528 lines
17 KiB
C++
528 lines
17 KiB
C++
/*************************************************************************/
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/* mesh_instance_3d_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "mesh_instance_3d_editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "node_3d_editor_plugin.h"
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#include "scene/3d/collision_shape_3d.h"
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#include "scene/3d/navigation_region_3d.h"
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#include "scene/3d/physics_body_3d.h"
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#include "scene/gui/box_container.h"
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void MeshInstance3DEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = nullptr;
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options->hide();
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}
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}
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void MeshInstance3DEditor::edit(MeshInstance3D *p_mesh) {
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node = p_mesh;
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}
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void MeshInstance3DEditor::_menu_option(int p_option) {
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Ref<Mesh> mesh = node->get_mesh();
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if (mesh.is_null()) {
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err_dialog->set_text(TTR("Mesh is empty!"));
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err_dialog->popup_centered();
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return;
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}
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switch (p_option) {
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case MENU_OPTION_CREATE_STATIC_TRIMESH_BODY: {
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EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection();
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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List<Node *> selection = editor_selection->get_selected_node_list();
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if (selection.empty()) {
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Ref<Shape3D> shape = mesh->create_trimesh_shape();
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if (shape.is_null()) {
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err_dialog->set_text(TTR("Couldn't create a Trimesh collision shape."));
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err_dialog->popup_centered();
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return;
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}
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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StaticBody3D *body = memnew(StaticBody3D);
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body->add_child(cshape);
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Node *owner = node == get_tree()->get_edited_scene_root() ? node : node->get_owner();
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ur->create_action(TTR("Create Static Trimesh Body"));
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ur->add_do_method(node, "add_child", body);
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ur->add_do_method(body, "set_owner", owner);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_reference(body);
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ur->add_undo_method(node, "remove_child", body);
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ur->commit_action();
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return;
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}
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ur->create_action(TTR("Create Static Trimesh Body"));
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for (List<Node *>::Element *E = selection.front(); E; E = E->next()) {
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MeshInstance3D *instance = Object::cast_to<MeshInstance3D>(E->get());
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if (!instance)
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continue;
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Ref<Mesh> m = instance->get_mesh();
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if (m.is_null())
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continue;
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Ref<Shape3D> shape = m->create_trimesh_shape();
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if (shape.is_null())
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continue;
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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StaticBody3D *body = memnew(StaticBody3D);
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body->add_child(cshape);
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Node *owner = instance == get_tree()->get_edited_scene_root() ? instance : instance->get_owner();
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ur->add_do_method(instance, "add_child", body);
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ur->add_do_method(body, "set_owner", owner);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_reference(body);
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ur->add_undo_method(instance, "remove_child", body);
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}
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE: {
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if (node == get_tree()->get_edited_scene_root()) {
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err_dialog->set_text(TTR("This doesn't work on scene root!"));
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err_dialog->popup_centered();
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return;
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}
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Ref<Shape3D> shape = mesh->create_trimesh_shape();
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if (shape.is_null())
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return;
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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Node *owner = node->get_owner();
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create Trimesh Static Shape"));
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ur->add_do_method(node->get_parent(), "add_child", cshape);
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ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_reference(cshape);
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ur->add_undo_method(node->get_parent(), "remove_child", cshape);
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE: {
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if (node == get_tree()->get_edited_scene_root()) {
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err_dialog->set_text(TTR("Can't create a single convex collision shape for the scene root."));
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err_dialog->popup_centered();
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return;
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}
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Ref<Shape3D> shape = mesh->create_convex_shape();
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if (shape.is_null()) {
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err_dialog->set_text(TTR("Couldn't create a single convex collision shape."));
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err_dialog->popup_centered();
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create Single Convex Shape"));
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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cshape->set_transform(node->get_transform());
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Node *owner = node->get_owner();
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ur->add_do_method(node->get_parent(), "add_child", cshape);
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ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_reference(cshape);
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ur->add_undo_method(node->get_parent(), "remove_child", cshape);
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES: {
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if (node == get_tree()->get_edited_scene_root()) {
