style: apply gdformat formatting across the entire project

Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
This commit is contained in:
2026-07-05 23:06:23 +02:00
parent 28a2e42c41
commit 4463e524aa
69 changed files with 2253 additions and 1647 deletions
+17 -11
View File
@@ -1,6 +1,6 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# Import From SimpleGrassTextured
#
#
# This script demonstrates how to import transforms from SimpleGrassTextured. To use it:
#
# 1. Setup the mesh asset you wish to use in the asset dock.
@@ -9,14 +9,14 @@
# 1. At the very top, assign your SimpleGrassTextured node.
# 1. Input the desired mesh asset ID.
# 1. Click import. The output window and console will report when finished.
# 1. Clear the script from your Terrain3D node, and save your scene.
# 1. Clear the script from your Terrain3D node, and save your scene.
#
# The instance transforms are now stored in your region files.
#
# Use clear_instances to erase all instances that match the assign_mesh_id.
#
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
# Terrain3DMeshAsset.
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
# Terrain3DMeshAsset.
# Once the transforms are imported, you can reassign any mesh you like into this mesh slot.
@tool
@@ -24,8 +24,10 @@ extends Terrain3D
@export var simple_grass_textured: MultiMeshInstance3D
@export var assign_mesh_id: int
@export var import: bool = false : set = import_sgt
@export var clear_instances: bool = false : set = clear_multimeshes
@export var import: bool = false:
set = import_sgt
@export var clear_instances: bool = false:
set = clear_multimeshes
func clear_multimeshes(value: bool) -> void:
@@ -34,9 +36,13 @@ func clear_multimeshes(value: bool) -> void:
func import_sgt(value: bool) -> void:
var sgt_mm: MultiMesh = simple_grass_textured.multimesh
var global_xform: Transform3D = simple_grass_textured.global_transform
print("Starting to import %d instances from SimpleGrassTextured using mesh id %d" % [ sgt_mm.instance_count, assign_mesh_id])
var global_xform: Transform3D = simple_grass_textured.global_transform
print(
(
"Starting to import %d instances from SimpleGrassTextured using mesh id %d"
% [sgt_mm.instance_count, assign_mesh_id]
)
)
var time: int = Time.get_ticks_msec()
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
print("Import complete in %.2f seconds" % [ float(Time.get_ticks_msec() - time)/1000. ])
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
print("Import complete in %.2f seconds" % [float(Time.get_ticks_msec() - time) / 1000.])
+96 -96
View File
@@ -1,6 +1,6 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# to detect the terrain height from Terrain3D without using collision.
#
# Copy this file into /addons/proton_scatter/src/modifiers
@@ -26,112 +26,112 @@
#
#
#func _init() -> void:
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#documentation.add_paragraph(
#"This is a modified version of `Project on Colliders` that queries Terrain3D
#for heights without using collision. It constrains placement by slope or texture.
#
#This modifier must have terrain_node set to a Terrain3D node.")
#This modifier must have terrain_node set to a Terrain3D node.")
#
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#p = documentation.add_parameter("Enable Texture Filtering")
#p.set_type("bool")
#p.set_description(
#"If enabled, objects will only be placed based on the ground texture specified.")
#
#p = documentation.add_parameter("Target Texture ID")
#p.set_type("int")
#p.set_description(
#"The ID of the texture to place objects on (0-31). Objects will only be placed on this texture.")
#
#p = documentation.add_parameter("Not Target Texture")
#p.set_type("bool")
#p.set_description(
#"If true, objects will be placed on all textures EXCEPT the target texture.")
#
#p = documentation.add_parameter("Texture Threshold")
#p.set_type("float")
#p.set_description("The blend value required for placement on the texture.")
#
#
#func _process_transforms(transforms, domain, _seed) -> void:
#if transforms.is_empty():
#return
#if transforms.is_empty():
#return
#
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
## Review transforms
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#var new_transforms_array: Array[Transform3D] = []
#var remapped_max_slope: float = remap(max_slope, 0.0, 90.0, 0.0, 1.0)
#for i in transforms.list.size():
#var t: Transform3D = transforms.list[i]
#
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#var location: Vector3 = (gt * t).origin
#var height: float = _terrain.data.get_height(location)
#if is_nan(height):
#continue
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#var normal: Vector3 = _terrain.data.get_normal(location)
#if not abs(Vector3.UP.dot(normal)) >= (1.0 - remapped_max_slope):
#continue
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#if enable_texture_filtering:
#var texture_info: Vector3 = _terrain.data.get_texture_id(location)
#var base_id: int = int(texture_info.x)
#var overlay_id: int = int(texture_info.y)
#var blend_value: float = texture_info.z
## Skip if overlay or blend != target texture, unless inverted
#if ((overlay_id != target_texture_id or blend_value < texture_threshold) and \
#(base_id != target_texture_id or blend_value >= texture_threshold)) != not_target_texture:
#continue
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""
#if align_with_collision_normal and not is_nan(normal.x):
#t.basis.y = normal
#t.basis.x = -t.basis.z.cross(normal)
#t.basis = t.basis.orthonormalized()
#
#t.origin.y = height - gt.origin.y
#new_transforms_array.push_back(t)
#
#transforms.list.clear()
#transforms.list.append_array(new_transforms_array)
#
#if transforms.is_empty():
#warning += """All transforms have been removed. Possible reasons include: \n"""
#if enable_texture_filtering:
#warning += """+ No matching texture found at any position.
#+ Texture threshold may be too high.
#"""
#warning += """+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""
@@ -7,7 +7,6 @@
@tool
extends Node3D
#region settings
## Auto set if attached as a child of a Terrain3D node
@export var terrain: Terrain3D:
@@ -15,7 +14,6 @@ extends Node3D
terrain = value
_create_grid()
## Distance between instances
@export_range(0.125, 2.0, 0.015625) var instance_spacing: float = 0.5:
set(value):
@@ -24,7 +22,6 @@ extends Node3D
amount = rows * rows
_set_offsets()
## Width of an individual cell of the grid
@export_range(8.0, 256.0, 1.0) var cell_width: float = 32.0:
set(value):
@@ -44,8 +41,7 @@ extends Node3D
p.custom_aabb = aabb
_set_offsets()
## Grid width. Must be odd.
## Grid width. Must be odd.
## Higher values cull slightly better, draw further out.
@export_range(1, 15, 2) var grid_width: int = 9:
set(value):
@@ -54,7 +50,6 @@ extends Node3D
min_draw_distance = 1.0
_create_grid()
@export_storage var rows: int = 1
@export_storage var amount: int = 1:
@@ -65,7 +60,6 @@ extends Node3D
for p in particle_nodes:
p.amount = amount
@export_range(1, 256, 1) var process_fixed_fps: int = 30:
set(value):
process_fixed_fps = maxi(value, 1)
@@ -73,7 +67,6 @@ extends Node3D
p.fixed_fps = process_fixed_fps
p.preprocess = 1.0 / float(process_fixed_fps)
## Access to process material parameters
@export var process_material: ShaderMaterial
@@ -81,23 +74,21 @@ extends Node3D
@export var mesh: Mesh
@export var shadow_mode: GeometryInstance3D.ShadowCastingSetting = (
GeometryInstance3D.ShadowCastingSetting.SHADOW_CASTING_SETTING_ON):
GeometryInstance3D.ShadowCastingSetting.SHADOW_CASTING_SETTING_ON
):
set(value):
shadow_mode = value
for p in particle_nodes:
p.cast_shadow = value
## Override material for the particle mesh
@export_custom(
PROPERTY_HINT_RESOURCE_TYPE,
"BaseMaterial3D,ShaderMaterial") var mesh_material_override: Material:
@export_custom(PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial")
var mesh_material_override: Material:
set(value):
mesh_material_override = value
for p in particle_nodes:
p.material_override = mesh_material_override
@export_group("Info")
