popup_centered(); return; } else if (mesh->get_surface_count() == 1 && mesh->surface_get_primitive_type(0) != Mesh::PRIMITIVE_TRIANGLES) { err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES.")); err_dialog->popup_centered(); return; } Ref mesho = mesh->create_outline(outline_size->get_value()); if (mesho.is_null()) { err_dialog->set_text(TTR("Could not create outline.")); err_dialog->popup_centered(); return; } MeshInstance3D *mi = memnew(MeshInstance3D); mi->set_mesh(mesho); Node *owner = get_tree()->get_edited_scene_root(); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Create Outline")); ur->add_do_method(node, "add_child", mi, true); ur->add_do_method(mi, "set_owner", owner); ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), mi); ur->add_do_reference(mi); ur->add_undo_method(node, "remove_child", mi); ur->commit_action(); } void MeshInstance3DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_THEME_CHANGED: { options->set_icon(get_editor_theme_icon(SNAME("MeshInstance3D"))); } break; } } MeshInstance3DEditor::MeshInstance3DEditor() { options = memnew(MenuButton); options->set_text(TTR("Mesh")); options->set_switch_on_hover(true); Node3DEditor::get_singleton()->add_control_to_menu_panel(options); options->get_popup()->add_item(TTR("Create Collision Shape..."), MENU_OPTION_CREATE_COLLISION_SHAPE); options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH); options->get_popup()->add_separator(); options->get_popup()->add_item(TTR("Create Outline Mesh..."), MENU_OPTION_CREATE_OUTLINE_MESH); 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.\nThis can be used instead of the StandardMaterial Grow property when using that property isn't possible.")); options->get_popup()->add_item(TTR("Create Debug Tangents"), MENU_OPTION_CREATE_DEBUG_TANGENTS); 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); options->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &MeshInstance3DEditor::_menu_option)); outline_dialog = memnew(ConfirmationDialog); outline_dialog->set_title(TTR("Create Outline Mesh")); outline_dialog->set_ok_button_text(TTR("Create")); VBoxContainer *outline_dialog_vbc = memnew(VBoxContainer); outline_dialog->add_child(outline_dialog_vbc); //outline_dialog->set_child_rect(outline_dialog_vbc); outline_size = memnew(SpinBox); outline_size->set_min(0.001); outline_size->set_max(1024); outline_size->set_step(0.001); outline_size->set_value(0.05); outline_dialog_vbc->add_margin_child(TTR("Outline Size:"), outline_size); add_child(outline_dialog); outline_dialog->connect(SceneStringName(confirmed), callable_mp(this, &MeshInstance3DEditor::_create_outline_mesh)); shape_dialog = memnew(ConfirmationDialog); shape_dialog->set_title(TTR("Create Collision Shape")); shape_dialog->set_ok_button_text(TTR("Create")); VBoxContainer *shape_dialog_vbc = memnew(VBoxContainer); shape_dialog->add_child(shape_dialog_vbc); Label *l = memnew(Label); l->set_text(TTR("Collision Shape placement")); shape_dialog_vbc->add_child(l); shape_placement = memnew(OptionButton); shape_placement->set_h_size_flags(SIZE_EXPAND_FILL); shape_placement->add_item(TTR("Sibling"), SHAPE_PLACEMENT_SIBLING); shape_placement->set_item_tooltip(-1, TTR("Creates collision shapes as Sibling.")); shape_placement->add_item(TTR("Static Body Child"), SHAPE_PLACEMENT_STATIC_BODY_CHILD); shape_placement->set_item_tooltip(-1, TTR("Creates a StaticBody3D as child and assigns collision shapes to it.")); shape_dialog_vbc->add_child(shape_placement); l = memnew(Label); l->set_text(TTR("Collision Shape Type")); shape_dialog_vbc->add_child(l); shape_type = memnew(OptionButton); shape_type->set_h_size_flags(SIZE_EXPAND_FILL); shape_type->add_item(TTR("Trimesh"), SHAPE_TYPE_TRIMESH); shape_type->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection.")); shape_type->add_item(TTR("Single Convex"), SHAPE_TYPE_SINGLE_CONVEX); shape_type->set_item_tooltip(-1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection.")); shape_type->add_item(TTR("Simplified Convex"), SHAPE_TYPE_SIMPLIFIED_CONVEX); shape_type->set_item_tooltip(-1, TTR("Creates a simplified convex collision shape.