feat: implemented adding primitive with UI

This commit is contained in:
Sara Gerretsen 2025-12-08 15:33:02 +01:00
parent 670cfa1779
commit b6e8ca9225
8 changed files with 120 additions and 31 deletions

View file

@ -0,0 +1,31 @@
#include "add_primitive_button.h"
#include "terrain_editor/edit_history.h"
#include "terrain_editor/terrain_mesh_generator.h"
void AddPrimitiveButton::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, primitive_blueprint, PROPERTY_HINT_RESOURCE_TYPE, "TerrainPrimitive");
BIND_HPROPERTY(Variant::OBJECT, terrain, PROPERTY_HINT_NODE_TYPE, "TerrainMeshGenerator");
}
void AddPrimitiveButton::pressed() {
if (this->terrain) {
Ref<TerrainPrimitive> copy{ this->primitive_blueprint->duplicate(true) };
EditHistory::get_singleton()->push_action(callable_mp(this->terrain, &TerrainMeshGenerator::add_primitive).bind(copy), callable_mp(this->terrain, &TerrainMeshGenerator::remove_primitive).bind(copy));
}
}
void AddPrimitiveButton::set_primitive_blueprint(Ref<TerrainPrimitive> blueprint) {
this->primitive_blueprint = blueprint;
}
Ref<TerrainPrimitive> AddPrimitiveButton::get_primitive_blueprint() const {
return this->primitive_blueprint;
}
void AddPrimitiveButton::set_terrain(TerrainMeshGenerator *terrain) {
this->terrain = terrain;
}
TerrainMeshGenerator *AddPrimitiveButton::get_terrain() const {
return this->terrain;
}