Merge pull request #91620 from KoBeWi/a_mesh_for_everyone
Add MultiNodeEdit support to MeshInstance3D editor
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5c7d2d6768
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@ -33,6 +33,7 @@
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/multi_node_edit.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/3d/navigation_region_3d.h"
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@ -188,8 +189,7 @@ void MeshInstance3DEditor::_create_collision_shape() {
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cshape->set_shape(shape);
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cshape->set_name("CollisionShape3D");
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cshape->set_transform(node->get_transform());
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ur->add_do_method(E->get_parent(), "add_child", cshape);
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ur->add_do_method(E->get_parent(), "move_child", cshape, E->get_index() + 1);
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ur->add_do_method(E, "add_sibling", cshape, true);
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ur->add_do_method(cshape, "set_owner", owner);
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ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, cshape);
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ur->add_do_reference(cshape);
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@ -612,11 +612,48 @@ MeshInstance3DEditor::MeshInstance3DEditor() {
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}
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void MeshInstance3DEditorPlugin::edit(Object *p_object) {
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mesh_editor->edit(Object::cast_to<MeshInstance3D>(p_object));
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{
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MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_object);
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if (mi) {
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mesh_editor->edit(mi);
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return;
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}
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}
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Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
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Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
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if (mne.is_valid() && edited_scene) {
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for (int i = 0; i < mne->get_node_count(); i++) {
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MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)));
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if (mi) {
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mesh_editor->edit(mi);
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return;
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}
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}
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}
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mesh_editor->edit(nullptr);
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}
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bool MeshInstance3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("MeshInstance3D");
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if (Object::cast_to<MeshInstance3D>(p_object)) {
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return true;
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}
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Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
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Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
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if (mne.is_valid() && edited_scene) {
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bool has_mesh = false;
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for (int i = 0; i < mne->get_node_count(); i++) {
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if (Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)))) {
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if (has_mesh) {
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return true;
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} else {
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has_mesh = true;
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}
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}
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}
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}
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return false;
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}
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void MeshInstance3DEditorPlugin::make_visible(bool p_visible) {
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