## The minimum distance that particles will be drawn upto
## If using fade out effects like pixel alpha this is the limit to use.
@@ -105,7 +96,6 @@ extends Node3D
set(value):
min_draw_distance = float(cell_width * grid_width) * 0.5
## Displays current total particle count based on Cell Width and Instance Spacing
@export var particle_count: int = 1:
set(value):
@@ -113,7 +103,6 @@ extends Node3D
#endregion
var offsets: Array[Vector3]
var last_pos: Vector3 = Vector3.ZERO
var particle_nodes: Array[GPUParticles3D]
@@ -139,7 +128,9 @@ func _physics_process(delta: float) -> void:
if last_pos.distance_squared_to(camera.global_position) > 1.0:
var pos: Vector3 = camera.global_position.snapped(Vector3.ONE)
_position_grid(pos)
RenderingServer.material_set_param(process_material.get_rid(), "camera_position", pos )
RenderingServer.material_set_param(
process_material.get_rid(), "camera_position", pos
)
last_pos = camera.global_position
_update_process_parameters()
else:
@@ -180,7 +171,7 @@ func _create_grid() -> void:
if mesh_material_override:
particle_node.material_override = mesh_material_override
particle_node.use_fixed_seed = true
if (x > -half_grid and z > -half_grid): # Use the same seed across all nodes
if x > -half_grid and z > -half_grid: # Use the same seed across all nodes
particle_node.seed = particle_nodes[0].seed
self.add_child(particle_node)
particle_node.emitting = true
@@ -194,9 +185,7 @@ func _set_offsets() -> void:
for x in range(-half_grid, half_grid + 1):
for z in range(-half_grid, half_grid + 1):
var offset := Vector3(
float(x * rows) * instance_spacing,
0.0,
float(z * rows) * instance_spacing
float(x * rows) * instance_spacing, 0.0, float(z * rows) * instance_spacing
)
offsets.append(offset)
@@ -214,24 +203,42 @@ func _position_grid(pos: Vector3) -> void:
var snap = Vector3(pos.x, 0, pos.z).snapped(Vector3.ONE) + offsets[i]
node.global_position = (snap / instance_spacing).round() * instance_spacing
node.reset_physics_interpolation()
node.restart(true) # keep the same seed.
node.restart(true) # keep the same seed.
func _update_process_parameters() -> void:
if process_material:
var process_rid: RID = process_material.get_rid()
if terrain and process_rid.is_valid():
RenderingServer.material_set_param(process_rid, "_background_mode", terrain.material.world_background)
RenderingServer.material_set_param(process_rid, "_vertex_spacing", terrain.vertex_spacing)
RenderingServer.material_set_param(process_rid, "_vertex_density", 1.0 / terrain.vertex_spacing)
RenderingServer.material_set_param(
process_rid, "_background_mode", terrain.material.world_background
)
RenderingServer.material_set_param(
process_rid, "_vertex_spacing", terrain.vertex_spacing
)
RenderingServer.material_set_param(
process_rid, "_vertex_density", 1.0 / terrain.vertex_spacing
)
RenderingServer.material_set_param(process_rid, "_region_size", terrain.region_size)
RenderingServer.material_set_param(process_rid, "_region_texel_size", 1.0 / terrain.region_size)
RenderingServer.material_set_param(
process_rid, "_region_texel_size", 1.0 / terrain.region_size
)
RenderingServer.material_set_param(process_rid, "_region_map_size", 32)
RenderingServer.material_set_param(process_rid, "_region_map", terrain.data.get_region_map())
RenderingServer.material_set_param(process_rid, "_region_locations", terrain.data.get_region_locations())
RenderingServer.material_set_param(process_rid, "_height_maps", terrain.data.get_height_maps_rid())
RenderingServer.material_set_param(process_rid, "_control_maps", terrain.data.get_control_maps_rid())
RenderingServer.material_set_param(process_rid, "_color_maps", terrain.data.get_color_maps_rid())
RenderingServer.material_set_param(
process_rid, "_region_map", terrain.data.get_region_map()
)
RenderingServer.material_set_param(
process_rid, "_region_locations", terrain.data.get_region_locations()
)
RenderingServer.material_set_param(
process_rid, "_height_maps", terrain.data.get_height_maps_rid()
)
RenderingServer.material_set_param(
process_rid, "_control_maps", terrain.data.get_control_maps_rid()
)
RenderingServer.material_set_param(
process_rid, "_color_maps", terrain.data.get_color_maps_rid()
)
RenderingServer.material_set_param(process_rid, "instance_spacing", instance_spacing)
RenderingServer.material_set_param(process_rid, "instance_rows", rows)
RenderingServer.material_set_param(process_rid, "max_dist", min_draw_distance)
@@ -5,6 +5,7 @@ extends Button
signal dropped
func _can_drop_data(p_position, p_data) -> bool:
if typeof(p_data) == TYPE_DICTIONARY:
if p_data.files.size() == 1:
@@ -13,5 +14,6 @@ func _can_drop_data(p_position, p_data) -> bool:
return true
return false
func _drop_data(p_position, p_data) -> void:
dropped.emit(p_data.files[0])
+7 -5
View File
@@ -29,19 +29,21 @@ func _init() -> void:
func directory_setup_popup() -> void:
dialog = load(DIRECTORY_SETUP).instantiate()
dialog.hide()
# Nodes
select_dir_btn = dialog.get_node("Margin/VBox/DirHBox/SelectDir")
selected_dir_le = dialog.get_node("Margin/VBox/DirHBox/LineEdit")
if plugin.terrain.data_directory:
selected_dir_le.text = plugin.terrain.data_directory
# Icons
plugin.ui.set_button_editor_icon(select_dir_btn, "Folder")
#Signals
select_dir_btn.pressed.connect(_on_select_file_pressed.bind(EditorFileDialog.FILE_MODE_OPEN_DIR))
select_dir_btn.pressed.connect(
_on_select_file_pressed.bind(EditorFileDialog.FILE_MODE_OPEN_DIR)
)
dialog.confirmed.connect(_on_close_requested)
dialog.canceled.connect(_on_close_requested)
dialog.get_ok_button().pressed.connect(_on_ok_pressed)
@@ -74,7 +76,7 @@ func _on_ok_pressed() -> void:
if not DirAccess.dir_exists_absolute(selected_dir_le.text):
push_error("Directory doesn't exist: ", selected_dir_le.text)
return
# Check if directory empty of terrain files
# Check if directory empty of terrain files
var data_found: bool = false
var files: Array = DirAccess.get_files_at(selected_dir_le.text)
for file in files:
+5 -6
View File
@@ -2,7 +2,6 @@
# Menu for Terrain3D
extends HBoxContainer
const DirectoryWizard: Script = preload("res://addons/terrain_3d/menu/directory_setup.gd")
const Packer: Script = preload("res://addons/terrain_3d/menu/channel_packer.gd")
const Baker: Script = preload("res://addons/terrain_3d/menu/baker.gd")
@@ -32,17 +31,17 @@ func _enter_tree() -> void:
baker.plugin = plugin
add_child(directory_setup)
add_child(baker)
menu_button.text = "Terrain3D"
menu_button.get_popup().add_item("Directory Setup...", MENU_DIRECTORY_SETUP)
menu_button.get_popup().add_item("Pack Textures...", MENU_PACK_TEXTURES)
menu_button.get_popup().add_item("Directory Setup...", MENU_DIRECTORY_SETUP)
menu_button.get_popup().add_item("Pack Textures...", MENU_PACK_TEXTURES)
menu_button.get_popup().add_separator("", MENU_SEPARATOR)
menu_button.get_popup().add_item("Bake ArrayMesh...", MENU_BAKE_ARRAY_MESH)
menu_button.get_popup().add_item("Bake Occluder3D...", MENU_BAKE_OCCLUDER)
menu_button.get_popup().add_separator("", MENU_SEPARATOR2)
menu_button.get_popup().add_item("Set up Navigation...", MENU_SET_UP_NAVIGATION)
menu_button.get_popup().add_item("Bake NavMesh...", MENU_BAKE_NAV_MESH)
menu_button.get_popup().id_pressed.connect(_on_menu_pressed)
menu_button.about_to_popup.connect(_on_menu_about_to_popup)
add_child(menu_button)
@@ -53,7 +52,7 @@ func _on_menu_pressed(p_id: int) -> void:
MENU_DIRECTORY_SETUP:
directory_setup.directory_setup_popup()
MENU_PACK_TEXTURES:
packer.pack_textures_popup()
packer.pack_textures_popup()
MENU_BAKE_ARRAY_MESH:
baker.bake_mesh_popup()
MENU_BAKE_OCCLUDER:
+120 -99
View File
@@ -30,11 +30,11 @@ var search_button: Button
#DEPRECATED 4.5
#class EdDock extends EditorDock:
#func _update_layout(layout: int) -> void:
#layout 1 vertical, 2 horizontal, 4 window
#print("Terrain3DAssetDock: _update_layout called with: ", layout)
#func _update_layout(layout: int) -> void:
#layout 1 vertical, 2 horizontal, 4 window
#print("Terrain3DAssetDock: _update_layout called with: ", layout)
var _dock: MarginContainer #DEPRECATED 4.5 - Use EdDock
var _dock: MarginContainer #DEPRECATED 4.5 - Use EdDock
var _initialized: bool = false
var plugin: EditorPlugin
var window: Window
@@ -44,18 +44,18 @@ func _notification(what: int) -> void:
if what == NOTIFICATION_ENTER_TREE:
await get_tree().process_frame
update_layout()
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_dock = ClassDB.instantiate("EditorDock") #DEPRECATED 4.5 - EdDock.new()
_dock = ClassDB.instantiate("EditorDock") #DEPRECATED 4.5 - EdDock.new()
_dock.title = "Terrain3D"
_dock.dock_icon = preload("../icons/terrain3d.svg")
_dock.default_slot = 8 #DEPRECATED 4.5 - EditorDock.DockSlot.DOCK_SLOT_BOTTOM
_dock.default_slot = 8 #DEPRECATED 4.5 - EditorDock.DockSlot.DOCK_SLOT_BOTTOM
_dock.closable = false
_dock.available_layouts = 0x7 #DEPRECATED 4.5 - EditorDock.DOCK_LAYOUT_ALL
_dock.available_layouts = 0x7 #DEPRECATED 4.5 - EditorDock.DOCK_LAYOUT_ALL
_dock.add_child(self)
plugin.add_dock(_dock)
_dock.open()
@@ -75,7 +75,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
