virtualx-engine/editor/plugins/mesh_instance_3d_editor_plugin.cpp
smix8 3fae26277a Add confirm dialog for render mesh to navigation mesh conversion
Adds confirm dialog for render mesh to navigation mesh conversion that lists all the requirement for the pathfinding.
2024-06-02 19:09:54 +02:00

698 lines
24 KiB
C++

/**************************************************************************/
/* 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 */
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/* 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<Ref<Shape3D>> MeshInstance3DEditor::create_shape_from_mesh(Ref<Mesh> p_mesh, int p_option, bool p_verbose) {
Vector<Ref<Shape3D>> 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<MeshConvexDecompositionSettings> 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<Node *> 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<MeshInstance3D>(E);
if (!instance) {
continue;
}
Ref<Mesh> m = instance->get_mesh();
if (m.is_null()) {
continue;
}
Vector<Ref<Shape3D>> 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<Shape3D> 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<Shape3D> 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> 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<Mesh> 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<PrimitiveMesh> 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<ArrayMesh> 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<ArrayMesh> 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<Mesh> 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<Mesh> 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> mesh = node->get_mesh();
ERR_FAIL_COND(!mesh.is_valid());
HashSet<MeshInstance3DEditorEdgeSort, MeshInstance3DEditorEdgeSort> 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<Vector2> 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<int> 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> mesh = node->get_mesh();
if (mesh.is_null()) {
return;
}
Ref<NavigationMesh> 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> 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<Mesh> 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("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("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<MeshInstance3D>(p_object);
if (mi) {
mesh_editor->edit(mi);
return;
}
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(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<MeshInstance3D>(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<MeshInstance3D>(p_object)) {
return true;
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(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<MeshInstance3D>(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() {
}