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								/*************************************************************************/
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								/*  mesh_instance_editor_plugin.h                                        */
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#ifndef MESH_INSTANCE_EDITOR_PLUGIN_H
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								#define MESH_INSTANCE_EDITOR_PLUGIN_H
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								#include "editor/editor_node.h"
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								#include "editor/editor_plugin.h"
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								#include "scene/3d/mesh_instance.h"
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								#include "scene/gui/spin_box.h"
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								class MeshInstanceEditor : public Control {
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									GDCLASS(MeshInstanceEditor, Control);
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									enum Menu {
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										MENU_OPTION_CREATE_STATIC_TRIMESH_BODY,
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										MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE,
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										MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE,
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										MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES,
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										MENU_OPTION_CREATE_NAVMESH,
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										MENU_OPTION_CREATE_OUTLINE_MESH,
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										MENU_OPTION_CREATE_UV2,
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										MENU_OPTION_DEBUG_UV1,
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										MENU_OPTION_DEBUG_UV2,
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									};
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									MeshInstance *node;
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									MenuButton *options;
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									ConfirmationDialog *outline_dialog;
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									SpinBox *outline_size;
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									AcceptDialog *err_dialog;
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									AcceptDialog *debug_uv_dialog;
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									Control *debug_uv;
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									Vector<Vector2> uv_lines;
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									void _menu_option(int p_option);
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									void _create_outline_mesh();
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									void _create_uv_lines(int p_layer);
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									friend class MeshInstanceEditorPlugin;
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									void _debug_uv_draw();
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								protected:
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									void _node_removed(Node *p_node);
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									static void _bind_methods();
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								public:
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									void edit(MeshInstance *p_mesh);
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									MeshInstanceEditor();
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								};
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								class MeshInstanceEditorPlugin : public EditorPlugin {
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									GDCLASS(MeshInstanceEditorPlugin, EditorPlugin);
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									MeshInstanceEditor *mesh_editor;
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									EditorNode *editor;
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								public:
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									virtual String get_name() const { return "MeshInstance"; }
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									bool has_main_screen() const { return false; }
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									virtual void edit(Object *p_object);
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									virtual bool handles(Object *p_object) const;
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									virtual void make_visible(bool p_visible);
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									MeshInstanceEditorPlugin(EditorNode *p_node);
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									~MeshInstanceEditorPlugin();
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								};
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								#endif // MESH_EDITOR_PLUGIN_H
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