virtualx-engine/editor/plugins/mesh_instance_editor_plugin.h

102 lines
3.8 KiB
C++

/*************************************************************************/
/* mesh_instance_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_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<Vector2> 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