godot/editor/plugins/mesh_editor_plugin.cpp
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00

189 lines
6.6 KiB
C++

/**************************************************************************/
/* mesh_editor_plugin.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "mesh_editor_plugin.h"
#include "core/config/project_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/button.h"
#include "scene/main/viewport.h"
void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
rot_x -= mm->get_relative().y * 0.01;
rot_y -= mm->get_relative().x * 0.01;
rot_x = CLAMP(rot_x, -Math_PI / 2, Math_PI / 2);
_update_rotation();
}
}
void MeshEditor::_update_theme_item_cache() {
SubViewportContainer::_update_theme_item_cache();
theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
}
void MeshEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
light_1_switch->set_icon(theme_cache.light_1_icon);
light_2_switch->set_icon(theme_cache.light_2_icon);
} break;
}
}
void MeshEditor::_update_rotation() {
Transform3D t;
t.basis.rotate(Vector3(0, 1, 0), -rot_y);
t.basis.rotate(Vector3(1, 0, 0), -rot_x);
rotation->set_transform(t);
}
void MeshEditor::edit(Ref<Mesh> p_mesh) {
mesh = p_mesh;
mesh_instance->set_mesh(mesh);
rot_x = Math::deg_to_rad(-15.0);
rot_y = Math::deg_to_rad(30.0);
_update_rotation();
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.get_center();
float m = aabb.get_longest_axis_size();
if (m != 0) {
m = 1.0 / m;
m *= 0.5;
Transform3D xform;
xform.basis.scale(Vector3(m, m, m));
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
//xform.origin.z -= aabb.get_longest_axis_size() * 2;
mesh_instance->set_transform(xform);
}
}
void MeshEditor::_on_light_1_switch_pressed() {
light1->set_visible(light_1_switch->is_pressed());
}
void MeshEditor::_on_light_2_switch_pressed() {
light2->set_visible(light_2_switch->is_pressed());
}
MeshEditor::MeshEditor() {
viewport = memnew(SubViewport);
Ref<World3D> world_3d;
world_3d.instantiate();
viewport->set_world_3d(world_3d); // Use own world.
add_child(viewport);
viewport->set_disable_input(true);
viewport->set_msaa_3d(Viewport::MSAA_4X);
set_stretch(true);
camera = memnew(Camera3D);
camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
camera->set_perspective(45, 0.1, 10);
viewport->add_child(camera);
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
camera_attributes.instantiate();
camera->set_attributes(camera_attributes);
}
light1 = memnew(DirectionalLight3D);
light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
viewport->add_child(light1);
light2 = memnew(DirectionalLight3D);
light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
light2->set_color(Color(0.7, 0.7, 0.7));
viewport->add_child(light2);
rotation = memnew(Node3D);
viewport->add_child(rotation);
mesh_instance = memnew(MeshInstance3D);
rotation->add_child(mesh_instance);
set_custom_minimum_size(Size2(1, 150) * EDSCALE);
HBoxContainer *hb = memnew(HBoxContainer);
add_child(hb);
hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
hb->add_spacer();
VBoxContainer *vb_light = memnew(VBoxContainer);
hb->add_child(vb_light);
light_1_switch = memnew(Button);
light_1_switch->set_theme_type_variation("PreviewLightButton");
light_1_switch->set_toggle_mode(true);
light_1_switch->set_pressed(true);
vb_light->add_child(light_1_switch);
light_1_switch->connect("pressed", callable_mp(this, &MeshEditor::_on_light_1_switch_pressed));
light_2_switch = memnew(Button);
light_2_switch->set_theme_type_variation("PreviewLightButton");
light_2_switch->set_toggle_mode(true);
light_2_switch->set_pressed(true);
vb_light->add_child(light_2_switch);
light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_on_light_2_switch_pressed));
rot_x = 0;
rot_y = 0;
}
///////////////////////
bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
return Object::cast_to<Mesh>(p_object) != nullptr;
}
void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
Mesh *mesh = Object::cast_to<Mesh>(p_object);
if (!mesh) {
return;
}
Ref<Mesh> m(mesh);
MeshEditor *editor = memnew(MeshEditor);
editor->edit(m);
add_custom_control(editor);
}
MeshEditorPlugin::MeshEditorPlugin() {
Ref<EditorInspectorPluginMesh> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}