/**************************************************************************/ /* mesh_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "mesh_editor_plugin.h" #include "core/config/project_settings.h" #include "editor/themes/editor_scale.h" #include "scene/gui/button.h" #include "scene/main/viewport.h" void MeshEditor::gui_input(const Ref &p_event) { ERR_FAIL_COND(p_event.is_null()); Ref mm = p_event; if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) { rot_x -= mm->get_relative().y * 0.01; rot_y -= mm->get_relative().x * 0.01; rot_x = CLAMP(rot_x, -Math_PI / 2, Math_PI / 2); _update_rotation(); } } void MeshEditor::_update_theme_item_cache() { SubViewportContainer::_update_theme_item_cache(); theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1")); theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2")); } void MeshEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_THEME_CHANGED: { light_1_switch->set_icon(theme_cache.light_1_icon); light_2_switch->set_icon(theme_cache.light_2_icon); } break; } } void MeshEditor::_update_rotation() { Transform3D t; t.basis.rotate(Vector3(0, 1, 0), -rot_y); t.basis.rotate(Vector3(1, 0, 0), -rot_x); rotation->set_transform(t); } void MeshEditor::edit(Ref p_mesh) { mesh = p_mesh; mesh_instance->set_mesh(mesh); rot_x = Math::deg_to_rad(-15.0); rot_y = Math::deg_to_rad(30.0); _update_rotation(); AABB aabb = mesh->get_aabb(); Vector3 ofs = aabb.get_center(); float m = aabb.get_longest_axis_size(); if (m != 0) { m = 1.0 / m; m *= 0.5; Transform3D xform; xform.basis.scale(Vector3(m, m, m)); xform.origin = -xform.basis.xform(ofs); //-ofs*m; //xform.origin.z -= aabb.get_longest_axis_size() * 2; mesh_instance->set_transform(xform); } } void MeshEditor::_on_light_1_switch_pressed() { light1->set_visible(light_1_switch->is_pressed()); } void MeshEditor::_on_light_2_switch_pressed() { light2->set_visible(light_2_switch->is_pressed()); } MeshEditor::MeshEditor() { viewport = memnew(SubViewport); Ref world_3d; world_3d.instantiate(); viewport->set_world_3d(world_3d); // Use own world. add_child(viewport); viewport->set_disable_input(true); viewport->set_msaa_3d(Viewport::MSAA_4X); set_stretch(true); camera = memnew(Camera3D); camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1))); camera->set_perspective(45, 0.1, 10); viewport->add_child(camera); if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { camera_attributes.instantiate(); camera->set_attributes(camera_attributes); } light1 = memnew(DirectionalLight3D); light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0))); viewport->add_child(light1); light2 = memnew(DirectionalLight3D); light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1))); light2->set_color(Color(0.7, 0.7, 0.7)); viewport->add_child(light2); rotation = memnew(Node3D); viewport->add_child(rotation); mesh_instance = memnew(MeshInstance3D); rotation->add_child(mesh_instance); set_custom_minimum_size(Size2(1, 150) * EDSCALE); HBoxContainer *hb = memnew(HBoxContainer); add_child(hb); hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2); hb->add_spacer(); VBoxContainer *vb_light = memnew(VBoxContainer); hb->add_child(vb_light); light_1_switch = memnew(Button); light_1_switch->set_theme_type_variation("PreviewLightButton"); light_1_switch->set_toggle_mode(true); light_1_switch->set_pressed(true); vb_light->add_child(light_1_switch); light_1_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_1_switch_pressed)); light_2_switch = memnew(Button); light_2_switch->set_theme_type_variation("PreviewLightButton"); light_2_switch->set_toggle_mode(true); light_2_switch->set_pressed(true); vb_light->add_child(light_2_switch); light_2_switch->connect(SceneStringName(pressed), callable_mp(this, &MeshEditor::_on_light_2_switch_pressed)); rot_x = 0; rot_y = 0; } /////////////////////// bool EditorInspectorPluginMesh::can_handle(Object *p_object) { return Object::cast_to(p_object) != nullptr; } void EditorInspectorPluginMesh::parse_begin(Object *p_object) { Mesh *mesh = Object::cast_to(p_object); if (!mesh) { return; } Ref m(mesh); MeshEditor *editor = memnew(MeshEditor); editor->edit(m); add_custom_control(editor); } MeshEditorPlugin::MeshEditorPlugin() { Ref plugin; plugin.instantiate(); add_inspector_plugin(plugin); }