mesh_editor_plugin.cpp 6.7 KB

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  1. /*************************************************************************/
  2. /* mesh_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "mesh_editor_plugin.h"
  31. #include "core/config/project_settings.h"
  32. #include "editor/editor_scale.h"
  33. void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
  34. ERR_FAIL_COND(p_event.is_null());
  35. Ref<InputEventMouseMotion> mm = p_event;
  36. if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
  37. rot_x -= mm->get_relative().y * 0.01;
  38. rot_y -= mm->get_relative().x * 0.01;
  39. if (rot_x < -Math_PI / 2) {
  40. rot_x = -Math_PI / 2;
  41. } else if (rot_x > Math_PI / 2) {
  42. rot_x = Math_PI / 2;
  43. }
  44. _update_rotation();
  45. }
  46. }
  47. void MeshEditor::_notification(int p_what) {
  48. switch (p_what) {
  49. case NOTIFICATION_READY: {
  50. //get_scene()->connect("node_removed",this,"_node_removed");
  51. if (first_enter) {
  52. //it's in propertyeditor so. could be moved around
  53. light_1_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight1"), SNAME("EditorIcons")));
  54. light_1_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight1Off"), SNAME("EditorIcons")));
  55. light_2_switch->set_normal_texture(get_theme_icon(SNAME("MaterialPreviewLight2"), SNAME("EditorIcons")));
  56. light_2_switch->set_pressed_texture(get_theme_icon(SNAME("MaterialPreviewLight2Off"), SNAME("EditorIcons")));
  57. first_enter = false;
  58. }
  59. } break;
  60. }
  61. }
  62. void MeshEditor::_update_rotation() {
  63. Transform3D t;
  64. t.basis.rotate(Vector3(0, 1, 0), -rot_y);
  65. t.basis.rotate(Vector3(1, 0, 0), -rot_x);
  66. rotation->set_transform(t);
  67. }
  68. void MeshEditor::edit(Ref<Mesh> p_mesh) {
  69. mesh = p_mesh;
  70. mesh_instance->set_mesh(mesh);
  71. rot_x = Math::deg_to_rad(-15.0);
  72. rot_y = Math::deg_to_rad(30.0);
  73. _update_rotation();
  74. AABB aabb = mesh->get_aabb();
  75. Vector3 ofs = aabb.get_center();
  76. float m = aabb.get_longest_axis_size();
  77. if (m != 0) {
  78. m = 1.0 / m;
  79. m *= 0.5;
  80. Transform3D xform;
  81. xform.basis.scale(Vector3(m, m, m));
  82. xform.origin = -xform.basis.xform(ofs); //-ofs*m;
  83. //xform.origin.z -= aabb.get_longest_axis_size() * 2;
  84. mesh_instance->set_transform(xform);
  85. }
  86. }
  87. void MeshEditor::_button_pressed(Node *p_button) {
  88. if (p_button == light_1_switch) {
  89. light1->set_visible(!light_1_switch->is_pressed());
  90. }
  91. if (p_button == light_2_switch) {
  92. light2->set_visible(!light_2_switch->is_pressed());
  93. }
  94. }
  95. MeshEditor::MeshEditor() {
  96. viewport = memnew(SubViewport);
  97. Ref<World3D> world_3d;
  98. world_3d.instantiate();
  99. viewport->set_world_3d(world_3d); //use own world
  100. add_child(viewport);
  101. viewport->set_disable_input(true);
  102. viewport->set_msaa_3d(Viewport::MSAA_4X);
  103. set_stretch(true);
  104. camera = memnew(Camera3D);
  105. camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
  106. camera->set_perspective(45, 0.1, 10);
  107. viewport->add_child(camera);
  108. if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  109. camera_attributes.instantiate();
  110. camera->set_attributes(camera_attributes);
  111. }
  112. light1 = memnew(DirectionalLight3D);
  113. light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
  114. viewport->add_child(light1);
  115. light2 = memnew(DirectionalLight3D);
  116. light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
  117. light2->set_color(Color(0.7, 0.7, 0.7));
  118. viewport->add_child(light2);
  119. rotation = memnew(Node3D);
  120. viewport->add_child(rotation);
  121. mesh_instance = memnew(MeshInstance3D);
  122. rotation->add_child(mesh_instance);
  123. set_custom_minimum_size(Size2(1, 150) * EDSCALE);
  124. HBoxContainer *hb = memnew(HBoxContainer);
  125. add_child(hb);
  126. hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
  127. hb->add_spacer();
  128. VBoxContainer *vb_light = memnew(VBoxContainer);
  129. hb->add_child(vb_light);
  130. light_1_switch = memnew(TextureButton);
  131. light_1_switch->set_toggle_mode(true);
  132. vb_light->add_child(light_1_switch);
  133. light_1_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed).bind(light_1_switch));
  134. light_2_switch = memnew(TextureButton);
  135. light_2_switch->set_toggle_mode(true);
  136. vb_light->add_child(light_2_switch);
  137. light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_button_pressed).bind(light_2_switch));
  138. first_enter = true;
  139. rot_x = 0;
  140. rot_y = 0;
  141. }
  142. ///////////////////////
  143. bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
  144. return Object::cast_to<Mesh>(p_object) != nullptr;
  145. }
  146. void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
  147. Mesh *mesh = Object::cast_to<Mesh>(p_object);
  148. if (!mesh) {
  149. return;
  150. }
  151. Ref<Mesh> m(mesh);
  152. MeshEditor *editor = memnew(MeshEditor);
  153. editor->edit(m);
  154. add_custom_control(editor);
  155. }
  156. MeshEditorPlugin::MeshEditorPlugin() {
  157. Ref<EditorInspectorPluginMesh> plugin;
  158. plugin.instantiate();
  159. add_inspector_plugin(plugin);
  160. }