godot/editor/plugins/mesh_instance_3d_editor_plu...

676 lines
23 KiB
C++

/**************************************************************************/
/* mesh_instance_3d_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_instance_3d_editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/multi_node_edit.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/navigation_region_3d.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/physics/physics_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/spin_box.h"
#include "scene/resources/3d/concave_polygon_shape_3d.h"
#include "scene/resources/3d/convex_polygon_shape_3d.h"
#include "scene/resources/3d/primitive_meshes.h"
void MeshInstance3DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
options->hide();
}
}
void MeshInstance3DEditor::edit(MeshInstance3D *p_mesh) {
node = p_mesh;
}
Vector<Ref<Shape3D>> MeshInstance3DEditor::create_shape_from_mesh(Ref<Mesh> p_mesh, int p_option, bool p_verbose) {
Vector<Ref<Shape3D>> shapes;
switch (p_option) {
case SHAPE_TYPE_TRIMESH: {
shapes.push_back(p_mesh->create_trimesh_shape());
if (p_verbose && shapes.is_empty()) {
err_dialog->set_text(TTR("Couldn't create a Trimesh collision shape."));
err_dialog->popup_centered();
}
} break;
case SHAPE_TYPE_SINGLE_CONVEX: {
shapes.push_back(p_mesh->create_convex_shape(true, false));
if (p_verbose && shapes.is_empty()) {
err_dialog->set_text(TTR("Couldn't create a single collision shape."));
err_dialog->popup_centered();
}
} break;
case SHAPE_TYPE_SIMPLIFIED_CONVEX: {
shapes.push_back(p_mesh->create_convex_shape(true, true));
if (p_verbose && shapes.is_empty()) {
err_dialog->set_text(TTR("Couldn't create a simplified collision shape."));
err_dialog->popup_centered();
}
} break;
case SHAPE_TYPE_MULTIPLE_CONVEX: {
Ref<MeshConvexDecompositionSettings> settings;
settings.instantiate();
settings->set_max_convex_hulls(32);
settings->set_max_concavity(0.001);
shapes = p_mesh->convex_decompose(settings);
if (p_verbose && shapes.is_empty()) {
err_dialog->set_text(TTR("Couldn't create any collision shapes."));
err_dialog->popup_centered();
}
} break;
default:
break;
}
return shapes;
}
void MeshInstance3DEditor::_create_collision_shape() {
int placement_option = shape_placement->get_selected();
int shape_type_option = shape_type->get_selected();
EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection();
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
switch (shape_type_option) {
case SHAPE_TYPE_TRIMESH: {
ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Trimesh Collision Shape Sibling" : "Create Trimesh Static Body"));
} break;
case SHAPE_TYPE_SINGLE_CONVEX: {
ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Single Convex Collision Shape Sibling" : "Create Single Convex Static Body"));
} break;
case SHAPE_TYPE_SIMPLIFIED_CONVEX: {
ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Simplified Convex Collision Shape Sibling" : "Create Simplified Convex Static Body"));
} break;
case SHAPE_TYPE_MULTIPLE_CONVEX: {
ur->create_action(TTR(placement_option == SHAPE_PLACEMENT_SIBLING ? "Create Multiple Convex Collision Shape Siblings" : "Create Multiple Convex Static Body"));
} break;
default:
break;
}
List<Node *> selection = editor_selection->get_selected_node_list();
bool verbose = false;
if (selection.is_empty()) {
selection.push_back(node);
verbose = true;
}
for (Node *E : selection) {
if (placement_option == SHAPE_PLACEMENT_SIBLING && E == get_tree()->get_edited_scene_root()) {
if (verbose) {
err_dialog->set_text(TTR("Can't create a collision shape as sibling for the scene root."));
err_dialog->popup_centered();
}
continue;
}
MeshInstance3D *instance = Object::cast_to<MeshInstance3D>(E);
if (!instance) {
continue;
}
Ref<Mesh> m = instance->get_mesh();
if (m.is_null()) {
continue;
}
Vector<Ref<Shape3D>> shapes = create_shape_from_mesh(m, shape_type_option, verbose);
if (shapes.is_empty()) {
return;
}
Node *owner = get_tree()->get_edited_scene_root();
if (placement_option == SHAPE_PLACEMENT_STATIC_BODY_CHILD) {
StaticBody3D *body = memnew(StaticBody3D);