var editor_scale: float = EditorInterface.get_editor_scale()
search_box.custom_minimum_size = Vector2(100. * editor_scale, 30. * editor_scale)
search_button = $Box/Buttons/SearchBox/SearchButton
texture_list = ListContainer.new()
texture_list.name = "TextureList"
texture_list.plugin = plugin
@@ -100,21 +100,31 @@ func initialize(p_plugin: EditorPlugin) -> void:
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
meshes_btn.add_theme_font_size_override("font_size", int(16. * EditorInterface.get_editor_scale()))
textures_btn.add_theme_font_size_override("font_size", int(16. * EditorInterface.get_editor_scale()))
meshes_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
textures_btn.add_theme_font_size_override(
"font_size", int(16. * EditorInterface.get_editor_scale())
)
search_box.text_changed.connect(_on_search_text_changed)
search_button.pressed.connect(_on_search_button_pressed)
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog, true)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
confirmation_closed.emit(); \
confirmation_confirmed.emit() )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
confirmation_closed.emit(); \
confirmation_canceled.emit() )
confirm_dialog.confirmed.connect(
func():
_confirmed = true
confirmation_closed.emit()
confirmation_confirmed.emit()
)
confirm_dialog.canceled.connect(
func():
_confirmed = false
confirmation_closed.emit()
confirmation_canceled.emit()
)
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
@@ -155,7 +165,7 @@ func update_layout() -> void:
if not _initialized:
return
if plugin.debug > 1:
print("Terrain3DAssetDock: update_layout")
print("Terrain3DAssetDock: update_layout")
## Detect if we have a new window from `Make floating` and grab it
if not window:
@@ -163,12 +173,12 @@ func update_layout() -> void:
window = get_parent().get_parent().get_parent()
_on_pin_changed(pinned_btn.button_pressed)
plugin.godot_editor_window.mouse_entered.connect(_on_godot_window_entered)
return # Displaying will call this function again
return # Displaying will call this function again
# Check if window was just freed. Freed objects have a different hash than null
elif hash(window) != hash(null):
window = null
plugin.godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered)
return # Will call this function again upon display
return # Will call this function again upon display
## Vertical layout: buttons on top
if size.x < 700:
@@ -180,7 +190,7 @@ func update_layout() -> void:
box.move_child(size_slider, 2)
pinned_btn.reparent(buttons)
else:
# Wide layout: buttons on left
# Wide layout: buttons on left
box.vertical = false
buttons.vertical = true
search_box.reparent(buttons)
@@ -205,8 +215,8 @@ func set_selected_by_asset_id(p_id: int) -> void:
search_box.text = ""
_on_search_text_changed()
current_list.set_selected_id(p_id)
func _on_search_text_changed() -> void:
if plugin.debug:
print("Terrain3DAssetDock: _on_search_text_changed: ", search_box.text)
@@ -217,7 +227,7 @@ func _on_search_text_changed() -> void:
search_button.icon = get_theme_icon("Close", "EditorIcons")
else:
search_button.icon = get_theme_icon("Search", "EditorIcons")
mesh_list.search_text = search_box.text
texture_list.search_text = search_box.text
current_list.update_asset_list()
@@ -298,7 +308,7 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
print("Terrain3DAssetDock: _on_tool_changed: ", p_tool, ", ", p_operation)
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
_on_textures_pressed()
@@ -307,10 +317,12 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
func update_assets() -> void:
if plugin.debug:
print("Terrain3DAssetDock: update_assets: ", plugin.terrain.assets if plugin.terrain else "")
print(
"Terrain3DAssetDock: update_assets: ", plugin.terrain.assets if plugin.terrain else ""
)
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
@@ -327,7 +339,7 @@ func update_assets() -> void:
func load_editor_settings() -> void:
# Remove old editor settings
const ES_DOCK: String = "terrain3d/dock/"
for setting in [ "slot", "floating", "window_position", "window_size" ]:
for setting in ["slot", "floating", "window_position", "window_size"]:
plugin.erase_setting(ES_DOCK + setting)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
size_slider.value = plugin.get_setting(ES_DOCK_TILE_SIZE, 90)
@@ -350,8 +362,9 @@ func save_editor_settings() -> void:
## class ListContainer
##############################################################
class ListContainer extends Container:
class ListContainer:
extends Container
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
@@ -362,7 +375,6 @@ class ListContainer extends Container:
var _clearing_resource: bool = false
var search_text: String = ""
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
@@ -371,24 +383,22 @@ class ListContainer extends Container:
add_theme_constant_override("shadow_offset_x", 1)
add_theme_constant_override("shadow_offset_y", 1)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
if plugin.debug:
print("Terrain3DListContainer ", name, ": update_asset_list")
clear()
# Grab terrain
var t: Terrain3D = plugin.get_terrain()
if not (t and t.assets):
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
@@ -407,7 +417,6 @@ class ListContainer extends Container:
add_item()
set_selected_id(selected_id)
func add_item(p_resource: Resource = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
@@ -423,58 +432,79 @@ class ListContainer extends Container:
entry.type = type
add_child(entry, true)
entries.push_back(entry)
if p_resource:
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
func set_selected_after_swap(
p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
) -> void:
EditorInterface.mark_scene_as_unsaved()
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func clicked_id(p_id: int) -> void:
# Select Tool if clicking an asset
plugin.select_terrain()
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
if (
type == Terrain3DAssets.TYPE_TEXTURE
and not (
plugin.editor.get_tool()
in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
)
):
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
elif (
type == Terrain3DAssets.TYPE_MESH
and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
):
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
set_selected_id(p_id)
func set_selected_id(p_id: int) -> void:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
if plugin.debug:
print("Terrain3DListContainer ", name, ": set_selected_id: ", selected_id, " to ", clamp(p_id, 0, max_id))
print(
"Terrain3DListContainer ",
name,
": set_selected_id: ",
selected_id,
" to ",
clamp(p_id, 0, max_id)
)
selected_id = clamp(p_id, 0, max_id)
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.ui._on_setting_changed()
func get_selected_asset_id() -> int:
# "Add new" is the final entry only when search box is blank
var max_id: int = max(0, entries.size() - (1 if search_text else 2))
var id: int = clamp(selected_id, 0, max_id)
if plugin.debug:
print("Terrain3DListContainer ", name, ": get_selected_asset_id: selected_id: ", selected_id, ", clamped: ", id, ", entries: ", entries.size())
print(
"Terrain3DListContainer ",
name,
": get_selected_asset_id: selected_id: ",
selected_id,
", clamped: ",
id,
", entries: ",
entries.size()
)
if id >= entries.size():
return 0
var res: Resource = entries[id].resource
@@ -485,18 +515,21 @@ class ListContainer extends Container:
else:
return (res as Terrain3DTextureAsset).id
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().process_frame
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource and _clearing_resource:
return
if not p_resource:
if plugin.debug:
print("Terrain3DListContainer ", name, ": _on_resource_changed: removing asset ID: ", p_id)
print(
"Terrain3DListContainer ",
name,
": _on_resource_changed: removing asset ID: ",
p_id
)
_clearing_resource = true
var asset_dock: Control = get_parent().get_parent().get_parent()
if type == Terrain3DAssets.TYPE_TEXTURE:
@@ -509,7 +542,7 @@ class ListContainer extends Container:
update_asset_list()
_clearing_resource = false
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().process_frame
@@ -522,19 +555,16 @@ class ListContainer extends Container:
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
EditorInterface.inspect_object(null)
_clearing_resource = false
func set_entry_width(value: float) -> void:
var min_width: float = 90.0 * max(1.0, EditorInterface.get_editor_scale())
width = clamp(value, min_width, 512.0)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
@@ -543,22 +573,24 @@ class ListContainer extends Container:
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
var tile_size: Vector2 = Vector2(width, width) - Vector2(separation, separation)
var name_font_size := int(clamp(tile_size.x/12., 12., 16.) * EditorInterface.get_editor_scale())
var name_font_size := int(
clamp(tile_size.x / 12., 12., 16.) * EditorInterface.get_editor_scale()
)
for c in get_children():
if is_instance_valid(c):
c.size = tile_size
