1/**************************************************************************/
2/* mesh_editor_plugin.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "mesh_editor_plugin.h"
32
33#include "core/config/project_settings.h"
34#include "editor/editor_scale.h"
35#include "scene/gui/button.h"
36#include "scene/main/viewport.h"
37
38void MeshEditor::gui_input(const Ref<InputEvent> &p_event) {
39 ERR_FAIL_COND(p_event.is_null());
40
41 Ref<InputEventMouseMotion> mm = p_event;
42 if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
43 rot_x -= mm->get_relative().y * 0.01;
44 rot_y -= mm->get_relative().x * 0.01;
45
46 rot_x = CLAMP(rot_x, -Math_PI / 2, Math_PI / 2);
47 _update_rotation();
48 }
49}
50
51void MeshEditor::_update_theme_item_cache() {
52 SubViewportContainer::_update_theme_item_cache();
53
54 theme_cache.light_1_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight1"));
55 theme_cache.light_2_icon = get_editor_theme_icon(SNAME("MaterialPreviewLight2"));
56}
57
58void MeshEditor::_notification(int p_what) {
59 switch (p_what) {
60 case NOTIFICATION_THEME_CHANGED: {
61 light_1_switch->set_icon(theme_cache.light_1_icon);
62 light_2_switch->set_icon(theme_cache.light_2_icon);
63 } break;
64 }
65}
66
67void MeshEditor::_update_rotation() {
68 Transform3D t;
69 t.basis.rotate(Vector3(0, 1, 0), -rot_y);
70 t.basis.rotate(Vector3(1, 0, 0), -rot_x);
71 rotation->set_transform(t);
72}
73
74void MeshEditor::edit(Ref<Mesh> p_mesh) {
75 mesh = p_mesh;
76 mesh_instance->set_mesh(mesh);
77
78 rot_x = Math::deg_to_rad(-15.0);
79 rot_y = Math::deg_to_rad(30.0);
80 _update_rotation();
81
82 AABB aabb = mesh->get_aabb();
83 Vector3 ofs = aabb.get_center();
84 float m = aabb.get_longest_axis_size();
85 if (m != 0) {
86 m = 1.0 / m;
87 m *= 0.5;
88 Transform3D xform;
89 xform.basis.scale(Vector3(m, m, m));
90 xform.origin = -xform.basis.xform(ofs); //-ofs*m;
91 //xform.origin.z -= aabb.get_longest_axis_size() * 2;
92 mesh_instance->set_transform(xform);
93 }
94}
95
96void MeshEditor::_on_light_1_switch_pressed() {
97 light1->set_visible(light_1_switch->is_pressed());
98}
99
100void MeshEditor::_on_light_2_switch_pressed() {
101 light2->set_visible(light_2_switch->is_pressed());
102}
103
104MeshEditor::MeshEditor() {
105 viewport = memnew(SubViewport);
106 Ref<World3D> world_3d;
107 world_3d.instantiate();
108 viewport->set_world_3d(world_3d); // Use own world.
109 add_child(viewport);
110 viewport->set_disable_input(true);
111 viewport->set_msaa_3d(Viewport::MSAA_4X);
112 set_stretch(true);
113 camera = memnew(Camera3D);
114 camera->set_transform(Transform3D(Basis(), Vector3(0, 0, 1.1)));
115 camera->set_perspective(45, 0.1, 10);
116 viewport->add_child(camera);
117
118 if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
119 camera_attributes.instantiate();
120 camera->set_attributes(camera_attributes);
121 }
122
123 light1 = memnew(DirectionalLight3D);
124 light1->set_transform(Transform3D().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
125 viewport->add_child(light1);
126
127 light2 = memnew(DirectionalLight3D);
128 light2->set_transform(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
129 light2->set_color(Color(0.7, 0.7, 0.7));
130 viewport->add_child(light2);
131
132 rotation = memnew(Node3D);
133 viewport->add_child(rotation);
134 mesh_instance = memnew(MeshInstance3D);
135 rotation->add_child(mesh_instance);
136
137 set_custom_minimum_size(Size2(1, 150) * EDSCALE);
138
139 HBoxContainer *hb = memnew(HBoxContainer);
140 add_child(hb);
141 hb->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT, Control::PRESET_MODE_MINSIZE, 2);
142
143 hb->add_spacer();
144
145 VBoxContainer *vb_light = memnew(VBoxContainer);
146 hb->add_child(vb_light);
147
148 light_1_switch = memnew(Button);
149 light_1_switch->set_theme_type_variation("PreviewLightButton");
150 light_1_switch->set_toggle_mode(true);
151 light_1_switch->set_pressed(true);
152 vb_light->add_child(light_1_switch);
153 light_1_switch->connect("pressed", callable_mp(this, &MeshEditor::_on_light_1_switch_pressed));
154
155 light_2_switch = memnew(Button);
156 light_2_switch->set_theme_type_variation("PreviewLightButton");
157 light_2_switch->set_toggle_mode(true);
158 light_2_switch->set_pressed(true);
159 vb_light->add_child(light_2_switch);
160 light_2_switch->connect("pressed", callable_mp(this, &MeshEditor::_on_light_2_switch_pressed));
161
162 rot_x = 0;
163 rot_y = 0;
164}
165
166///////////////////////
167
168bool EditorInspectorPluginMesh::can_handle(Object *p_object) {
169 return Object::cast_to<Mesh>(p_object) != nullptr;
170}
171
172void EditorInspectorPluginMesh::parse_begin(Object *p_object) {
173 Mesh *mesh = Object::cast_to<Mesh>(p_object);
174 if (!mesh) {
175 return;
176 }
177 Ref<Mesh> m(mesh);
178
179 MeshEditor *editor = memnew(MeshEditor);
180 editor->edit(m);
181 add_custom_control(editor);
182}
183
184MeshEditorPlugin::MeshEditorPlugin() {
185 Ref<EditorInspectorPluginMesh> plugin;
186 plugin.instantiate();
187 add_inspector_plugin(plugin);
188}
189