godot/editor/plugins/cube_grid_theme_editor_plug...

376 lines
13 KiB
C++

/*************************************************************************/
/* cube_grid_theme_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 "cube_grid_theme_editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "main/main.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/navigation_mesh.h"
#include "scene/3d/physics_body.h"
#include "scene/main/viewport.h"
#include "scene/resources/packed_scene.h"
void MeshLibraryEditor::edit(const Ref<MeshLibrary> &p_theme) {
theme = p_theme;
if (theme.is_valid())
menu->get_popup()->set_item_disabled(menu->get_popup()->get_item_index(MENU_OPTION_UPDATE_FROM_SCENE), !theme->has_meta("_editor_source_scene"));
}
void MeshLibraryEditor::_menu_confirm() {
switch (option) {
case MENU_OPTION_REMOVE_ITEM: {
theme->remove_item(to_erase);
} break;
case MENU_OPTION_UPDATE_FROM_SCENE: {
String existing = theme->get_meta("_editor_source_scene");
ERR_FAIL_COND(existing == "");
_import_scene_cbk(existing);
} break;
default: {};
}
}
void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge) {
if (!p_merge)
p_library->clear();
for (int i = 0; i < p_scene->get_child_count(); i++) {
Node *child = p_scene->get_child(i);
if (!child->cast_to<MeshInstance>()) {
if (child->get_child_count() > 0) {
child = child->get_child(0);
if (!child->cast_to<MeshInstance>()) {
continue;
}
} else
continue;
}
MeshInstance *mi = child->cast_to<MeshInstance>();
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_null())
continue;
int id = p_library->find_item_name(mi->get_name());
if (id < 0) {
id = p_library->get_last_unused_item_id();
p_library->create_item(id);
p_library->set_item_name(id, mi->get_name());
}
p_library->set_item_mesh(id, mesh);
Ref<Shape> collision;
for (int j = 0; j < mi->get_child_count(); j++) {
Node *child2 = mi->get_child(j);
if (!child2->cast_to<StaticBody>())
continue;
StaticBody *sb = child2->cast_to<StaticBody>();
List<uint32_t> shapes;
sb->get_shape_owners(&shapes);
for (List<uint32_t>::Element *E = shapes.front(); E; E = E->next()) {
if (sb->is_shape_owner_disabled(E->get())) continue;
//Transform shape_transform = sb->shape_owner_get_transform(E->get());
//shape_transform.set_origin(shape_transform.get_origin() - phys_offset);
for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
collision = sb->shape_owner_get_shape(E->get(), k);
if (collision.is_valid())
break;
/* TileSet::ShapeData shape_data;
shape_data.shape = shape;
shape_data.shape_transform = shape_transform;
shape_data.one_way_collision = one_way;
collisions.push_back(shape_data);*/
}
if (collision.is_valid())
break;
}
}
if (!collision.is_null()) {
p_library->set_item_shape(id, collision);
}
Ref<NavigationMesh> navmesh;
for (int j = 0; j < mi->get_child_count(); j++) {
Node *child2 = mi->get_child(j);
if (!child2->cast_to<NavigationMeshInstance>())
continue;
NavigationMeshInstance *sb = child2->cast_to<NavigationMeshInstance>();
navmesh = sb->get_navigation_mesh();
if (!navmesh.is_null())
break;
}
if (!navmesh.is_null()) {
p_library->set_item_navmesh(id, navmesh);
}
}
//generate previews!