ur->add_do_method(instance, "add_child", body, true);
ur->add_do_method(body, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), body);
for (Ref<Shape3D> shape : shapes) {
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shape);
body->add_child(cshape, true);
ur->add_do_method(cshape, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), cshape);
}
ur->add_do_reference(body);
ur->add_undo_method(instance, "remove_child", body);
} else {
for (Ref<Shape3D> shape : shapes) {
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shape);
cshape->set_name("CollisionShape3D");
cshape->set_transform(node->get_transform());
ur->add_do_method(E, "add_sibling", cshape, true);
ur->add_do_method(cshape, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), cshape);
ur->add_do_reference(cshape);
ur->add_undo_method(node->get_parent(), "remove_child", cshape);
}
}
}
ur->commit_action();
}
void MeshInstance3DEditor::_menu_option(int p_option) {
Ref<Mesh> mesh = node->get_mesh();
if (mesh.is_null()) {
err_dialog->set_text(TTR("Mesh is empty!"));
err_dialog->popup_centered();
return;
}
switch (p_option) {
case MENU_OPTION_CREATE_COLLISION_SHAPE: {
shape_dialog->popup_centered();
} break;
case MENU_OPTION_CREATE_NAVMESH: {
Ref<NavigationMesh> nmesh = memnew(NavigationMesh);
if (nmesh.is_null()) {
return;
}
nmesh->create_from_mesh(mesh);
NavigationRegion3D *nmi = memnew(NavigationRegion3D);
nmi->set_navigation_mesh(nmesh);
Node *owner = get_tree()->get_edited_scene_root();
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create Navigation Mesh"));
ur->add_do_method(node, "add_child", nmi, true);
ur->add_do_method(nmi, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), nmi);
ur->add_do_reference(nmi);
ur->add_undo_method(node, "remove_child", nmi);
ur->commit_action();
} break;
case MENU_OPTION_CREATE_OUTLINE_MESH: {
outline_dialog->popup_centered(Vector2(200, 90));
} break;
case MENU_OPTION_CREATE_DEBUG_TANGENTS: {
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create Debug Tangents"));
MeshInstance3D *tangents = node->create_debug_tangents_node();
if (tangents) {
Node *owner = get_tree()->get_edited_scene_root();
ur->add_do_reference(tangents);
ur->add_do_method(node, "add_child", tangents, true);
ur->add_do_method(tangents, "set_owner", owner);
ur->add_undo_method(node, "remove_child", tangents);
}
ur->commit_action();
} break;
case MENU_OPTION_CREATE_UV2: {
Ref<Mesh> mesh2 = node->get_mesh();
if (!mesh.is_valid()) {
err_dialog->set_text(TTR("No mesh to unwrap."));
err_dialog->popup_centered();
return;
}
// Test if we are allowed to unwrap this mesh resource.
String path = mesh2->get_path();
int srpos = path.find("::");
if (srpos != -1) {
String base = path.substr(0, srpos);
if (ResourceLoader::get_resource_type(base) == "PackedScene") {
if (!get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->get_scene_file_path() != base) {
err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it does not belong to the edited scene. Make it unique first."));
err_dialog->popup_centered();
return;
}
} else {
if (FileAccess::exists(path + ".import")) {
err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it belongs to another resource which was imported from another file type. Make it unique first."));
err_dialog->popup_centered();
return;
}
}
} else {
if (FileAccess::exists(path + ".import")) {
err_dialog->set_text(TTR("Mesh cannot unwrap UVs because it was imported from another file type. Make it unique first."));
err_dialog->popup_centered();
return;
}
}
Ref<PrimitiveMesh> primitive_mesh = mesh2;
if (primitive_mesh.is_valid()) {
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Unwrap UV2"));
ur->add_do_method(*primitive_mesh, "set_add_uv2", true);
ur->add_undo_method(*primitive_mesh, "set_add_uv2", primitive_mesh->get_add_uv2());
ur->commit_action();
} else {
Ref<ArrayMesh> array_mesh = mesh2;
if (!array_mesh.is_valid()) {
err_dialog->set_text(TTR("Contained Mesh is not of type ArrayMesh."));
err_dialog->popup_centered();
return;
}
// Preemptively evaluate common fail cases for lightmap unwrapping.
