/*************************************************************************/ /* editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "editor_plugin.h" #include "editor/editor_export.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/filesystem_dock.h" #include "editor/project_settings_editor.h" #include "editor_resource_preview.h" #include "main/main.h" #include "plugins/canvas_item_editor_plugin.h" #include "plugins/node_3d_editor_plugin.h" #include "scene/3d/camera_3d.h" #include "scene/gui/popup_menu.h" #include "servers/visual_server.h" Array EditorInterface::_make_mesh_previews(const Array &p_meshes, int p_preview_size) { Vector> meshes; for (int i = 0; i < p_meshes.size(); i++) { meshes.push_back(p_meshes[i]); } Vector> textures = make_mesh_previews(meshes, NULL, p_preview_size); Array ret; for (int i = 0; i < textures.size(); i++) { ret.push_back(textures[i]); } return ret; } Vector> EditorInterface::make_mesh_previews(const Vector> &p_meshes, Vector *p_transforms, int p_preview_size) { int size = p_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_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); RID light = VS::get_singleton()->directional_light_create(); RID light_instance = VS::get_singleton()->instance_create2(light, scenario); RID light2 = VS::get_singleton()->directional_light_create(); VS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7)); RID light_instance2 = VS::get_singleton()->instance_create2(light2, scenario); EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size()); Vector> textures; for (int i = 0; i < p_meshes.size(); i++) { Ref mesh = p_meshes[i]; if (!mesh.is_valid()) { textures.push_back(Ref()); continue; } Transform mesh_xform; if (p_transforms != NULL) { mesh_xform = (*p_transforms)[i]; } RID inst = VS::get_singleton()->instance_create2(mesh->get_rid(), scenario); VS::get_singleton()->instance_set_transform(inst, mesh_xform); AABB aabb = mesh->get_aabb(); Vector3 ofs = aabb.position + aabb.size * 0.5; aabb.position -= ofs; Transform xform; xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI / 6); xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI / 6) * xform.basis; AABB rot_aabb = xform.xform(aabb); float m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5; if (m == 0) { textures.push_back(Ref()); continue; } xform.origin = -xform.basis.xform(ofs); //-ofs*m; xform.origin.z -= rot_aabb.size.z * 2; xform.invert(); xform = mesh_xform * xform; VS::get_singleton()->camera_set_transform(camera, xform * Transform(Basis(), Vector3(0, 0, 3))); VS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0); VS::get_singleton()->instance_set_transform(light_instance, xform * Transform().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0))); VS::get_singleton()->instance_set_transform(light_instance2, xform * Transform().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0))); ep.step(TTR("Thumbnail..."), i); Main::iteration(); Main::iteration(); Ref img = VS::get_singleton()->texture_2d_get(viewport_texture); ERR_CONTINUE(!img.is_valid() || img->empty()); Ref it(memnew(ImageTexture)); it->create_from_image(img); VS::get_singleton()->free(inst); textures.push_back(it); } 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); return textures; } void EditorInterface::set_main_screen_editor(const String &p_name) { EditorNode::get_singleton()->select_editor_by_name(p_name); } Control *EditorInterface::get_editor_viewport() { return EditorNode::get_singleton()->get_viewport(); } void EditorInterface::edit_resource(const Ref &p_resource) { EditorNode::get_singleton()->edit_resource(p_resource); } void EditorInterface::open_scene_from_path(const String &scene_path) { if (EditorNode::get_singleton()->is_changing_scene()) { return; } EditorNode::get_singleton()->open_request(scene_path); } void EditorInterface::reload_scene_from_path(const String &scene_path) { if (EditorNode::get_singleton()->is_changing_scene()) { return; } EditorNode::get_singleton()->reload_scene(scene_path); } Node *EditorInterface::get_edited_scene_root() { return EditorNode::get_singleton()->get_edited_scene(); } Array EditorInterface::get_open_scenes() const { Array ret; Vector scenes = EditorNode::get_editor_data().get_edited_scenes(); int scns_amount = scenes.size(); for (int idx_scn = 0; idx_scn < scns_amount; idx_scn++) { if (scenes[idx_scn].root == NULL) continue; ret.push_back(scenes[idx_scn].root->get_filename()); } return ret; } ScriptEditor *EditorInterface::get_script_editor() { return ScriptEditor::get_singleton(); } void EditorInterface::select_file(const String &p_file) { EditorNode::get_singleton()->get_filesystem_dock()->select_file(p_file); } String EditorInterface::get_selected_path() const { return EditorNode::get_singleton()->get_filesystem_dock()->get_selected_path(); } String EditorInterface::get_current_path() const { return EditorNode::get_singleton()->get_filesystem_dock()->get_current_path(); } void EditorInterface::inspect_object(Object *p_obj, const String &p_for_property) { EditorNode::get_singleton()->push_item(p_obj, p_for_property); } EditorFileSystem *EditorInterface::get_resource_file_system() { return EditorFileSystem::get_singleton(); } FileSystemDock *EditorInterface::get_file_system_dock() { return EditorNode::get_singleton()->get_filesystem_dock(); } EditorSelection *EditorInterface::get_selection() { return EditorNode::get_singleton()->get_editor_selection(); } Ref EditorInterface::get_editor_settings() { return EditorSettings::get_singleton(); } EditorResourcePreview *EditorInterface::get_resource_previewer() { return EditorResourcePreview::get_singleton(); } Control *EditorInterface::get_base_control() { return EditorNode::get_singleton()->get_gui_base(); } void EditorInterface::set_plugin_enabled(const String &p_plugin, bool p_enabled) { EditorNode::get_singleton()->set_addon_plugin_enabled(p_plugin, p_enabled, true); } bool EditorInterface::is_plugin_enabled(const String &p_plugin) const { return EditorNode::get_singleton()->is_addon_plugin_enabled(p_plugin); } EditorInspector *EditorInterface::get_inspector() const { return EditorNode::get_singleton()->get_inspector(); } Error EditorInterface::save_scene() { if (!get_edited_scene_root()) return ERR_CANT_CREATE; if (get_edited_scene_root()->get_filename() == String()) return ERR_CANT_CREATE; save_scene_as(get_edited_scene_root()->get_filename()); return OK; } void EditorInterface::save_scene_as(const String &p_scene, bool p_with_preview) { EditorNode::get_singleton()->save_scene_to_path(p_scene, p_with_preview); } void EditorInterface::set_distraction_free_mode(bool p_enter) { EditorNode::get_singleton()->set_distraction_free_mode(p_enter); } EditorInterface *EditorInterface::singleton = NULL; void EditorInterface::_bind_methods() { ClassDB::bind_method(D_METHOD("inspect_object", "object", "for_property"), &EditorInterface::inspect_object, DEFVAL(String())); ClassDB::bind_method(D_METHOD("get_selection"), &EditorInterface::get_selection); ClassDB::bind_method(D_METHOD("get_editor_settings"), &EditorInterface::get_editor_settings); ClassDB::bind_method(D_METHOD("get_script_editor"), &EditorInterface::get_script_editor); ClassDB::bind_method(D_METHOD("get_base_control"), &EditorInterface::get_base_control); ClassDB::bind_method(D_METHOD("edit_resource", "resource"), &EditorInterface::edit_resource); ClassDB::bind_method(D_METHOD("open_scene_from_path", "scene_filepath"), &EditorInterface::open_scene_from_path); ClassDB::bind_method(D_METHOD("reload_scene_from_path", "scene_filepath"), &EditorInterface::reload_scene_from_path); ClassDB::bind_method(D_METHOD("get_open_scenes"), &EditorInterface::get_open_scenes); ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &EditorInterface::get_edited_scene_root); ClassDB::bind_method(D_METHOD("get_resource_previewer"), &EditorInterface::get_resource_previewer); ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system); ClassDB::bind_method(D_METHOD("get_editor_viewport"), &EditorInterface::get_editor_viewport); ClassDB::bind_method(D_METHOD("make_mesh_previews", "meshes", "preview_size"), &EditorInterface::_make_mesh_previews); ClassDB::bind_method(D_METHOD("select_file", "file"), &EditorInterface::select_file); ClassDB::bind_method(D_METHOD("get_selected_path"), &EditorInterface::get_selected_path); ClassDB::bind_method(D_METHOD("get_current_path"), &EditorInterface::get_current_path); ClassDB::bind_method(D_METHOD("get_file_system_dock"), &EditorInterface::get_file_system_dock); ClassDB::bind_method(D_METHOD("set_plugin_enabled", "plugin", "enabled"), &EditorInterface::set_plugin_enabled); ClassDB::bind_method(D_METHOD("is_plugin_enabled", "plugin"), &EditorInterface::is_plugin_enabled); ClassDB::bind_method(D_METHOD("get_inspector"), &EditorInterface::get_inspector); ClassDB::bind_method(D_METHOD("save_scene"), &EditorInterface::save_scene); ClassDB::bind_method(D_METHOD("save_scene_as", "path", "with_preview"), &EditorInterface::save_scene_as, DEFVAL(true)); ClassDB::bind_method(D_METHOD("set_main_screen_editor", "name"), &EditorInterface::set_main_screen_editor); ClassDB::bind_method(D_METHOD("set_distraction_free_mode", "enter"), &EditorInterface::set_distraction_free_mode); } EditorInterface::EditorInterface() { singleton = this; } /////////////////////////////////////////// void EditorPlugin::add_custom_type(const String &p_type, const String &p_base, const Ref