virtualx-engine/editor/plugins/mesh_instance_3d_editor_plugin.h
bad a052ebaa99 Move "Create Debug Tangents" into an editor plugin
Instead of exporting the "create_debug_tangents" function via
METHOD_FLAG_EDITOR it gets executed by an editor plugin.

This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
2022-10-03 23:34:01 +02:00

101 lines
4 KiB
C++

/*************************************************************************/
/* mesh_instance_3d_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: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef MESH_INSTANCE_3D_EDITOR_PLUGIN_H
#define MESH_INSTANCE_3D_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/spin_box.h"
class MeshInstance3DEditor : public Control {
GDCLASS(MeshInstance3DEditor, 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_DEBUG_TANGENTS,
MENU_OPTION_CREATE_UV2,
MENU_OPTION_DEBUG_UV1,
MENU_OPTION_DEBUG_UV2,
};
MeshInstance3D *node = nullptr;
MenuButton *options = nullptr;
ConfirmationDialog *outline_dialog = nullptr;
SpinBox *outline_size = nullptr;
AcceptDialog *err_dialog = nullptr;
AcceptDialog *debug_uv_dialog = nullptr;
Control *debug_uv = nullptr;
Vector<Vector2> uv_lines;
void _menu_option(int p_option);
void _create_outline_mesh();
void _create_uv_lines(int p_layer);
friend class MeshInstance3DEditorPlugin;
void _debug_uv_draw();
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(MeshInstance3D *p_mesh);
MeshInstance3DEditor();
};
class MeshInstance3DEditorPlugin : public EditorPlugin {
GDCLASS(MeshInstance3DEditorPlugin, EditorPlugin);
MeshInstance3DEditor *mesh_editor = nullptr;
public:
virtual String get_name() const override { return "MeshInstance3D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
MeshInstance3DEditorPlugin();
~MeshInstance3DEditorPlugin();
};
#endif // MESH_INSTANCE_3D_EDITOR_PLUGIN_H