{
if (array_mesh->get_blend_shape_count() > 0) {
err_dialog->set_text(TTR("Can't unwrap mesh with blend shapes."));
err_dialog->popup_centered();
return;
}
for (int i = 0; i < array_mesh->get_surface_count(); i++) {
Mesh::PrimitiveType primitive = array_mesh->surface_get_primitive_type(i);
if (primitive != Mesh::PRIMITIVE_TRIANGLES) {
err_dialog->set_text(TTR("Only triangles are supported for lightmap unwrap."));
err_dialog->popup_centered();
return;
}
uint64_t format = array_mesh->surface_get_format(i);
if (!(format & Mesh::ArrayFormat::ARRAY_FORMAT_NORMAL)) {
err_dialog->set_text(TTR("Normals are required for lightmap unwrap."));
err_dialog->popup_centered();
return;
}
}
}
Ref<ArrayMesh> unwrapped_mesh = array_mesh->duplicate(false);
Error err = unwrapped_mesh->lightmap_unwrap(node->get_global_transform());
if (err != OK) {
err_dialog->set_text(TTR("UV Unwrap failed, mesh may not be manifold?"));
err_dialog->popup_centered();
return;
}
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Unwrap UV2"));
ur->add_do_method(node, "set_mesh", unwrapped_mesh);
ur->add_do_reference(node);
ur->add_do_reference(array_mesh.ptr());
ur->add_undo_method(node, "set_mesh", array_mesh);
ur->add_undo_reference(unwrapped_mesh.ptr());
ur->commit_action();
}
} break;
case MENU_OPTION_DEBUG_UV1: {
Ref<Mesh> mesh2 = node->get_mesh();
if (!mesh2.is_valid()) {
err_dialog->set_text(TTR("No mesh to debug."));
err_dialog->popup_centered();
return;
}
_create_uv_lines(0);
} break;
case MENU_OPTION_DEBUG_UV2: {
Ref<Mesh> mesh2 = node->get_mesh();
if (!mesh2.is_valid()) {
err_dialog->set_text(TTR("No mesh to debug."));
err_dialog->popup_centered();
return;
}
_create_uv_lines(1);
} break;
}
}
struct MeshInstance3DEditorEdgeSort {
Vector2 a;
Vector2 b;
static uint32_t hash(const MeshInstance3DEditorEdgeSort &p_edge) {
uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a));
return hash_fmix32(hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h));
}
bool operator==(const MeshInstance3DEditorEdgeSort &p_b) const {
return a == p_b.a && b == p_b.b;
}
MeshInstance3DEditorEdgeSort() {}
MeshInstance3DEditorEdgeSort(const Vector2 &p_a, const Vector2 &p_b) {
if (p_a < p_b) {
a = p_a;
b = p_b;
} else {
b = p_a;
a = p_b;
}
}
};
void MeshInstance3DEditor::_create_uv_lines(int p_layer) {
Ref<Mesh> mesh = node->get_mesh();
ERR_FAIL_COND(!mesh.is_valid());
HashSet<MeshInstance3DEditorEdgeSort, MeshInstance3DEditorEdgeSort> edges;
uv_lines.clear();
for (int i = 0; i < mesh->get_surface_count(); i++) {
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
Array a = mesh->surface_get_arrays(i);
Vector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
if (uv.size() == 0) {
err_dialog->set_text(vformat(TTR("Mesh has no UV in layer %d."), p_layer + 1));
err_dialog->popup_centered();
return;
}
const Vector2 *r = uv.ptr();
Vector<int> indices = a[Mesh::ARRAY_INDEX];
const int *ri = nullptr;
int ic;
if (indices.size()) {
ic = indices.size();
ri = indices.ptr();
} else {
ic = uv.size();
}
for (int j = 0; j < ic; j += 3) {
for (int k = 0; k < 3; k++) {
MeshInstance3DEditorEdgeSort edge;
if (ri) {
edge.a = r[ri[j + k]];
edge.b = r[ri[j + ((k + 1) % 3)]];
} else {
edge.a = r[j + k];
edge.b = r[j + ((k + 1) % 3)];
}
if (edges.has(edge)) {
continue;
}
uv_lines.push_back(edge.a);
uv_lines.push_back(edge.b);
edges.insert(edge);
}
}
}
debug_uv_dialog->popup_centered();
}
void MeshInstance3DEditor::_debug_uv_draw() {
if (uv_lines.size() == 0) {
return;
}
debug_uv->set_clip_contents(true);
debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), get_theme_color(SNAME("dark_color_3"), EditorStringName(Editor)));
debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
// Use a translucent color to allow overlapping triangles to be visible.
