/*************************************************************************/ /* mesh_instance_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef MESH_INSTANCE_EDITOR_PLUGIN_H #define MESH_INSTANCE_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/3d/mesh_instance.h" #include "scene/gui/spin_box.h" class MeshInstanceEditor : public Control { GDCLASS(MeshInstanceEditor, Control); enum Menu { MENU_OPTION_CREATE_STATIC_TRIMESH_BODY, MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE, MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE, MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE, MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES, MENU_OPTION_CREATE_NAVMESH, MENU_OPTION_CREATE_OUTLINE_MESH, MENU_OPTION_CREATE_UV2, MENU_OPTION_DEBUG_UV1, MENU_OPTION_DEBUG_UV2, }; MeshInstance *node; MenuButton *options; ConfirmationDialog *outline_dialog; SpinBox *outline_size; AcceptDialog *err_dialog; AcceptDialog *debug_uv_dialog; Control *debug_uv; Vector uv_lines; void _menu_option(int p_option); void _create_outline_mesh(); void _create_uv_lines(int p_layer); friend class MeshInstanceEditorPlugin; void _debug_uv_draw(); protected: void _node_removed(Node *p_node); static void _bind_methods(); public: void edit(MeshInstance *p_mesh); MeshInstanceEditor(); }; class MeshInstanceEditorPlugin : public EditorPlugin { GDCLASS(MeshInstanceEditorPlugin, EditorPlugin); MeshInstanceEditor *mesh_editor; EditorNode *editor; public: virtual String get_name() const { return "MeshInstance"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); MeshInstanceEditorPlugin(EditorNode *p_node); ~MeshInstanceEditorPlugin(); }; #endif // MESH_EDITOR_PLUGIN_H