if (1) {
Vector<int> ids = p_library->get_item_list();
RID vp = VS::get_singleton()->viewport_create();
int size = EditorSettings::get_singleton()->get("editors/grid_map/preview_size");
RID scenario = VS::get_singleton()->scenario_create();
RID viewport = VS::get_singleton()->viewport_create();
VS::get_singleton()->viewport_set_update_mode(viewport, VS::VIEWPORT_UPDATE_ALWAYS);
VS::get_singleton()->viewport_set_vflip(viewport, true);
VS::get_singleton()->viewport_set_scenario(viewport, scenario);
VS::get_singleton()->viewport_set_size(viewport, size, size);
VS::get_singleton()->viewport_set_transparent_background(viewport, true);
VS::get_singleton()->viewport_set_active(viewport, true);
RID viewport_texture = VS::get_singleton()->viewport_get_texture(viewport);
RID camera = VS::get_singleton()->camera_create();
VS::get_singleton()->viewport_attach_camera(viewport, camera);
VS::get_singleton()->camera_set_transform(camera, Transform(Basis(), Vector3(0, 0, 3)));
//VS::get_singleton()->camera_set_perspective(camera,45,0.1,10);
VS::get_singleton()->camera_set_orthogonal(camera, 1.0, 0.01, 1000.0);
RID light = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
RID light_instance = VS::get_singleton()->instance_create2(light, scenario);
VS::get_singleton()->instance_set_transform(light_instance, Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
RID light2 = VS::get_singleton()->light_create(VS::LIGHT_DIRECTIONAL);
VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
//VS::get_singleton()->light_set_color(light2, VS::LIGHT_COLOR_SPECULAR, Color(0.0, 0.0, 0.0));
RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario);
VS::get_singleton()->instance_set_transform(light_instance2, Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
//sphere = VS::get_singleton()->mesh_create();
RID mesh_instance = VS::get_singleton()->instance_create();
VS::get_singleton()->instance_set_scenario(mesh_instance, scenario);
EditorProgress ep("mlib", TTR("Creating Mesh Library"), ids.size());
for (int i = 0; i < ids.size(); i++) {
int id = ids[i];
Ref<Mesh> mesh = p_library->get_item_mesh(id);
if (!mesh.is_valid())
continue;
Rect3 aabb = mesh->get_aabb();
print_line("aabb: " + aabb);
Vector3 ofs = aabb.position + aabb.size * 0.5;
aabb.position -= ofs;
Transform xform;
xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI * 0.25);
xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI * 0.25) * xform.basis;
Rect3 rot_aabb = xform.xform(aabb);
print_line("rot_aabb: " + rot_aabb);
float m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5;
if (m == 0)
continue;
m = 1.0 / m;
m *= 0.5;
print_line("scale: " + rtos(m));
xform.basis.scale(Vector3(m, m, m));
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
xform.origin.z -= rot_aabb.size.z * 2;
RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
VS::get_singleton()->instance_set_transform(inst, xform);
ep.step(TTR("Thumbnail.."), i);
Main::iteration();
Main::iteration();
Ref<Image> img = VS::get_singleton()->texture_get_data(viewport_texture);
ERR_CONTINUE(!img.is_valid() || img->empty());
Ref<ImageTexture> it(memnew(ImageTexture));
it->create_from_image(img);
p_library->set_item_preview(id, it);
//print_line("loaded image, size: "+rtos(m)+" dist: "+rtos(dist)+" empty?"+itos(img.empty())+" w: "+itos(it->get_width())+" h: "+itos(it->get_height()));
VS::get_singleton()->free(inst);
}
VS::get_singleton()->free(mesh_instance);
VS::get_singleton()->free(viewport);
VS::get_singleton()->free(light);
VS::get_singleton()->free(light_instance);
VS::get_singleton()->free(light2);
VS::get_singleton()->free(light_instance2);
VS::get_singleton()->free(camera);
VS::get_singleton()->free(scenario);
}
}
void MeshLibraryEditor::_import_scene_cbk(const String &p_str) {
print_line("Impot Callback!");
