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	Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
		
			
				
	
	
		
			390 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			390 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  multimesh_editor_plugin.cpp                                           */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#include "multimesh_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/gui/scene_tree_editor.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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void MultiMeshEditor::_node_removed(Node *p_node) {
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	if (p_node == node) {
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		node = nullptr;
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		hide();
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	}
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}
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void MultiMeshEditor::_populate() {
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	if (!node) {
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		return;
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	}
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	Ref<Mesh> mesh;
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	if (mesh_source->get_text().is_empty()) {
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		Ref<MultiMesh> multimesh;
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		multimesh = node->get_multimesh();
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		if (multimesh.is_null()) {
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			err_dialog->set_text(TTR("No mesh source specified (and no MultiMesh set in node)."));
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			err_dialog->popup_centered();
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			return;
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		}
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		if (multimesh->get_mesh().is_null()) {
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			err_dialog->set_text(TTR("No mesh source specified (and MultiMesh contains no Mesh)."));
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			err_dialog->popup_centered();
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			return;
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		}
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		mesh = multimesh->get_mesh();
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	} else {
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		Node *ms_node = node->get_node(mesh_source->get_text());
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		if (!ms_node) {
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			err_dialog->set_text(TTR("Mesh source is invalid (invalid path)."));
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			err_dialog->popup_centered();
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			return;
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		}
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		MeshInstance3D *ms_instance = Object::cast_to<MeshInstance3D>(ms_node);
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		if (!ms_instance) {
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			err_dialog->set_text(TTR("Mesh source is invalid (not a MeshInstance3D)."));
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			err_dialog->popup_centered();
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			return;
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		}
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		mesh = ms_instance->get_mesh();
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		if (mesh.is_null()) {
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			err_dialog->set_text(TTR("Mesh source is invalid (contains no Mesh resource)."));
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			err_dialog->popup_centered();
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			return;
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		}
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	}
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	if (surface_source->get_text().is_empty()) {
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		err_dialog->set_text(TTR("No surface source specified."));
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		err_dialog->popup_centered();
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		return;
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	}
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	Node *ss_node = node->get_node(surface_source->get_text());
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	if (!ss_node) {
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		err_dialog->set_text(TTR("Surface source is invalid (invalid path)."));
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		err_dialog->popup_centered();
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		return;
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	}
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	MeshInstance3D *ss_instance = Object::cast_to<MeshInstance3D>(ss_node);
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	if (!ss_instance || !ss_instance->get_mesh().is_valid()) {
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		err_dialog->set_text(TTR("Surface source is invalid (no geometry)."));
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		err_dialog->popup_centered();
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		return;
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	}
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	Transform3D geom_xform = node->get_global_transform().affine_inverse() * ss_instance->get_global_transform();
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	Vector<Face3> geometry = ss_instance->get_mesh()->get_faces();
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	if (geometry.size() == 0) {
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		err_dialog->set_text(TTR("Surface source is invalid (no faces)."));
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		err_dialog->popup_centered();
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		return;
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	}
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	//make all faces local
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	int gc = geometry.size();
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	Face3 *w = geometry.ptrw();
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	for (int i = 0; i < gc; i++) {
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		for (int j = 0; j < 3; j++) {
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			w[i].vertex[j] = geom_xform.xform(w[i].vertex[j]);
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		}
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	}
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	Vector<Face3> faces = geometry;
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	int facecount = faces.size();
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	ERR_FAIL_COND_MSG(!facecount, "Parent has no solid faces to populate.");
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	const Face3 *r = faces.ptr();
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	float area_accum = 0;
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	RBMap<float, int> triangle_area_map;
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	for (int i = 0; i < facecount; i++) {
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		float area = r[i].get_area();
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		if (area < CMP_EPSILON) {
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			continue;
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		}
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		triangle_area_map[area_accum] = i;
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		area_accum += area;
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	}
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	ERR_FAIL_COND_MSG(triangle_area_map.size() == 0, "Couldn't map area.");
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	ERR_FAIL_COND_MSG(area_accum == 0, "Couldn't map area.");
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	Ref<MultiMesh> multimesh = memnew(MultiMesh);
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	multimesh->set_mesh(mesh);
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	int instance_count = populate_amount->get_value();
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	multimesh->set_transform_format(MultiMesh::TRANSFORM_3D);
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	multimesh->set_use_colors(false);
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	multimesh->set_instance_count(instance_count);
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	float _tilt_random = populate_tilt_random->get_value();
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	float _rotate_random = populate_rotate_random->get_value();
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	float _scale_random = populate_scale_random->get_value();
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	float _scale = populate_scale->get_value();
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	int axis = populate_axis->get_selected();
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	Transform3D axis_xform;
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	if (axis == Vector3::AXIS_Z) {
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		axis_xform.rotate(Vector3(1, 0, 0), -Math_PI * 0.5);
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	}
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	if (axis == Vector3::AXIS_X) {
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		axis_xform.rotate(Vector3(0, 0, 1), -Math_PI * 0.5);
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	}
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	for (int i = 0; i < instance_count; i++) {
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		float areapos = Math::random(0.0f, area_accum);
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		RBMap<float, int>::Iterator E = triangle_area_map.find_closest(areapos);
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		ERR_FAIL_COND(!E);
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		int index = E->value;
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		ERR_FAIL_INDEX(index, facecount);
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		// ok FINALLY get face
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		Face3 face = r[index];
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		//now compute some position inside the face...