debug_uv->draw_multiline(uv_lines, get_theme_color(SNAME("mono_color"), EditorStringName(Editor)) * Color(1, 1, 1, 0.5));
}
void MeshInstance3DEditor::_create_outline_mesh() {
Ref<Mesh> mesh = node->get_mesh();
if (mesh.is_null()) {
err_dialog->set_text(TTR("MeshInstance3D lacks a Mesh."));
err_dialog->popup_centered();
return;
}
if (mesh->get_surface_count() == 0) {
err_dialog->set_text(TTR("Mesh has no surface to create outlines from."));
err_dialog->popup_centered();
return;
} else if (mesh->get_surface_count() == 1 && mesh->surface_get_primitive_type(0) != Mesh::PRIMITIVE_TRIANGLES) {
err_dialog->set_text(TTR("Mesh primitive type is not PRIMITIVE_TRIANGLES."));
err_dialog->popup_centered();
return;
}
Ref<Mesh> mesho = mesh->create_outline(outline_size->get_value());
if (mesho.is_null()) {
err_dialog->set_text(TTR("Could not create outline."));
err_dialog->popup_centered();
return;
}
MeshInstance3D *mi = memnew(MeshInstance3D);
mi->set_mesh(mesho);
Node *owner = get_tree()->get_edited_scene_root();
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create Outline"));
ur->add_do_method(node, "add_child", mi, true);
ur->add_do_method(mi, "set_owner", owner);
ur->add_do_method(Node3DEditor::get_singleton(), SceneStringName(_request_gizmo), mi);
ur->add_do_reference(mi);
ur->add_undo_method(node, "remove_child", mi);
ur->commit_action();
}
void MeshInstance3DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
options->set_icon(get_editor_theme_icon(SNAME("MeshInstance3D")));
} break;
}
}
MeshInstance3DEditor::MeshInstance3DEditor() {
options = memnew(MenuButton);
options->set_text(TTR("Mesh"));
options->set_switch_on_hover(true);
Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
options->get_popup()->add_item(TTR("Create Collision Shape..."), MENU_OPTION_CREATE_COLLISION_SHAPE);
options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH);
options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Create Outline Mesh..."), MENU_OPTION_CREATE_OUTLINE_MESH);
options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a static outline mesh. The outline mesh will have its normals flipped automatically.\nThis can be used instead of the StandardMaterial Grow property when using that property isn't possible."));
options->get_popup()->add_item(TTR("Create Debug Tangents"), MENU_OPTION_CREATE_DEBUG_TANGENTS);
options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("View UV1"), MENU_OPTION_DEBUG_UV1);
options->get_popup()->add_item(TTR("View UV2"), MENU_OPTION_DEBUG_UV2);
options->get_popup()->add_item(TTR("Unwrap UV2 for Lightmap/AO"), MENU_OPTION_CREATE_UV2);
options->get_popup()->connect("id_pressed", callable_mp(this, &MeshInstance3DEditor::_menu_option));
outline_dialog = memnew(ConfirmationDialog);
outline_dialog->set_title(TTR("Create Outline Mesh"));
outline_dialog->set_ok_button_text(TTR("Create"));
VBoxContainer *outline_dialog_vbc = memnew(VBoxContainer);
outline_dialog->add_child(outline_dialog_vbc);
//outline_dialog->set_child_rect(outline_dialog_vbc);
outline_size = memnew(SpinBox);
outline_size->set_min(0.001);
outline_size->set_max(1024);
outline_size->set_step(0.001);
outline_size->set_value(0.05);
outline_dialog_vbc->add_margin_child(TTR("Outline Size:"), outline_size);
add_child(outline_dialog);
outline_dialog->connect("confirmed", callable_mp(this, &MeshInstance3DEditor::_create_outline_mesh));
shape_dialog = memnew(ConfirmationDialog);
shape_dialog->set_title(TTR("Create Collision Shape"));
shape_dialog->set_ok_button_text(TTR("Create"));
VBoxContainer *shape_dialog_vbc = memnew(VBoxContainer);