Ref<PackedScene> ps = ResourceLoader::load(p_str, "PackedScene");
ERR_FAIL_COND(ps.is_null());
Node *scene = ps->instance();
_import_scene(scene, theme, option == MENU_OPTION_UPDATE_FROM_SCENE);
memdelete(scene);
theme->set_meta("_editor_source_scene", p_str);
menu->get_popup()->set_item_disabled(menu->get_popup()->get_item_index(MENU_OPTION_UPDATE_FROM_SCENE), false);
}
Error MeshLibraryEditor::update_library_file(Node *p_base_scene, Ref<MeshLibrary> ml, bool p_merge) {
_import_scene(p_base_scene, ml, p_merge);
return OK;
}
void MeshLibraryEditor::_menu_cbk(int p_option) {
option = p_option;
switch (p_option) {
case MENU_OPTION_ADD_ITEM: {
theme->create_item(theme->get_last_unused_item_id());
} break;
case MENU_OPTION_REMOVE_ITEM: {
String p = editor->get_property_editor()->get_selected_path();
if (p.begins_with("/MeshLibrary/item") && p.get_slice_count("/") >= 3) {
to_erase = p.get_slice("/", 3).to_int();
cd->set_text(vformat(TTR("Remove item %d?"), to_erase));
cd->popup_centered(Size2(300, 60));
}
} break;
case MENU_OPTION_IMPORT_FROM_SCENE: {
file->popup_centered_ratio();
} break;
case MENU_OPTION_UPDATE_FROM_SCENE: {
cd->set_text("Update from existing scene?:\n" + String(theme->get_meta("_editor_source_scene")));
cd->popup_centered(Size2(500, 60));
} break;
}
}
void MeshLibraryEditor::_bind_methods() {
ClassDB::bind_method("_menu_cbk", &MeshLibraryEditor::_menu_cbk);
ClassDB::bind_method("_menu_confirm", &MeshLibraryEditor::_menu_confirm);
ClassDB::bind_method("_import_scene_cbk", &MeshLibraryEditor::_import_scene_cbk);
}
MeshLibraryEditor::MeshLibraryEditor(EditorNode *p_editor) {
file = memnew(EditorFileDialog);
file->set_mode(EditorFileDialog::MODE_OPEN_FILE);
//not for now?
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("PackedScene", &extensions);
file->clear_filters();
file->set_title(TTR("Import Scene"));
for (int i = 0; i < extensions.size(); i++) {
file->add_filter("*." + extensions[i] + " ; " + extensions[i].to_upper());
}
add_child(file);
file->connect("file_selected", this, "_import_scene_cbk");
Panel *panel = memnew(Panel);
panel->set_area_as_parent_rect();
add_child(panel);
MenuButton *options = memnew(MenuButton);
panel->add_child(options);
options->set_position(Point2(1, 1));
options->set_text("Theme");
options->get_popup()->add_item(TTR("Add Item"), MENU_OPTION_ADD_ITEM);
options->get_popup()->add_item(TTR("Remove Selected Item"), MENU_OPTION_REMOVE_ITEM);
options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Import from Scene"), MENU_OPTION_IMPORT_FROM_SCENE);
options->get_popup()->add_item(TTR("Update from Scene"), MENU_OPTION_UPDATE_FROM_SCENE);
options->get_popup()->set_item_disabled(options->get_popup()->get_item_index(MENU_OPTION_UPDATE_FROM_SCENE), true);
options->get_popup()->connect("id_pressed", this, "_menu_cbk");
menu = options;
editor = p_editor;
cd = memnew(ConfirmationDialog);
add_child(cd);
cd->get_ok()->connect("pressed", this, "_menu_confirm");
}
void MeshLibraryEditorPlugin::edit(Object *p_node) {
if (p_node && p_node->cast_to<MeshLibrary>()) {
theme_editor->edit(p_node->cast_to<MeshLibrary>());
theme_editor->show();
} else
theme_editor->hide();
}
bool MeshLibraryEditorPlugin::handles(Object *p_node) const {
return p_node->is_class("MeshLibrary");
}
void MeshLibraryEditorPlugin::make_visible(bool p_visible) {
if (p_visible)
theme_editor->show();
else
theme_editor->hide();
}
MeshLibraryEditorPlugin::MeshLibraryEditorPlugin(EditorNode *p_node) {
EDITOR_DEF("editors/grid_map/preview_size", 64);
theme_editor = memnew(MeshLibraryEditor(p_node));
p_node->get_viewport()->add_child(theme_editor);
theme_editor->set_area_as_parent_rect();
theme_editor->set_anchor(MARGIN_RIGHT, Control::ANCHOR_END);
theme_editor->set_anchor(MARGIN_BOTTOM, Control::ANCHOR_BEGIN);
theme_editor->set_end(Point2(0, 22));
theme_editor->hide();
}