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err_dialog->set_text(TTR("Can't create multiple convex collision shapes for the scene root."));
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err_dialog->popup_centered();
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return;
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}
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Vector<Ref<Shape3D>> shapes = mesh->convex_decompose();
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if (!shapes.size()) {
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err_dialog->set_text(TTR("Couldn't create any collision shapes."));
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err_dialog->popup_centered();
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create Multiple Convex Shapes"));
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for (int i = 0; i < shapes.size(); i++) {
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shapes[i]);
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cshape->set_transform(node->get_transform());
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Node *owner = node->get_owner();
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ur->add_do_method(node->get_parent(), "add_child", cshape);
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ur->add_do_method(node->get_parent(), "move_child", cshape, node->get_index() + 1);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_reference(cshape);
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ur->add_undo_method(node->get_parent(), "remove_child", cshape);
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}
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_NAVMESH: {
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Ref<NavigationMesh> nmesh = memnew(NavigationMesh);
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if (nmesh.is_null())
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return;
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nmesh->create_from_mesh(mesh);
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NavigationRegion3D *nmi = memnew(NavigationRegion3D);
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nmi->set_navigation_mesh(nmesh);
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Node *owner = node == get_tree()->get_edited_scene_root() ? node : node->get_owner();
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create Navigation Mesh"));
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ur->add_do_method(node, "add_child", nmi);
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ur->add_do_method(nmi, "set_owner", owner);
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ur->add_do_reference(nmi);
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ur->add_undo_method(node, "remove_child", nmi);
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_OUTLINE_MESH: {
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outline_dialog->popup_centered(Vector2(200, 90));
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} break;
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case MENU_OPTION_CREATE_UV2: {
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Ref<ArrayMesh> mesh2 = node->get_mesh();
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if (!mesh2.is_valid()) {
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err_dialog->set_text(TTR("Contained Mesh is not of type ArrayMesh."));
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err_dialog->popup_centered();
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return;
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}
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Error err = mesh2->lightmap_unwrap(node->get_global_transform());
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if (err != OK) {
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err_dialog->set_text(TTR("UV Unwrap failed, mesh may not be manifold?"));
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err_dialog->popup_centered();
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return;
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}
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} break;
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case MENU_OPTION_DEBUG_UV1: {
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Ref<Mesh> mesh2 = node->get_mesh();
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if (!mesh2.is_valid()) {
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err_dialog->set_text(TTR("No mesh to debug."));
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err_dialog->popup_centered();
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return;
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}
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_create_uv_lines(0);
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} break;
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case MENU_OPTION_DEBUG_UV2: {
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Ref<Mesh> mesh2 = node->get_mesh();
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if (!mesh2.is_valid()) {
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err_dialog->set_text(TTR("No mesh to debug."));
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err_dialog->popup_centered();
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return;
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}
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_create_uv_lines(1);
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} break;
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}
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}
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struct MeshInstance3DEditorEdgeSort {
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Vector2 a;
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Vector2 b;
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bool operator<(const MeshInstance3DEditorEdgeSort &p_b) const {
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if (a == p_b.a)
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return b < p_b.b;
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else
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return a < p_b.a;
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}
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MeshInstance3DEditorEdgeSort() {}
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MeshInstance3DEditorEdgeSort(const Vector2 &p_a, const Vector2 &p_b) {
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if (p_a < p_b) {
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a = p_a;
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b = p_b;
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} else {
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b = p_a;
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a = p_b;
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}
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}
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};
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void MeshInstance3DEditor::_create_uv_lines(int p_layer) {
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Ref<Mesh> mesh = node->get_mesh();
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ERR_FAIL_COND(!mesh.is_valid());
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Set<MeshInstance3DEditorEdgeSort> edges;
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uv_lines.clear();
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
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continue;
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Array a = mesh->surface_get_arrays(i);
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Vector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
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if (uv.size() == 0) {
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err_dialog->set_text(TTR("Model has no UV in this layer"));
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err_dialog->popup_centered();
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return;
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}
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const Vector2 *r = uv.ptr();
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Vector<int> indices = a[Mesh::ARRAY_INDEX];
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const int *ri = nullptr;
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int ic;
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if (indices.size()) {
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ic = indices.size();
