godot/editor/plugins/collision_polygon_editor_pl...

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4.2 KiB
C++

/*************************************************************************/
/* collision_polygon_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef COLLISION_POLYGON_EDITOR_PLUGIN_H
#define COLLISION_POLYGON_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/collision_polygon.h"
#include "scene/3d/immediate_geometry.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/tool_button.h"
class CanvasItemEditor;
class Polygon3DEditor : public HBoxContainer {
GDCLASS(Polygon3DEditor, HBoxContainer);
UndoRedo *undo_redo;
enum Mode {
MODE_CREATE,
MODE_EDIT,
};
Mode mode;
ToolButton *button_create;
ToolButton *button_edit;
Ref<SpatialMaterial> line_material;
Ref<SpatialMaterial> handle_material;
EditorNode *editor;
Panel *panel;
Spatial *node;
ImmediateGeometry *imgeom;
MeshInstance *pointsm;
Ref<ArrayMesh> m;
MenuButton *options;
int edited_point;
Vector2 edited_point_pos;
Vector<Vector2> pre_move_edit;
Vector<Vector2> wip;
bool wip_active;
bool snap_ignore;
float prev_depth;
void _wip_close();
void _polygon_draw();
void _menu_option(int p_option);
float _get_depth();
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
virtual bool forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event);
void edit(Node *p_collision_polygon);
Polygon3DEditor(EditorNode *p_editor);
~Polygon3DEditor();
};
class Polygon3DEditorPlugin : public EditorPlugin {
GDCLASS(Polygon3DEditorPlugin, EditorPlugin);
Polygon3DEditor *collision_polygon_editor;
EditorNode *editor;
public:
virtual bool forward_spatial_gui_input(Camera *p_camera, const Ref<InputEvent> &p_event) { return collision_polygon_editor->forward_spatial_gui_input(p_camera, p_event); }
virtual String get_name() const { return "Polygon3DEditor"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
Polygon3DEditorPlugin(EditorNode *p_node);
~Polygon3DEditorPlugin();
};
#endif // COLLISION_POLYGON_EDITOR_PLUGIN_H