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
c.position = (
Vector2(id % columns, id / columns) * width
+ Vector2(separation / columns, separation / columns)
)
height = max(height, c.position.y + width)
id += 1
c.name_label.add_theme_font_size_override("font_size", name_font_size)
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
@@ -569,24 +601,25 @@ class ListContainer extends Container:
##############################################################
class ListEntry extends MarginContainer:
signal hovered()
signal clicked()
class ListEntry:
extends MarginContainer
signal hovered
signal clicked
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
var drop_data: bool = false
var is_hovered: bool = false
var is_selected: bool = false
var name_label: Label
var button_row: FlowContainer
var button_enabled: TextureButton
var button_edit: TextureButton
var spacer: Control
var spacer: Control
var button_clear: TextureButton
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
@@ -597,7 +630,6 @@ class ListEntry extends MarginContainer:
@onready var disabled_icon: Texture2D = get_theme_icon("GuiVisibilityHidden", "EditorIcons")
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
func _ready() -> void:
name = "ListEntry"
custom_minimum_size = Vector2i(86., 86.)
@@ -611,18 +643,17 @@ class ListEntry extends MarginContainer:
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
destroy_buttons()
button_row = FlowContainer.new()
button_enabled = TextureButton.new()
button_edit = TextureButton.new()
button_enabled = TextureButton.new()
button_edit = TextureButton.new()
spacer = Control.new()
button_clear = TextureButton.new()
var icon_size: Vector2 = Vector2(12, 12)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = FlowContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
@@ -640,7 +671,7 @@ class ListEntry extends MarginContainer:
button_enabled.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_enabled.pressed.connect(_on_enable)
button_row.add_child(button_enabled, true)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -654,7 +685,7 @@ class ListEntry extends MarginContainer:
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer, true)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -664,7 +695,6 @@ class ListEntry extends MarginContainer:
button_clear.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
button_clear.pressed.connect(_on_clear)
button_row.add_child(button_clear, true)
func destroy_buttons() -> void:
if button_row:
@@ -683,7 +713,6 @@ class ListEntry extends MarginContainer:
button_clear.free()
button_clear = null
func get_resource_name() -> StringName:
if resource:
if resource is Terrain3DMeshAsset:
@@ -692,7 +721,6 @@ class ListEntry extends MarginContainer:
return (resource as Terrain3DTextureAsset).get_name()
return ""
func setup_label() -> void:
name_label = Label.new()
name_label.name = "MeshLabel"
@@ -700,17 +728,18 @@ class ListEntry extends MarginContainer:
name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
name_label.add_theme_font_size_override("font_size", int(14. * EditorInterface.get_editor_scale()))
name_label.add_theme_font_size_override(
"font_size", int(14. * EditorInterface.get_editor_scale())
)
name_label.add_theme_color_override("font_color", Color.WHITE)
name_label.add_theme_color_override("font_shadow_color", Color.BLACK)
name_label.add_theme_constant_override("shadow_offset_x", 1)
name_label.add_theme_constant_override("shadow_offset_y", 1)
name_label.visible = false
name_label.autowrap_mode = TextServer.AUTOWRAP_OFF
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
add_child(name_label, true)
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_PREDELETE:
@@ -758,7 +787,6 @@ class ListEntry extends MarginContainer:
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
@@ -780,7 +808,6 @@ class ListEntry extends MarginContainer:
if resource:
_on_clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
@@ -789,7 +816,6 @@ class ListEntry extends MarginContainer:
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
@@ -806,7 +832,7 @@ class ListEntry extends MarginContainer:
set_edited_resource(res, false)
elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH:
if not resource:
resource = Terrain3DMeshAsset.new()
resource = Terrain3DMeshAsset.new()
set_edited_resource(resource, false)
resource.set_scene_file(res)
elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH:
@@ -816,7 +842,6 @@ class ListEntry extends MarginContainer:
emit_signal("clicked")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
@@ -828,20 +853,18 @@ class ListEntry extends MarginContainer:
elif resource is Terrain3DMeshAsset:
if not resource.instancer_setting_changed.is_connected(_on_resource_changed):
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if not p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed(_value: int = 0) -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
if not is_inside_tree():
#push_error("not in tree")
@@ -851,26 +874,24 @@ class ListEntry extends MarginContainer:
# Handle scrolling to show the selected item
await get_tree().process_frame
if is_inside_tree():
get_parent().get_parent().get_v_scroll_bar().ratio = position.y / get_parent().size.y
get_parent().get_parent().get_v_scroll_bar().ratio = (
position.y / get_parent().size.y
)
queue_redraw()
func _on_clear() -> void:
if resource:
name_label.hide()
set_edited_resource(null, false)
func _on_edit() -> void:
emit_signal("clicked")
emit_signal("inspected", resource)
func _on_enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())
func _format_number(num: int) -> String:
var is_negative: bool = num < 0
var str_num: String = str(abs(num))
+93 -88
View File
@@ -64,7 +64,7 @@ var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_godot_last_state = plugin.godot_editor_window.mode
placement_opt = $Box/Buttons/PlacementOpt
pinned_btn = $Box/Buttons/Pinned
@@ -98,7 +98,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
placement_opt.item_selected.connect(set_slot)
floating_btn.pressed.connect(make_dock_float)
pinned_btn.toggled.connect(_on_pin_changed)
pinned_btn.visible = ( window != null )
pinned_btn.visible = (window != null)
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
@@ -113,7 +113,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
func _ready() -> void:
if not _initialized:
return
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
# Avoid saving icon resources in tscn when editing w/ a tool script
@@ -127,12 +127,18 @@ func _ready() -> void:
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_confirmed") )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_canceled") )
confirm_dialog.confirmed.connect(
func():
_confirmed = true
emit_signal("confirmation_closed")
emit_signal("confirmation_confirmed")
)
confirm_dialog.canceled.connect(
func():
_confirmed = false
emit_signal("confirmation_closed")
emit_signal("confirmation_canceled")
)
func get_current_list() -> ListContainer:
@@ -141,9 +147,10 @@ func get_current_list() -> ListContainer:
## Dock placement
func set_slot(p_slot: int) -> void:
p_slot = clamp(p_slot, 0, POS_MAX-1)
p_slot = clamp(p_slot, 0, POS_MAX - 1)
if slot != p_slot:
slot = p_slot
placement_opt.selected = slot
@@ -177,7 +184,7 @@ func remove_dock(p_force: bool = false) -> void:
pinned_btn.visible = false
placement_opt.visible = true
state = HIDDEN
update_dock() # return window to side/bottom
update_dock() # return window to side/bottom
func update_dock() -> void:
@@ -207,7 +214,7 @@ func update_layout() -> void:
if not window and get_parent() and get_parent().get_parent() is Window:
window = get_parent().get_parent()
make_dock_float()
return # Will call this function again upon display
return # Will call this function again upon display
var size_parent: Control = size_slider.get_parent()
# Vertical layout in window / sidebar
@@ -238,8 +245,10 @@ func update_layout() -> void:
func update_thumbnails() -> void:
if not is_instance_valid(plugin.terrain):
return
if current_list.type == Terrain3DAssets.TYPE_MESH and \
Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME:
if (
current_list.type == Terrain3DAssets.TYPE_MESH
and Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME
):
plugin.terrain.assets.create_mesh_thumbnails()
_last_thumb_update_time = Time.get_ticks_msec()
for mesh_asset in mesh_list.entries:
@@ -293,7 +302,7 @@ func _on_meshes_pressed() -> void:
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
_on_textures_pressed()
@@ -303,7 +312,7 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
func update_assets() -> void:
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
@@ -318,13 +327,13 @@ func update_assets() -> void:
func make_dock_float() -> void:
# If not already created (eg from editor panel 'Make Floating' button)
# If not already created (eg from editor panel 'Make Floating' button)
if not window:
remove_dock()
create_window()
state = WINDOWED
visible = true # Asset dock contents are hidden when popping out of the bottom!