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		Vector3 pos = face.get_random_point_inside();
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		Vector3 normal = face.get_plane().normal;
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		Vector3 op_axis = (face.vertex[0] - face.vertex[1]).normalized();
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		Transform3D xform;
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		xform.set_look_at(pos, pos + op_axis, normal);
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		xform = xform * axis_xform;
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		Basis post_xform;
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		post_xform.rotate(xform.basis.get_column(1), -Math::random(-_rotate_random, _rotate_random) * Math_PI);
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		post_xform.rotate(xform.basis.get_column(2), -Math::random(-_tilt_random, _tilt_random) * Math_PI);
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		post_xform.rotate(xform.basis.get_column(0), -Math::random(-_tilt_random, _tilt_random) * Math_PI);
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		xform.basis = post_xform * xform.basis;
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		//xform.basis.orthonormalize();
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		xform.basis.scale(Vector3(1, 1, 1) * (_scale + Math::random(-_scale_random, _scale_random)));
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		multimesh->set_instance_transform(i, xform);
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	}
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	node->set_multimesh(multimesh);
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}
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void MultiMeshEditor::_browsed(const NodePath &p_path) {
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	NodePath path = node->get_path_to(get_node(p_path));
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	if (browsing_source) {
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		mesh_source->set_text(path);
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	} else {
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		surface_source->set_text(path);
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	}
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}
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void MultiMeshEditor::_menu_option(int p_option) {
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	switch (p_option) {
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		case MENU_OPTION_POPULATE: {
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			if (_last_pp_node != node) {
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				surface_source->set_text("..");
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				mesh_source->set_text("..");
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				populate_axis->select(1);
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				populate_rotate_random->set_value(0);
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				populate_tilt_random->set_value(0);
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				populate_scale_random->set_value(0);
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				populate_scale->set_value(1);
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				populate_amount->set_value(128);
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				_last_pp_node = node;
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			}
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			populate_dialog->popup_centered(Size2(250, 380));
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		} break;
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	}
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}
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void MultiMeshEditor::edit(MultiMeshInstance3D *p_multimesh) {
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	node = p_multimesh;
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}
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void MultiMeshEditor::_browse(bool p_source) {
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	browsing_source = p_source;
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	std->get_scene_tree()->set_marked(node, false);
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	std->popup_scenetree_dialog();
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	if (p_source) {
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		std->set_title(TTR("Select a Source Mesh:"));
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	} else {
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		std->set_title(TTR("Select a Target Surface:"));
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	}
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}
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void MultiMeshEditor::_bind_methods() {
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}
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MultiMeshEditor::MultiMeshEditor() {
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	options = memnew(MenuButton);
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	options->set_switch_on_hover(true);
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	Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
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	options->set_text("MultiMesh");
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	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("MultiMeshInstance3D"), SNAME("EditorIcons")));
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	options->get_popup()->add_item(TTR("Populate Surface"));
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	options->get_popup()->connect("id_pressed", callable_mp(this, &MultiMeshEditor::_menu_option));
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	populate_dialog = memnew(ConfirmationDialog);
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	populate_dialog->set_title(TTR("Populate MultiMesh"));
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	add_child(populate_dialog);
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	VBoxContainer *vbc = memnew(VBoxContainer);
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	populate_dialog->add_child(vbc);
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	//populate_dialog->set_child_rect(vbc);
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	HBoxContainer *hbc = memnew(HBoxContainer);
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	surface_source = memnew(LineEdit);
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	hbc->add_child(surface_source);
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	surface_source->set_h_size_flags(SIZE_EXPAND_FILL);
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	Button *b = memnew(Button);
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	hbc->add_child(b);
