8be2fabbe5
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
215 lines
4.6 KiB
C++
215 lines
4.6 KiB
C++
#include "mesh_editor_plugin.h"
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void MeshEditor::_input_event(InputEvent p_event) {
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if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&BUTTON_MASK_LEFT) {
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rot_x-=p_event.mouse_motion.relative_y*0.01;
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rot_y-=p_event.mouse_motion.relative_x*0.01;
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if (rot_x<-Math_PI/2)
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rot_x=-Math_PI/2;
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else if (rot_x>Math_PI/2) {
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rot_x=Math_PI/2;
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}
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_update_rotation();
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}
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}
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void MeshEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_FIXED_PROCESS) {
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}
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if (p_what==NOTIFICATION_READY) {
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//get_scene()->connect("node_removed",this,"_node_removed");
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if (first_enter) {
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//it's in propertyeditor so.. could be moved around
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light_1_switch->set_normal_texture(get_icon("MaterialPreviewLight1","EditorIcons"));
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light_1_switch->set_pressed_texture(get_icon("MaterialPreviewLight1Off","EditorIcons"));
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light_2_switch->set_normal_texture(get_icon("MaterialPreviewLight2","EditorIcons"));
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light_2_switch->set_pressed_texture(get_icon("MaterialPreviewLight2Off","EditorIcons"));
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first_enter=false;
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}
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}
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if (p_what==NOTIFICATION_DRAW) {
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Ref<Texture> checkerboard = get_icon("Checkerboard","EditorIcons");
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Size2 size = get_size();
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draw_texture_rect(checkerboard,Rect2(Point2(),size),true);
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}
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}
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void MeshEditor::_update_rotation() {
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Transform t;
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t.basis.rotate(Vector3(0, 1, 0), rot_y);
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t.basis.rotate(Vector3(1, 0, 0), rot_x);
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mesh_instance->set_transform(t);
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}
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void MeshEditor::edit(Ref<Mesh> p_mesh) {
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mesh=p_mesh;
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mesh_instance->set_mesh(mesh);
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if (mesh.is_null()) {
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hide();
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} else {
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rot_x=0;
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rot_y=0;
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_update_rotation();
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AABB aabb= mesh->get_aabb();
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Vector3 ofs = aabb.pos + aabb.size*0.5;
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aabb.pos-=ofs;
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float m = MAX(aabb.size.x,aabb.size.y)*0.5;
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if (m!=0) {
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m=1.0/m;
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m*=0.5;
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//print_line("scale: "+rtos(m));
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Transform xform;
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xform.basis.scale(Vector3(m,m,m));
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xform.origin=-xform.basis.xform(ofs); //-ofs*m;
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xform.origin.z-=aabb.size.z*2;
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mesh_instance->set_transform(xform);
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}
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}
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}
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void MeshEditor::_button_pressed(Node* p_button) {
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if (p_button==light_1_switch) {
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light1->set_enabled(!light_1_switch->is_pressed());
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}
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if (p_button==light_2_switch) {
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light2->set_enabled(!light_2_switch->is_pressed());
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}
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}
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void MeshEditor::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_input_event"),&MeshEditor::_input_event);
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ObjectTypeDB::bind_method(_MD("_button_pressed"),&MeshEditor::_button_pressed);
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}
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MeshEditor::MeshEditor() {
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viewport = memnew( Viewport );
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Ref<World> world;
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world.instance();
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viewport->set_world(world); //use own world
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add_child(viewport);
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viewport->set_process_input(false);
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camera = memnew( Camera );
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camera->set_transform(Transform(Matrix3(),Vector3(0,0,3)));
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camera->set_perspective(45,0.1,10);
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viewport->add_child(camera);
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light1 = memnew( DirectionalLight );
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light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0)));
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viewport->add_child(light1);
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light2 = memnew( DirectionalLight );
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light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1)));
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light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7));
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light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7));
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viewport->add_child(light2);
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mesh_instance = memnew( MeshInstance );
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viewport->add_child(mesh_instance);
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set_custom_minimum_size(Size2(1,150));
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HBoxContainer *hb = memnew( HBoxContainer );
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add_child(hb);
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hb->set_area_as_parent_rect(2);
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hb->add_spacer();
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VBoxContainer *vb_light = memnew( VBoxContainer );
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hb->add_child(vb_light);
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light_1_switch = memnew( TextureButton );
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light_1_switch->set_toggle_mode(true);
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vb_light->add_child(light_1_switch);
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light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch));
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light_2_switch = memnew( TextureButton );
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light_2_switch->set_toggle_mode(true);
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vb_light->add_child(light_2_switch);
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light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch));
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first_enter=true;
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rot_x=0;
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rot_y=0;
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}
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void MeshEditorPlugin::edit(Object *p_object) {
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Mesh * s = p_object->cast_to<Mesh>();
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if (!s)
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return;
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mesh_editor->edit(Ref<Mesh>(s));
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}
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bool MeshEditorPlugin::handles(Object *p_object) const {
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return p_object->is_type("Mesh");
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}
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void MeshEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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mesh_editor->show();
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// mesh_editor->set_process(true);
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} else {
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mesh_editor->hide();
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// mesh_editor->set_process(false);
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}
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}
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MeshEditorPlugin::MeshEditorPlugin(EditorNode *p_node) {
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editor=p_node;
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mesh_editor = memnew( MeshEditor );
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add_control_to_container(CONTAINER_PROPERTY_EDITOR_BOTTOM,mesh_editor);
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mesh_editor->hide();
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}
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MeshEditorPlugin::~MeshEditorPlugin()
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{
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}
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