예제 #1
0
MeshEditor::MeshEditor() {

	viewport = memnew(Viewport);
	Ref<World> world;
	world.instance();
	viewport->set_world(world); //use own world
	add_child(viewport);
	viewport->set_disable_input(true);
	set_stretch(true);

	camera = memnew(Camera);
	camera->set_transform(Transform(Basis(), Vector3(0, 0, 1.1)));
	camera->set_perspective(45, 0.1, 10);
	viewport->add_child(camera);

	light1 = memnew(DirectionalLight);
	light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
	viewport->add_child(light1);

	light2 = memnew(DirectionalLight);
	light2->set_transform(Transform().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(Spatial);
	viewport->add_child(rotation);
	mesh_instance = memnew(MeshInstance);
	rotation->add_child(mesh_instance);

	set_custom_minimum_size(Size2(1, 150) * EDSCALE);

	HBoxContainer *hb = memnew(HBoxContainer);
	add_child(hb);
	hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);

	hb->add_spacer();

	VBoxContainer *vb_light = memnew(VBoxContainer);
	hb->add_child(vb_light);

	light_1_switch = memnew(TextureButton);
	light_1_switch->set_toggle_mode(true);
	vb_light->add_child(light_1_switch);
	light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));

	light_2_switch = memnew(TextureButton);
	light_2_switch->set_toggle_mode(true);
	vb_light->add_child(light_2_switch);
	light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));

	first_enter = true;

	rot_x = 0;
	rot_y = 0;
}
예제 #2
0
MaterialEditor::MaterialEditor() {

	vc = memnew(ViewportContainer);
	vc->set_stretch(true);
	add_child(vc);
	vc->set_anchors_and_margins_preset(PRESET_WIDE);
	viewport = memnew(Viewport);
	Ref<World> world;
	world.instance();
	viewport->set_world(world); //use own world
	vc->add_child(viewport);
	viewport->set_disable_input(true);
	viewport->set_transparent_background(true);
	viewport->set_msaa(Viewport::MSAA_4X);

	camera = memnew(Camera);
	camera->set_transform(Transform(Basis(), Vector3(0, 0, 3)));
	camera->set_perspective(45, 0.1, 10);
	camera->make_current();
	viewport->add_child(camera);

	light1 = memnew(DirectionalLight);
	light1->set_transform(Transform().looking_at(Vector3(-1, -1, -1), Vector3(0, 1, 0)));
	viewport->add_child(light1);

	light2 = memnew(DirectionalLight);
	light2->set_transform(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, 1)));
	light2->set_color(Color(0.7, 0.7, 0.7));
	viewport->add_child(light2);

	sphere_instance = memnew(MeshInstance);
	viewport->add_child(sphere_instance);

	box_instance = memnew(MeshInstance);
	viewport->add_child(box_instance);

	Transform box_xform;
	box_xform.basis.rotate(Vector3(1, 0, 0), Math::deg2rad(25.0));
	box_xform.basis = box_xform.basis * Basis().rotated(Vector3(0, 1, 0), Math::deg2rad(-25.0));
	box_xform.basis.scale(Vector3(0.8, 0.8, 0.8));
	box_xform.origin.y = 0.2;
	box_instance->set_transform(box_xform);

	sphere_mesh.instance();
	sphere_instance->set_mesh(sphere_mesh);
	box_mesh.instance();
	box_instance->set_mesh(box_mesh);
	box_instance->hide();

	set_custom_minimum_size(Size2(1, 150) * EDSCALE);

	HBoxContainer *hb = memnew(HBoxContainer);
	add_child(hb);
	hb->set_anchors_and_margins_preset(Control::PRESET_WIDE, Control::PRESET_MODE_MINSIZE, 2);

	VBoxContainer *vb_shape = memnew(VBoxContainer);
	hb->add_child(vb_shape);

	sphere_switch = memnew(TextureButton);
	sphere_switch->set_toggle_mode(true);
	sphere_switch->set_pressed(true);
	vb_shape->add_child(sphere_switch);
	sphere_switch->connect("pressed", this, "_button_pressed", varray(sphere_switch));

	box_switch = memnew(TextureButton);
	box_switch->set_toggle_mode(true);
	box_switch->set_pressed(false);
	vb_shape->add_child(box_switch);
	box_switch->connect("pressed", this, "_button_pressed", varray(box_switch));

	hb->add_spacer();

	VBoxContainer *vb_light = memnew(VBoxContainer);
	hb->add_child(vb_light);

	light_1_switch = memnew(TextureButton);
	light_1_switch->set_toggle_mode(true);
	vb_light->add_child(light_1_switch);
	light_1_switch->connect("pressed", this, "_button_pressed", varray(light_1_switch));

	light_2_switch = memnew(TextureButton);
	light_2_switch->set_toggle_mode(true);
	vb_light->add_child(light_2_switch);
	light_2_switch->connect("pressed", this, "_button_pressed", varray(light_2_switch));

	first_enter = true;
}