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New component via plugin #289
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JamesTKhan
requested changes
Sep 25, 2024
editor/src/main/com/mbrlabs/mundus/editor/core/scene/SceneManager.java
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JamesTKhan
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Nov 22, 2024
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This PR expands functionality of plugin system. The purpose is that plugin can add new component what runtime can load (via plugin's runtime module).
Changes:
Add a new component type:
PHYSICS
.Add optional
CustomComponentConverter
argument to constructor of Mundus runtime class. This converter can read read custom component properties.New extension interfaces:
void render(Camera camera)
: Can render model with custom shader.Component.Type getComponentType()
: Returns with the component type what the plugin use.String getComponentName()
: Returns with the component name.Component createComponent(GameObject gameObject)
: Creates custom component for given game object.void setupComponentInspectorWidget(Component component, RootWidget rootWidget)
: Setups widget for custom component for Inspector.CustomComponentConverter getConverter()
: Returns with converter for load and save properties for custom component.Plugin's RootWidget additions:
addTextButton(String text, ButtonListener listener)
: Adds text button onto widget.addSelectBox(Array<T> selectList, SelectBoxListener<T> listener)
: Adds dropdown/selectbox onto widget and the first item is the default selected..addSelectBox(Array<T> selectList, T defaultValue, SelectBoxListener<T> listener)
: Adds dropdown/selectbox onto widget and can set the default selected value.addEmptyWidget()
: Adds an empty widget.clearWidgets()
: Clears the widget.Tested it with HTML and it works well.
Example: ode4j plugin.
You can try it with Mundus Example Project with Ode4j plugin:
https://github.com/Dgzt/MundusRuntimeExample/tree/ode4j-plugin
(use 1,2,3 buttons to throw shapes)