\nThis is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy.")); shape_type->add_item(TTR("Multiple Convex"), SHAPE_TYPE_MULTIPLE_CONVEX); shape_type->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between a single convex collision and a polygon-based collision.")); shape_dialog_vbc->add_child(shape_type); add_child(shape_dialog); shape_dialog->connect(SceneStringName(confirmed), callable_mp(this, &MeshInstance3DEditor::_create_collision_shape)); err_dialog = memnew(AcceptDialog); add_child(err_dialog); debug_uv_dialog = memnew(AcceptDialog); debug_uv_dialog->set_title(TTR("UV Channel Debug")); add_child(debug_uv_dialog); debug_uv = memnew(Control); debug_uv->set_custom_minimum_size(Size2(600, 600) * EDSCALE); debug_uv->connect(SceneStringName(draw), callable_mp(this, &MeshInstance3DEditor::_debug_uv_draw)); debug_uv_dialog->add_child(debug_uv); navigation_mesh_dialog = memnew(ConfirmationDialog); navigation_mesh_dialog->set_title(TTR("Create NavigationMesh")); navigation_mesh_dialog->set_ok_button_text(TTR("Create")); VBoxContainer *navigation_mesh_dialog_vbc = memnew(VBoxContainer); navigation_mesh_dialog->add_child(navigation_mesh_dialog_vbc); Label *navigation_mesh_l = memnew(Label); navigation_mesh_l->set_text(TTR("Before converting a rendering mesh to a navigation mesh, please verify:\n\n- The mesh is two-dimensional.\n- The mesh has no surface overlap.\n- The mesh has no self-intersection.\n- The mesh surfaces have indices.\n\nIf the mesh does not fulfill these requirements, the pathfinding will be broken.")); navigation_mesh_dialog_vbc->add_child(navigation_mesh_l); add_child(navigation_mesh_dialog); navigation_mesh_dialog->connect("confirmed", callable_mp(this, &MeshInstance3DEditor::_create_navigation_mesh)); } void MeshInstance3DEditorPlugin::edit(Object *p_object) { { MeshInstance3D *mi = Object::cast_to(p_object); if (mi) { mesh_editor->edit(mi); return; } } Ref mne = Ref(p_object); Node *edited_scene = EditorNode::get_singleton()->get_edited_scene(); if (mne.is_valid() && edited_scene) { for (int i = 0; i < mne->get_node_count(); i++) { MeshInstance3D *mi = Object::cast_to(edited_scene->get_node(mne->get_node(i))); if (mi) { mesh_editor->edit(mi); return; } } } mesh_editor->edit(nullptr); } bool MeshInstance3DEditorPlugin::handles(Object *p_object) const { if (Object::cast_to(p_object)) { return true; } Ref mne = Ref(p_object); Node *edited_scene = EditorNode::get_singleton()->get_edited_scene(); if (mne.is_valid() && edited_scene) { bool has_mesh = false; for (int i = 0; i < mne->get_node_count(); i++) { if (Object::cast_to(edited_scene->get_node(mne->get_node(i)))) { if (has_mesh) { return true; } else { has_mesh = true; } } } } return false; } void MeshInstance3DEditorPlugin::make_visible(bool p_visible) { if (p_visible) { mesh_editor->options->show(); } else { mesh_editor->options->hide(); mesh_editor->edit(nullptr); } } MeshInstance3DEditorPlugin::MeshInstance3DEditorPlugin() { mesh_editor = memnew(MeshInstance3DEditor); EditorNode::get_singleton()->get_main_screen_control()->add_child(mesh_editor); mesh_editor->options->hide(); } MeshInstance3DEditorPlugin::~MeshInstance3DEditorPlugin() { }