/**************************************************************************/ /* mesh_editor_plugin.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef MESH_EDITOR_PLUGIN_H #define MESH_EDITOR_PLUGIN_H #include "editor/editor_inspector.h" #include "editor/editor_plugin.h" #include "scene/3d/camera_3d.h" #include "scene/3d/light_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/gui/subviewport_container.h" #include "scene/resources/camera_attributes.h" #include "scene/resources/material.h" class SubViewport; class TextureButton; class MeshEditor : public SubViewportContainer { GDCLASS(MeshEditor, SubViewportContainer); float rot_x; float rot_y; SubViewport *viewport = nullptr; MeshInstance3D *mesh_instance = nullptr; Node3D *rotation = nullptr; DirectionalLight3D *light1 = nullptr; DirectionalLight3D *light2 = nullptr; Camera3D *camera = nullptr; Ref<CameraAttributesPractical> camera_attributes; Ref<Mesh> mesh; TextureButton *light_1_switch = nullptr; TextureButton *light_2_switch = nullptr; struct ThemeCache { Ref<Texture2D> light_1_on; Ref<Texture2D> light_1_off; Ref<Texture2D> light_2_on; Ref<Texture2D> light_2_off; } theme_cache; void _button_pressed(Node *p_button); void _update_rotation(); protected: virtual void _update_theme_item_cache() override; void _notification(int p_what); void gui_input(const Ref<InputEvent> &p_event) override; public: void edit(Ref<Mesh> p_mesh); MeshEditor(); }; class EditorInspectorPluginMesh : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin); public: virtual bool can_handle(Object *p_object) override; virtual void parse_begin(Object *p_object) override; }; class MeshEditorPlugin : public EditorPlugin { GDCLASS(MeshEditorPlugin, EditorPlugin); public: virtual String get_name() const override { return "Mesh"; } MeshEditorPlugin(); }; #endif // MESH_EDITOR_PLUGIN_H