visible = true # Asset dock contents are hidden when popping out of the bottom!
pinned_btn.visible = true
floating_btn.visible = false
placement_opt.visible = false
@@ -366,13 +375,18 @@ func clamp_window_position() -> void:
bounds = DisplayServer.screen_get_position(window.current_screen)
bounds += DisplayServer.screen_get_size(window.current_screen)
var margin: int = 40
window.position.x = clamp(window.position.x, -window.size.x + 2*margin, bounds.x - margin)
window.position.x = clamp(window.position.x, -window.size.x + 2 * margin, bounds.x - margin)
window.position.y = clamp(window.position.y, 25, bounds.y - margin)
func _on_window_input(event: InputEvent) -> void:
# Capture CTRL+S when doc focused to save scene
if event is InputEventKey and event.keycode == KEY_S and event.pressed and event.is_command_or_control_pressed():
if (
event is InputEventKey
and event.keycode == KEY_S
and event.pressed
and event.is_command_or_control_pressed()
):
save_editor_settings()
EditorInterface.save_scene()
@@ -385,7 +399,10 @@ func _on_godot_window_entered() -> void:
func _on_godot_focus_entered() -> void:
# If asset dock is windowed, and Godot was minimized, and now is not, restore asset dock window
if is_instance_valid(window):
if _godot_last_state == Window.MODE_MINIMIZED and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED:
if (
_godot_last_state == Window.MODE_MINIMIZED
and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED
):
window.show()
_godot_last_state = plugin.godot_editor_window.mode
plugin.godot_editor_window.grab_focus()
@@ -399,6 +416,7 @@ func _on_godot_focus_exited() -> void:
## Manage Editor Settings
func load_editor_settings() -> void:
floating_btn.button_pressed = plugin.get_setting(ES_DOCK_FLOATING, false)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
@@ -431,8 +449,9 @@ func save_editor_settings() -> void:
## class ListContainer
##############################################################
class ListContainer extends Container:
class ListContainer:
extends Container
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
@@ -441,34 +460,34 @@ class ListContainer extends Container:
var width: float = 83
var focus_style: StyleBox
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
clear()
# Grab terrain
var t: Terrain3D
if plugin.is_terrain_valid():
t = plugin.terrain
elif is_instance_valid(plugin._last_terrain) and plugin.is_terrain_valid(plugin._last_terrain):
elif (
is_instance_valid(plugin._last_terrain)
and plugin.is_terrain_valid(plugin._last_terrain)
):
t = plugin._last_terrain
else:
return
if not t.assets:
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
@@ -486,12 +505,11 @@ class ListContainer extends Container:
if selected_id >= mesh_count or selected_id < 0:
set_selected_id(0)
func add_item(p_resource: Resource = null, p_assets: Terrain3DAssets = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
var id: int = entries.size()
entry.set_edited_resource(p_resource)
entry.hovered.connect(_on_resource_hovered.bind(id))
entry.selected.connect(set_selected_id.bind(id))
@@ -501,55 +519,60 @@ class ListContainer extends Container:
entry.asset_list = p_assets
add_child(entry)
entries.push_back(entry)
if p_resource:
entry.set_selected(id == selected_id)
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
func set_selected_after_swap(
p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
) -> void:
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func set_selected_id(p_id: int) -> void:
selected_id = p_id
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.select_terrain()
# Select Paint tool if clicking a texture
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
if (
type == Terrain3DAssets.TYPE_TEXTURE
and not (
plugin.editor.get_tool()
in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
)
):
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
elif (
type == Terrain3DAssets.TYPE_MESH
and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
):
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
# Update editor with selected brush
plugin.ui._on_setting_changed()
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().create_timer(.01).timeout
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource:
var asset_dock: Control = get_parent().get_parent().get_parent()
@@ -562,7 +585,7 @@ class ListContainer extends Container:
if not asset_dock._confirmed:
update_asset_list()
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().create_timer(.01).timeout
@@ -577,32 +600,27 @@ class ListContainer extends Container:
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
# If null resource, remove last
EditorInterface.inspect_object(null)
# If null resource, remove last
if not p_resource:
var last_offset: int = 2
if p_id == entries.size()-2:
if p_id == entries.size() - 2:
last_offset = 3
set_selected_id(clamp(selected_id, 0, entries.size() - last_offset))
func get_selected_id() -> int:
return selected_id
func get_selected_asset_id() -> int:
return selected_id
func set_entry_width(value: float) -> void:
width = clamp(value, 66, 230)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
@@ -610,21 +628,21 @@ class ListContainer extends Container:
var separation: float = 4
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
for c in get_children():
if is_instance_valid(c):
c.size = Vector2(width, width) - Vector2(separation, separation)
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
c.position = (
Vector2(id % columns, id / columns) * width
+ Vector2(separation / columns, separation / columns)
)
height = max(height, c.position.y + width)
id += 1
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
@@ -635,12 +653,13 @@ class ListContainer extends Container:
##############################################################
class ListEntry extends VBoxContainer:
signal hovered()
signal selected()
class ListEntry:
extends VBoxContainer
signal hovered
signal selected
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
@@ -648,7 +667,7 @@ class ListEntry extends VBoxContainer:
var is_hovered: bool = false
var is_selected: bool = false
var asset_list: Terrain3DAssets
@onready var button_row := HBoxContainer.new()
@onready var button_clear := TextureButton.new()
@onready var button_edit := TextureButton.new()
@@ -664,14 +683,12 @@ class ListEntry extends VBoxContainer:
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
func _ready() -> void:
setup_buttons()
setup_label()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
var icon_size: Vector2 = Vector2(12, 12)
var margin_container := MarginContainer.new()
@@ -680,7 +697,7 @@ class ListEntry extends VBoxContainer:
margin_container.add_theme_constant_override("margin_left", 5)
margin_container.add_theme_constant_override("margin_right", 5)
add_child(margin_container)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = BoxContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
@@ -696,7 +713,7 @@ class ListEntry extends VBoxContainer:
button_enabled.mouse_filter = Control.MOUSE_FILTER_PASS
button_enabled.pressed.connect(enable)
button_row.add_child(button_enabled)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -708,7 +725,7 @@ class ListEntry extends VBoxContainer:
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
@@ -717,7 +734,6 @@ class ListEntry extends VBoxContainer:
button_clear.pressed.connect(clear)
button_row.add_child(button_clear)
func setup_label() -> void:
name_label = Label.new()
add_child(name_label, true)
@@ -737,13 +753,12 @@ class ListEntry extends VBoxContainer:
else:
name_label.text = "Add Mesh"
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_DRAW:
# Hide spacer if icons are crowding small textures
spacer.visible = size.x > 70 or type == Terrain3DAssets.TYPE_TEXTURE
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
if !resource:
draw_style_box(background, rect)
@@ -766,7 +781,7 @@ class ListEntry extends VBoxContainer:
else:
draw_rect(rect, Color(.15, .15, .15, 1.))