shape_dialog->add_child(shape_dialog_vbc);
Label *l = memnew(Label);
l->set_text(TTR("Collision Shape placement"));
shape_dialog_vbc->add_child(l);
shape_placement = memnew(OptionButton);
shape_placement->set_h_size_flags(SIZE_EXPAND_FILL);
shape_placement->add_item(TTR("Sibling"), SHAPE_PLACEMENT_SIBLING);
shape_placement->set_item_tooltip(-1, TTR("Creates collision shapes as Sibling."));
shape_placement->add_item(TTR("Static Body Child"), SHAPE_PLACEMENT_STATIC_BODY_CHILD);
shape_placement->set_item_tooltip(-1, TTR("Creates a StaticBody3D as child and assigns collision shapes to it."));
shape_dialog_vbc->add_child(shape_placement);
l = memnew(Label);
l->set_text(TTR("Collision Shape Type"));
shape_dialog_vbc->add_child(l);
shape_type = memnew(OptionButton);
shape_type->set_h_size_flags(SIZE_EXPAND_FILL);
shape_type->add_item(TTR("Trimesh"), SHAPE_TYPE_TRIMESH);
shape_type->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection."));
shape_type->add_item(TTR("Single Convex"), SHAPE_TYPE_SINGLE_CONVEX);
shape_type->set_item_tooltip(-1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection."));
shape_type->add_item(TTR("Simplified Convex"), SHAPE_TYPE_SIMPLIFIED_CONVEX);
shape_type->set_item_tooltip(-1, TTR("Creates a simplified convex collision shape.\nThis is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy."));
shape_type->add_item(TTR("Multiple Convex"), SHAPE_TYPE_MULTIPLE_CONVEX);
shape_type->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between a single convex collision and a polygon-based collision."));
shape_dialog_vbc->add_child(shape_type);
add_child(shape_dialog);
shape_dialog->connect("confirmed", callable_mp(this, &MeshInstance3DEditor::_create_collision_shape));
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
debug_uv_dialog = memnew(AcceptDialog);
debug_uv_dialog->set_title(TTR("UV Channel Debug"));
add_child(debug_uv_dialog);
debug_uv = memnew(Control);
debug_uv->set_custom_minimum_size(Size2(600, 600) * EDSCALE);
debug_uv->connect(SceneStringName(draw), callable_mp(this, &MeshInstance3DEditor::_debug_uv_draw));
debug_uv_dialog->add_child(debug_uv);
}
void MeshInstance3DEditorPlugin::edit(Object *p_object) {
{
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_object);
if (mi) {
mesh_editor->edit(mi);
return;
}
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
if (mne.is_valid() && edited_scene) {
for (int i = 0; i < mne->get_node_count(); i++) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)));
if (mi) {
mesh_editor->edit(mi);
return;
}
}
}
mesh_editor->edit(nullptr);
}
bool MeshInstance3DEditorPlugin::handles(Object *p_object) const {
if (Object::cast_to<MeshInstance3D>(p_object)) {
return true;
}
Ref<MultiNodeEdit> mne = Ref<MultiNodeEdit>(p_object);
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
if (mne.is_valid() && edited_scene) {
bool has_mesh = false;
for (int i = 0; i < mne->get_node_count(); i++) {
if (Object::cast_to<MeshInstance3D>(edited_scene->get_node(mne->get_node(i)))) {
if (has_mesh) {
return true;
} else {
has_mesh = true;
}
}
}
}
return false;
}
void MeshInstance3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
mesh_editor->options->show();
} else {
mesh_editor->options->hide();
mesh_editor->edit(nullptr);
}
}
MeshInstance3DEditorPlugin::MeshInstance3DEditorPlugin() {
mesh_editor = memnew(MeshInstance3DEditor);
EditorNode::get_singleton()->get_main_screen_control()->add_child(mesh_editor);
mesh_editor->options->hide();
}
MeshInstance3DEditorPlugin::~MeshInstance3DEditorPlugin() {
}