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	b->set_text("..");
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	b->connect("pressed", callable_mp(this, &MultiMeshEditor::_browse).bind(false));
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	vbc->add_margin_child(TTR("Target Surface:"), hbc);
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	hbc = memnew(HBoxContainer);
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	mesh_source = memnew(LineEdit);
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	hbc->add_child(mesh_source);
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	mesh_source->set_h_size_flags(SIZE_EXPAND_FILL);
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	b = memnew(Button);
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	hbc->add_child(b);
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	b->set_text("..");
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	vbc->add_margin_child(TTR("Source Mesh:"), hbc);
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	b->connect("pressed", callable_mp(this, &MultiMeshEditor::_browse).bind(true));
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	populate_axis = memnew(OptionButton);
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	populate_axis->add_item(TTR("X-Axis"));
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	populate_axis->add_item(TTR("Y-Axis"));
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	populate_axis->add_item(TTR("Z-Axis"));
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	populate_axis->select(2);
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	vbc->add_margin_child(TTR("Mesh Up Axis:"), populate_axis);
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	populate_rotate_random = memnew(HSlider);
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	populate_rotate_random->set_max(1);
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	populate_rotate_random->set_step(0.01);
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	vbc->add_margin_child(TTR("Random Rotation:"), populate_rotate_random);
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	populate_tilt_random = memnew(HSlider);
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	populate_tilt_random->set_max(1);
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	populate_tilt_random->set_step(0.01);
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	vbc->add_margin_child(TTR("Random Tilt:"), populate_tilt_random);
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	populate_scale_random = memnew(SpinBox);
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	populate_scale_random->set_min(0);
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	populate_scale_random->set_max(1);
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	populate_scale_random->set_value(0);
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	populate_scale_random->set_step(0.01);
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	vbc->add_margin_child(TTR("Random Scale:"), populate_scale_random);
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	populate_scale = memnew(SpinBox);
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	populate_scale->set_min(0.001);
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	populate_scale->set_max(4096);
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	populate_scale->set_value(1);
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	populate_scale->set_step(0.01);
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	vbc->add_margin_child(TTR("Scale:"), populate_scale);
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	populate_amount = memnew(SpinBox);
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	populate_amount->set_anchor(SIDE_RIGHT, ANCHOR_END);
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	populate_amount->set_begin(Point2(20, 232));
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	populate_amount->set_end(Point2(-5, 237));
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	populate_amount->set_min(1);
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	populate_amount->set_max(65536);
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	populate_amount->set_value(128);
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	vbc->add_margin_child(TTR("Amount:"), populate_amount);
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	populate_dialog->set_ok_button_text(TTR("Populate"));
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	populate_dialog->get_ok_button()->connect("pressed", callable_mp(this, &MultiMeshEditor::_populate));
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	std = memnew(SceneTreeDialog);
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	populate_dialog->add_child(std);
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	std->connect("selected", callable_mp(this, &MultiMeshEditor::_browsed));
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	_last_pp_node = nullptr;
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	err_dialog = memnew(AcceptDialog);
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	add_child(err_dialog);
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}
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void MultiMeshEditorPlugin::edit(Object *p_object) {
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	multimesh_editor->edit(Object::cast_to<MultiMeshInstance3D>(p_object));
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}
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bool MultiMeshEditorPlugin::handles(Object *p_object) const {
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	return p_object->is_class("MultiMeshInstance3D");
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}
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void MultiMeshEditorPlugin::make_visible(bool p_visible) {
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	if (p_visible) {
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		multimesh_editor->options->show();
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	} else {
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		multimesh_editor->options->hide();
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		multimesh_editor->edit(nullptr);
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	}
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}
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MultiMeshEditorPlugin::MultiMeshEditorPlugin() {
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	multimesh_editor = memnew(MultiMeshEditor);
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	EditorNode::get_singleton()->get_main_screen_control()->add_child(multimesh_editor);
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	multimesh_editor->options->hide();
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}
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MultiMeshEditorPlugin::~MultiMeshEditorPlugin() {
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}
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