button_enabled.set_pressed_no_signal(!resource.is_enabled())
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x/10)
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x / 10)
if drop_data:
draw_style_box(focus_style, rect)
if is_hovered:
@@ -784,7 +799,6 @@ class ListEntry extends VBoxContainer:
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
@@ -806,7 +820,6 @@ class ListEntry extends VBoxContainer:
if resource:
clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
@@ -815,7 +828,6 @@ class ListEntry extends VBoxContainer:
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
@@ -844,8 +856,6 @@ class ListEntry extends VBoxContainer:
emit_signal("selected")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
@@ -853,35 +863,30 @@ class ListEntry extends VBoxContainer:
resource.file_changed.connect(_on_resource_changed)
if resource is Terrain3DMeshAsset:
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if !p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed() -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
is_selected = value
queue_redraw()
func clear() -> void:
if resource:
set_edited_resource(null, false)
func edit() -> void:
emit_signal("selected")
emit_signal("inspected", resource)
func enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())
+22 -20
View File
@@ -8,11 +8,11 @@ extends Control
signal value_changed(Vector2)
var label: Label
var suffix: String
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var min_value: float = 0.0
var max_value: float = 100.0
var step: float = 1.0
var range := Vector2(0, 100)
var range := Vector2(0, 100)
var display_scale: float = 1.
var position_x: float = 0.
var minimum_x: float = 60.
@@ -43,8 +43,8 @@ func set_min(p_value: float) -> void:
func get_min() -> float:
return min_value
func set_max(p_value: float) -> void:
max_value = p_value
if range.y == 0 or range.y >= max_value:
@@ -55,15 +55,15 @@ func set_max(p_value: float) -> void:
func get_max() -> float:
return max_value
func set_step(p_step: float) -> void:
step = p_step
func get_step() -> float:
return step
func set_value(p_range: Vector2) -> void:
range.x = clamp(p_range.x, min_value, max_value)
@@ -99,7 +99,7 @@ func _get_handle() -> int:
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
var button: int = p_event.get_button_index()
if button in [ MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN ]:
if button in [MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN]:
if p_event.is_pressed():
var mid_point = (range.x + range.y) / 2.0
var xpos: float = p_event.get_position().x * 2.0
@@ -116,17 +116,19 @@ func _gui_input(p_event: InputEvent) -> void:
set_slider(1., true)
else:
grabbed_handle = 0
if p_event is InputEventMouseMotion:
if grabbed_handle != 0:
set_slider(p_event.get_position().x)
func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if grabbed_handle == 0:
return
var xpos_step: float = clamp(snappedf((p_xpos / size.x) * max_value, step), min_value, max_value)
if(grabbed_handle < 0):
var xpos_step: float = clamp(
snappedf((p_xpos / size.x) * max_value, step), min_value, max_value
)
if grabbed_handle < 0:
if p_relative:
range.x += p_xpos
else:
@@ -135,7 +137,7 @@ func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if p_relative:
range.y += p_xpos
else:
range.y = xpos_step
range.y = xpos_step
set_value(range)
@@ -146,19 +148,19 @@ func _notification(p_what: int) -> void:
var bg_height: float = bg.get_minimum_size().y
var mid_y: float = (size.y - bg_height) / 2.0
draw_style_box(bg, Rect2(Vector2(0, mid_y), Vector2(size.x, bg_height)))
# Draw foreground bar
var handle: Texture2D = get_theme_icon("grabber", "HSlider")
var area: StyleBox = get_theme_stylebox("grabber_area", "HSlider")
var startx: float = (range.x / max_value) * size.x
var endx: float = (range.y / max_value) * size.x
draw_style_box(area, Rect2(Vector2(startx, mid_y), Vector2(endx - startx, bg_height)))
# Draw handles, slightly in so they don't get on the outside edges
var handle_pos: Vector2
handle_pos.x = clamp(startx - handle.get_size().x/2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x/2, 0, size.x - 10)
handle_pos.x = clamp(startx - handle.get_size().x / 2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x / 2, 0, size.x - 10)
draw_texture(handle, Vector2(handle_pos.x, -mid_y - 10 * (display_scale - 1.)))
draw_texture(handle, Vector2(handle_pos.y, -mid_y - 10 * (display_scale - 1.)))
update_label()
+121 -78
View File
@@ -3,7 +3,6 @@
@tool
extends EditorPlugin
# Includes
const UI: Script = preload("res://addons/terrain_3d/src/ui.gd")
const RegionGizmo: Script = preload("res://addons/terrain_3d/src/region_gizmo.gd")
@@ -14,7 +13,7 @@ var modifier_ctrl: bool
var modifier_alt: bool
var modifier_shift: bool
var _last_modifiers: int = 0
var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating
var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating
var rmb_release_time: int = 0
var _use_meta: bool = false
@@ -22,26 +21,26 @@ var terrain: Terrain3D
var _last_terrain: Terrain3D
var nav_region: NavigationRegion3D
var debug: int = 0 # Set in _edit()
var debug: int = 0 # Set in _edit()
var editor: Terrain3DEditor
var editor_settings: EditorSettings
var ui: Node # Terrain3DUI see Godot #75388
var ui: Node # Terrain3DUI see Godot #75388
var asset_dock: PanelContainer
var region_gizmo: RegionGizmo
var current_region_position: Vector2
var mouse_global_position: Vector3 = Vector3.ZERO
var godot_editor_window: Window # The Godot Editor window
var godot_editor_window: Window # The Godot Editor window
func _init() -> void:
if OS.get_name() == "macOS":
_use_meta = true
# Get the Godot Editor window. Structure is root:Window/EditorNode/Base Control
godot_editor_window = EditorInterface.get_base_control().get_parent().get_parent()
godot_editor_window.focus_entered.connect(_on_godot_focus_entered)
func _enter_tree() -> void:
editor = Terrain3DEditor.new()
setup_editor_settings()
@@ -77,7 +76,7 @@ func _on_godot_focus_entered() -> void:
## EditorPlugin selection function call chain isn't consistent. Here's the map of calls:
## Assume we handle Terrain3D and NavigationRegion3D
## Assume we handle Terrain3D and NavigationRegion3D
# Click Terrain3D: _handles(Terrain3D), _make_visible(true), _edit(Terrain3D)
# Deselect: _make_visible(false), _edit(null)
# Click other node: _handles(OtherNode)
@@ -89,14 +88,14 @@ func _handles(p_object: Object) -> bool:
return true
elif p_object is NavigationRegion3D and is_instance_valid(_last_terrain):
return true
# Terrain3DObjects requires access to EditorUndoRedoManager. The only way to make sure it
# always has it, is to pass it in here. _edit is NOT called if the node is cut and pasted.
elif p_object is Terrain3DObjects:
p_object.editor_setup(self)
elif p_object is Node3D and p_object.get_parent() is Terrain3DObjects:
p_object.get_parent().editor_setup(self)
return false
@@ -119,7 +118,7 @@ func _edit(p_object: Object) -> void:
_last_terrain = terrain
terrain.set_plugin(self)
terrain.set_editor(editor)
debug = terrain.debug_level
debug = terrain.debug_level
editor.set_terrain(terrain)
region_gizmo.set_node_3d(terrain)
terrain.add_gizmo(region_gizmo)
@@ -144,18 +143,18 @@ func _edit(p_object: Object) -> void:
else:
nav_region = null
func _clear() -> void:
if is_terrain_valid():
if terrain.data.region_map_changed.is_connected(update_region_grid):
terrain.data.region_map_changed.disconnect(update_region_grid)
terrain.clear_gizmos()
terrain = null
editor.set_terrain(null)
ui.clear_picking()
region_gizmo.clear()
@@ -167,13 +166,13 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
if continue_input != AFTER_GUI_INPUT_CUSTOM:
return continue_input
ui.update_decal()
