godot/tools/editor/plugins/mesh_editor_plugin.h

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#ifndef MESH_EDITOR_PLUGIN_H
#define MESH_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/resources/material.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/camera.h"
class MeshEditor : public Control {
OBJ_TYPE(MeshEditor, Control);
float rot_x;
float rot_y;
Viewport *viewport;
MeshInstance *mesh_instance;
DirectionalLight *light1;
DirectionalLight *light2;
Camera *camera;
Ref<Mesh> mesh;
TextureButton *light_1_switch;
TextureButton *light_2_switch;
void _button_pressed(Node* p_button);
bool first_enter;
void _update_rotation();
protected:
void _notification(int p_what);
void _input_event(InputEvent p_event);
static void _bind_methods();
public:
void edit(Ref<Mesh> p_mesh);
MeshEditor();
};
class MeshEditorPlugin : public EditorPlugin {
OBJ_TYPE( MeshEditorPlugin, EditorPlugin );
MeshEditor *mesh_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Mesh"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
MeshEditorPlugin(EditorNode *p_node);
~MeshEditorPlugin();
};
#endif // MESH_EDITOR_PLUGIN_H