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ri = indices.ptr();
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} else {
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ic = uv.size();
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}
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for (int j = 0; j < ic; j += 3) {
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for (int k = 0; k < 3; k++) {
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MeshInstance3DEditorEdgeSort edge;
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if (ri) {
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edge.a = r[ri[j + k]];
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edge.b = r[ri[j + ((k + 1) % 3)]];
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} else {
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edge.a = r[j + k];
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edge.b = r[j + ((k + 1) % 3)];
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}
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if (edges.has(edge))
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continue;
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uv_lines.push_back(edge.a);
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uv_lines.push_back(edge.b);
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edges.insert(edge);
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}
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}
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}
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debug_uv_dialog->popup_centered();
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}
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void MeshInstance3DEditor::_debug_uv_draw() {
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if (uv_lines.size() == 0)
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return;
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debug_uv->set_clip_contents(true);
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debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), Color(0.2, 0.2, 0.0));
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debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
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debug_uv->draw_multiline(uv_lines, Color(1.0, 0.8, 0.7));
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}
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void MeshInstance3DEditor::_create_outline_mesh() {
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Ref<Mesh> mesh = node->get_mesh();
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if (mesh.is_null()) {
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err_dialog->set_text(TTR("MeshInstance3D lacks a Mesh."));
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err_dialog->popup_centered();
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return;
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}
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if (mesh->get_surface_count() == 0) {
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err_dialog->set_text(TTR("Mesh has not surface to create outlines from."));
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err_dialog->popup_centered();
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return;
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} else if (mesh->get_surface_count() == 1 && mesh->surface_get_primitive_type(0) != Mesh::PRIMITIVE_TRIANGLES) {
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err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES."));
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err_dialog->popup_centered();
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return;
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}
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Ref<Mesh> mesho = mesh->create_outline(outline_size->get_value());
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if (mesho.is_null()) {
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err_dialog->set_text(TTR("Could not create outline."));
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err_dialog->popup_centered();
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return;
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}
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MeshInstance3D *mi = memnew(MeshInstance3D);
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mi->set_mesh(mesho);
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Node *owner = node->get_owner();
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if (get_tree()->get_edited_scene_root() == node) {
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owner = node;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create Outline"));
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ur->add_do_method(node, "add_child", mi);
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ur->add_do_method(mi, "set_owner", owner);
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ur->add_do_reference(mi);
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ur->add_undo_method(node, "remove_child", mi);
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ur->commit_action();
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}
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void MeshInstance3DEditor::_bind_methods() {
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}
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MeshInstance3DEditor::MeshInstance3DEditor() {
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options = memnew(MenuButton);
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options->set_switch_on_hover(true);
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Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Mesh"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("MeshInstance3D", "EditorIcons"));
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options->get_popup()->add_item(TTR("Create Trimesh Static Body"), MENU_OPTION_CREATE_STATIC_TRIMESH_BODY);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a StaticBody3D and assigns a polygon-based collision shape to it automatically.\nThis is the most accurate (but slowest) option for collision detection."));
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Create Trimesh Collision Sibling"), MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection."));
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options->get_popup()->add_item(TTR("Create Single Convex Collision Sibling"), MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection."));
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options->get_popup()->add_item(TTR("Create Multiple Convex Collision Siblings"), MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between the two above options."));
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH);
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Create Outline Mesh..."), MENU_OPTION_CREATE_OUTLINE_MESH);
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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."));
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("View UV1"), MENU_OPTION_DEBUG_UV1);
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options->get_popup()->add_item(TTR("View UV2"), MENU_OPTION_DEBUG_UV2);
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options->get_popup()->add_item(TTR("Unwrap UV2 for Lightmap/AO"), MENU_OPTION_CREATE_UV2);
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options->get_popup()->connect("id_pressed", callable_mp(this, &MeshInstance3DEditor::_menu_option));
|
|
|
|
outline_dialog = memnew(ConfirmationDialog);
|
|
outline_dialog->set_title(TTR("Create Outline Mesh"));
|
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outline_dialog->get_ok()->set_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));
|
|
|
|
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("draw", callable_mp(this, &MeshInstance3DEditor::_debug_uv_draw));
|
|
debug_uv_dialog->add_child(debug_uv);
|
|
}
|
|
|
|
void MeshInstance3DEditorPlugin::edit(Object *p_object) {
|
|
|
|
mesh_editor->edit(Object::cast_to<MeshInstance3D>(p_object));
|
|
}
|
|
|
|
bool MeshInstance3DEditorPlugin::handles(Object *p_object) const {
|
|
|
|
return p_object->is_class("MeshInstance3D");
|
|
}
|
|
|
|
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(EditorNode *p_node) {
|
|
|
|
editor = p_node;
|
|
mesh_editor = memnew(MeshInstance3DEditor);
|
|
editor->get_viewport()->add_child(mesh_editor);
|
|
|
|
mesh_editor->options->hide();
|
|
}
|
|
|
|
MeshInstance3DEditorPlugin::~MeshInstance3DEditorPlugin() {
|
|
}
|