## Setup active camera & viewport
# Always update this for all inputs, as the mouse position can move without
# necessarily being a InputEventMouseMotion object. get_intersection() also
# returns the last frame position, and should be updated more frequently.
# Snap terrain to current camera
# Snap terrain to current camera
terrain.set_camera(p_viewport_camera)
# Detect if viewport is set to half_resolution
@@ -193,19 +192,23 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
var t = -Vector3(0, 1, 0).dot(camera_pos) / Vector3(0, 1, 0).dot(camera_dir)
mouse_global_position = (camera_pos + t * camera_dir)
else:
#Else look for intersection with terrain
#Else look for intersection with terrain
var intersection_point: Vector3 = terrain.get_intersection(camera_pos, camera_dir, true)
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
return AFTER_GUI_INPUT_PASS
mouse_global_position = intersection_point
## Handle mouse movement
if p_event is InputEventMouseMotion:
if _input_mode != -1: # Not cam rotation
if _input_mode != -1: # Not cam rotation
## Update region highlight
var region_position: Vector2 = ( Vector2(mouse_global_position.x, mouse_global_position.z) \
/ (terrain.get_region_size() * terrain.get_vertex_spacing()) ).floor()
var region_position: Vector2 = (
(
Vector2(mouse_global_position.x, mouse_global_position.z)
/ (terrain.get_region_size() * terrain.get_vertex_spacing())
)
. floor()
)
if current_region_position != region_position:
current_region_position = region_position
update_region_grid()
@@ -216,7 +219,7 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
if p_event is InputEventMouseButton and _input_mode > 0:
@@ -226,31 +229,35 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
ui.pick(mouse_global_position)
if not ui.operation_builder or not ui.operation_builder.is_ready():
return AFTER_GUI_INPUT_STOP
if modifier_ctrl and editor.get_tool() == Terrain3DEditor.HEIGHT:
var height: float = terrain.data.get_height(mouse_global_position)
ui.brush_data["height"] = height
ui.tool_settings.set_setting("height", height)
# If adjusting regions
if editor.get_tool() == Terrain3DEditor.REGION:
# Skip regions that already exist or don't
var has_region: bool = terrain.data.has_regionp(mouse_global_position)
var op: int = editor.get_operation()
if ( has_region and op == Terrain3DEditor.ADD) or \
( not has_region and op == Terrain3DEditor.SUBTRACT ):
if (
(has_region and op == Terrain3DEditor.ADD)
or (not has_region and op == Terrain3DEditor.SUBTRACT)
):
return AFTER_GUI_INPUT_STOP
# If an automatic operation is ready to go (e.g. gradient)
if ui.operation_builder and ui.operation_builder.is_ready():
ui.operation_builder.apply_operation(editor, mouse_global_position, p_viewport_camera.rotation.y)
ui.operation_builder.apply_operation(
editor, mouse_global_position, p_viewport_camera.rotation.y
)
return AFTER_GUI_INPUT_STOP
# Mouse clicked, start editing
editor.start_operation(mouse_global_position)
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
# _input_apply released, save undo data
elif editor.is_operating():
editor.stop_operation()
@@ -261,66 +268,97 @@ func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) ->
func _read_input(p_event: InputEvent = null) -> AfterGUIInput:
## Determine if user is moving camera or applying
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or \
p_event is InputEventMouseButton and p_event.is_released() and \
p_event.get_button_index() == MOUSE_BUTTON_LEFT:
_input_mode = 1
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
or (
p_event is InputEventMouseButton
and p_event.is_released()
and p_event.get_button_index() == MOUSE_BUTTON_LEFT
)
):
_input_mode = 1
else:
_input_mode = 0
_input_mode = 0
match get_setting("editors/3d/navigation/navigation_scheme", 0):
2, 1: # Modo, Maya
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
( Input.is_key_pressed(KEY_ALT) and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) ):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
( Input.is_key_pressed(KEY_ALT) and p_event.get_button_index() == MOUSE_BUTTON_LEFT )):
rmb_release_time = Time.get_ticks_msec()
0, _: # Godot
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
p_event.get_button_index() == MOUSE_BUTTON_MIDDLE ):
rmb_release_time = Time.get_ticks_msec()
2, 1: # Modo, Maya
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
or (
Input.is_key_pressed(KEY_ALT)
and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
)
):
_input_mode = -1
if (
p_event is InputEventMouseButton
and p_event.is_released()
and (
p_event.get_button_index() == MOUSE_BUTTON_RIGHT
or (
Input.is_key_pressed(KEY_ALT)
and p_event.get_button_index() == MOUSE_BUTTON_LEFT
)
)
):
rmb_release_time = Time.get_ticks_msec()
0, _: # Godot
if (
Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT)
or Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE)
):
_input_mode = -1
if (
p_event is InputEventMouseButton
and p_event.is_released()
and (
p_event.get_button_index() == MOUSE_BUTTON_RIGHT
or p_event.get_button_index() == MOUSE_BUTTON_MIDDLE
)
):
rmb_release_time = Time.get_ticks_msec()
if _input_mode < 0:
# Camera is moving, skip input
return AFTER_GUI_INPUT_PASS
## Determine modifiers pressed
modifier_shift = Input.is_key_pressed(KEY_SHIFT)
# Editor responds to modifier_ctrl so we must register touchscreen Invert
# Editor responds to modifier_ctrl so we must register touchscreen Invert
if _use_meta:
modifier_ctrl = Input.is_key_pressed(KEY_META) || ui.inverted_input
else:
modifier_ctrl = Input.is_key_pressed(KEY_CTRL) || ui.inverted_input
# Keybind enum: Alt,Space,Meta,Capslock
var alt_key: int
match get_setting("terrain3d/config/alt_key_bind", 0):
3: alt_key = KEY_CAPSLOCK
2: alt_key = KEY_META
1: alt_key = KEY_SPACE
0, _: alt_key = KEY_ALT
3:
alt_key = KEY_CAPSLOCK
2:
alt_key = KEY_META
1:
alt_key = KEY_SPACE
0, _:
alt_key = KEY_ALT
modifier_alt = Input.is_key_pressed(alt_key)
var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2
## Process Hotkeys
if p_event is InputEventKey and \
current_mods == 0 and \
p_event.is_pressed() and \
not p_event.is_echo() and \
consume_hotkey(p_event.keycode):
if (
p_event is InputEventKey
and current_mods == 0
and p_event.is_pressed()
and not p_event.is_echo()
and consume_hotkey(p_event.keycode)
):
# Hotkey found, consume event, and stop input processing
EditorInterface.get_editor_viewport_3d().set_input_as_handled()
return AFTER_GUI_INPUT_STOP
# Brush data is cleared on set_tool, or clicking textures in the asset dock
# Update modifiers if changed or missing
if _last_modifiers != current_mods or not ui.brush_data.has("modifier_shift"):
if _last_modifiers != current_mods or not ui.brush_data.has("modifier_shift"):
_last_modifiers = current_mods
ui.brush_data["modifier_shift"] = modifier_shift
ui.brush_data["modifier_ctrl"] = modifier_ctrl
@@ -337,7 +375,7 @@ func consume_hotkey(keycode: int) -> bool:
KEY_1, KEY_KP_1:
terrain.material.set_show_region_grid(!terrain.material.get_show_region_grid())
KEY_2, KEY_KP_2:
terrain.label_distance = 4096.0 if is_zero_approx(terrain.label_distance) else 0.0
terrain.label_distance = 4096.0 if is_zero_approx(terrain.label_distance) else 0.0
KEY_3, KEY_KP_3:
terrain.material.set_show_contours(!terrain.material.get_show_contours())
KEY_4, KEY_KP_4:
@@ -384,10 +422,10 @@ func update_region_grid() -> void:
region_gizmo.region_position = current_region_position
region_gizmo.region_size = terrain.get_region_size() * terrain.get_vertex_spacing()
region_gizmo.grid = terrain.get_data().get_region_locations()
terrain.update_gizmos()
return
region_gizmo.show_rect = false
region_gizmo.region_size = 1024
region_gizmo.grid = [Vector2i.ZERO]
@@ -396,7 +434,7 @@ func update_region_grid() -> void:
func _on_scene_changed(scene_root: Node) -> void:
if not scene_root:
return
for node in scene_root.find_children("", "Terrain3DObjects"):
node.editor_setup(self)
@@ -426,10 +464,15 @@ func is_terrain_valid(p_terrain: Terrain3D = null) -> bool:
func is_selected() -> bool:
