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Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29c)
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95
editor/plugins/mesh_editor_plugin.h
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95
editor/plugins/mesh_editor_plugin.h
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/*************************************************************************/
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/* mesh_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef MESH_EDITOR_PLUGIN_H
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#define MESH_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/editor_node.h"
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#include "scene/resources/material.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/camera.h"
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class MeshEditor : public Control {
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OBJ_TYPE(MeshEditor, Control);
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float rot_x;
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float rot_y;
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Viewport *viewport;
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MeshInstance *mesh_instance;
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DirectionalLight *light1;
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DirectionalLight *light2;
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Camera *camera;
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Ref<Mesh> mesh;
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TextureButton *light_1_switch;
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TextureButton *light_2_switch;
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void _button_pressed(Node* p_button);
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bool first_enter;
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void _update_rotation();
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void edit(Ref<Mesh> p_mesh);
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MeshEditor();
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};
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class MeshEditorPlugin : public EditorPlugin {
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OBJ_TYPE( MeshEditorPlugin, EditorPlugin );
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MeshEditor *mesh_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Mesh"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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MeshEditorPlugin(EditorNode *p_node);
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~MeshEditorPlugin();
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};
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#endif // MESH_EDITOR_PLUGIN_H
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