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/**************************************************************************/
/*  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_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/viewport_container.h"
#include "scene/resources/material.h"

class MeshEditor : public ViewportContainer {
	GDCLASS(MeshEditor, ViewportContainer);

	float rot_x;
	float rot_y;

	Viewport *viewport;
	MeshInstance *mesh_instance;
	Spatial *rotation;
	DirectionalLight *light1;
	DirectionalLight *light2;
	Camera *camera;

	Ref<Mesh> mesh;

	TextureButton *light_1_switch;
	TextureButton *light_2_switch;

	void _button_pressed(Node *p_button);
	bool first_enter;

	void _update_rotation();

protected:
	void _notification(int p_what);
	void _gui_input(Ref<InputEvent> p_event);
	static void _bind_methods();

public:
	void edit(Ref<Mesh> p_mesh);
	MeshEditor();
};

class EditorInspectorPluginMesh : public EditorInspectorPlugin {
	GDCLASS(EditorInspectorPluginMesh, EditorInspectorPlugin);

public:
	virtual bool can_handle(Object *p_object);
	virtual void parse_begin(Object *p_object);
};

class MeshEditorPlugin : public EditorPlugin {
	GDCLASS(MeshEditorPlugin, EditorPlugin);

public:
	virtual String get_name() const { return "Mesh"; }

	MeshEditorPlugin(EditorNode *p_node);
};

#endif // MESH_EDITOR_PLUGIN_H