#ifndef BAKED_LIGHT_EDITOR_PLUGIN_H #define BAKED_LIGHT_EDITOR_PLUGIN_H #include "tools/editor/editor_plugin.h" #include "tools/editor/editor_node.h" #include "scene/3d/baked_light.h" #include "scene/gui/spin_box.h" /** @author Juan Linietsky */ class BakedLightBaker; class MeshInstance; class BakedLightEditor : public Control { OBJ_TYPE(BakedLightEditor, Control ); float update_timeout; DVector colors; DVector vertices; Ref mesh; Ref material; Thread *bake_thread; bool bake_thread_exit; MeshInstance *preview; BakedLightBaker *baker; AcceptDialog *err_dialog; MenuButton * options; BakedLight *node; enum Menu { MENU_OPTION_BAKE, MENU_OPTION_CLEAR }; static void _bake_thread_func(void *arg); void _end_baking(); void _menu_option(int); friend class BakedLightEditorPlugin; protected: void _node_removed(Node *p_node); static void _bind_methods(); void _notification(int p_what); public: void edit(BakedLight *p_baked_light); BakedLightEditor(); ~BakedLightEditor(); }; class BakedLightEditorPlugin : public EditorPlugin { OBJ_TYPE( BakedLightEditorPlugin, EditorPlugin ); BakedLightEditor *baked_light_editor; EditorNode *editor; public: virtual String get_name() const { return "BakedLight"; } 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); BakedLightEditorPlugin(EditorNode *p_node); ~BakedLightEditorPlugin(); }; #endif // MULTIMESH_EDITOR_PLUGIN_H