var selected: Array[Node] = EditorInterface.get_selection().get_selected_nodes()
for node in selected:
if ( is_instance_valid(_last_terrain) and node.get_instance_id() == _last_terrain.get_instance_id() ) or \
node is Terrain3D:
return true
return false
if (
(
is_instance_valid(_last_terrain)
and node.get_instance_id() == _last_terrain.get_instance_id()
)
or node is Terrain3D
):
return true
return false
func select_terrain() -> void:
@@ -453,7 +496,7 @@ func setup_editor_settings() -> void:
"hint_string": "Alt,Space,Meta,Capslock"
}
editor_settings.add_property_info(property_info)
func set_setting(p_str: String, p_value: Variant) -> void:
editor_settings.set_setting(p_str, p_value)
@@ -2,7 +2,6 @@
# Gradient Operation Builder for Terrain3D
extends "res://addons/terrain_3d/src/operation_builder.gd"
const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd")
@@ -31,26 +30,28 @@ func is_ready() -> bool:
return _get_point_picker().all_points_selected() and not _is_drawable()
func apply_operation(p_editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
func apply_operation(
p_editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float
) -> void:
var points: PackedVector3Array = _get_point_picker().get_points()
assert(points.size() == 2)
assert(not _is_drawable())
var brush_size: float = _get_brush_size()
assert(brush_size > 0.0)
var start: Vector3 = points[0]
var end: Vector3 = points[1]
p_editor.start_operation(start)
var dir: Vector3 = (end - start).normalized()
var pos: Vector3 = start
while dir.dot(end - pos) > 0.0:
p_editor.operate(pos, p_camera_direction)
pos += dir * brush_size * 0.2
p_editor.stop_operation()
_get_point_picker().clear()
+5 -8
View File
@@ -2,15 +2,12 @@
# Multipicker for Terrain3D
extends HBoxContainer
signal pressed
signal value_changed
const ICON_PICKER_CHECKED: String = "res://addons/terrain_3d/icons/picker_checked.svg"
const MAX_POINTS: int = 2
var icon_picker: Texture2D
var icon_picker_checked: Texture2D
var points: PackedVector3Array
@@ -20,9 +17,9 @@ var picking_index: int = -1
func _enter_tree() -> void:
icon_picker = get_theme_icon("ColorPick", "EditorIcons")
icon_picker_checked = load(ICON_PICKER_CHECKED)
points.resize(MAX_POINTS)
for i in range(MAX_POINTS):
var button := Button.new()
button.icon = icon_picker
@@ -30,7 +27,7 @@ func _enter_tree() -> void:
button.set_meta(&"point_index", i)
button.pressed.connect(_on_button_pressed.bind(i))
add_child(button)
_update_buttons()
@@ -49,7 +46,7 @@ func _update_buttons() -> void:
func _update_button(button: Button) -> void:
var index: int = button.get_meta(&"point_index")
if points[index] != Vector3.ZERO:
button.icon = icon_picker_checked
else:
@@ -69,7 +66,7 @@ func all_points_selected() -> bool:
func add_point(p_value: Vector3) -> void:
if points.has(p_value):
return
# If manually selecting a point individually
if picking_index != -1:
points[picking_index] = p_value
+3 -3
View File
@@ -2,10 +2,8 @@
# Operation Builder for Terrain3D
extends RefCounted
const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd")
var tool_settings: ToolSettings
@@ -21,5 +19,7 @@ func is_ready() -> bool:
return false
func apply_operation(editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
func apply_operation(
editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float
) -> void:
pass
+27 -13
View File
@@ -1,7 +1,7 @@
# Copyright © 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors.
# Editor Region Gizmos for Terrain3D
extends EditorNode3DGizmo
var material: StandardMaterial3D
var selection_material: StandardMaterial3D
var region_position: Vector2
@@ -22,34 +22,49 @@ func _init() -> void:
material.set_flag(BaseMaterial3D.FLAG_ALBEDO_FROM_VERTEX_COLOR, true)
material.set_shading_mode(BaseMaterial3D.SHADING_MODE_UNSHADED)
material.set_albedo(Color.WHITE)
selection_material = material.duplicate()
selection_material.set_render_priority(0)
func _redraw() -> void:
clear()
var rect_position = region_position * region_size
if show_rect:
var modulate: Color = main_color if !use_secondary_color else secondary_color
if abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE*.5 or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE*.5:
if (
abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE * .5
or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE * .5
):
modulate = Color.GRAY
draw_rect(Vector2(region_size,region_size)*.5 + rect_position, region_size, selection_material, modulate)
draw_rect(
Vector2(region_size, region_size) * .5 + rect_position,
region_size,
selection_material,
modulate
)
for pos in grid:
var grid_tile_position = Vector2(pos) * region_size
if show_rect and grid_tile_position == rect_position:
# Skip this one, otherwise focused region borders are not always visible due to draw order
continue
draw_rect(Vector2(region_size,region_size)*.5 + grid_tile_position, region_size, material, grid_color)
draw_rect(
Vector2(region_size, region_size) * .5 + grid_tile_position,
region_size,
material,
grid_color
)
draw_rect(Vector2.ZERO, region_size * Terrain3DData.REGION_MAP_SIZE, material, border_color)
func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color) -> void:
func draw_rect(
p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color
) -> void:
var lines: PackedVector3Array = [
Vector3(-1, 0, -1),
Vector3(-1, 0, 1),
@@ -60,9 +75,8 @@ func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_
Vector3(1, 0, -1),
Vector3(-1, 0, -1),
]
for i in lines.size():
lines[i] = ((lines[i] / 2.0) * p_size) + Vector3(p_pos.x, 0, p_pos.y)
add_lines(lines, p_material, false, p_modulate)
+525 -169
View File
@@ -32,13 +32,13 @@ const ES_TOOL_SETTINGS: String = "terrain3d/tool_settings/"
const NONE: int = 0x0
const ALLOW_LARGER: int = 0x1
const ALLOW_SMALLER: int = 0x2
const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER
const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER
const NO_LABEL: int = 0x4
const ADD_SEPARATOR: int = 0x8 # Add a vertical line before this entry
const ADD_SPACER: int = 0x10 # Add a space before this entry
const NO_SAVE: int = 0x20 # Don't save this in EditorSettings
const ADD_SEPARATOR: int = 0x8 # Add a vertical line before this entry
const ADD_SPACER: int = 0x10 # Add a space before this entry
const NO_SAVE: int = 0x20 # Don't save this in EditorSettings
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var brush_preview_material: ShaderMaterial
var select_brush_button: Button
var selected_brush_imgs: Array
@@ -56,109 +56,400 @@ func _ready() -> void:
for setting in ["lift_floor", "flatten_peaks", "lift_flatten", "automatic_regions"]:
plugin.erase_setting(ES_TOOL_SETTINGS + setting)
# Setup buttons
# Setup buttons
main_list = HFlowContainer.new()
add_child(main_list, true)
add_brushes(main_list)
add_setting({ "name":"instructions", "label":"Click the terrain to add a region. CTRL+Click to remove. Or select another tool on the left.",
"type":SettingType.LABEL, "list":main_list, "flags":NO_LABEL|NO_SAVE })
add_setting(
{
"name": "instructions",
"label":
"Click the terrain to add a region. CTRL+Click to remove. Or select another tool on the left.",
"type": SettingType.LABEL,
"list": main_list,
"flags": NO_LABEL | NO_SAVE
}
)
add_setting({ "name":"size", "type":SettingType.SLIDER, "list":main_list, "default":20, "unit":"m",
"range":Vector3(0.1, 200, 1), "flags":ALLOW_LARGER|ADD_SPACER })
add_setting({ "name":"strength", "type":SettingType.SLIDER, "list":main_list, "default":33,
"unit":"%", "range":Vector3(1, 100, 1), "flags":ALLOW_LARGER })
add_setting(
{
"name": "size",
"type": SettingType.SLIDER,
"list": main_list,
"default": 20,
"unit": "m",
"range": Vector3(0.1, 200, 1),
"flags": ALLOW_LARGER | ADD_SPACER
}
)
add_setting({ "name":"height", "type":SettingType.SLIDER, "list":main_list, "default":20,
"unit":"m", "range":Vector3(-500, 500, 0.1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"height_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.HEIGHT, "flags":NO_LABEL })
add_setting({ "name":"color", "type":SettingType.COLOR_SELECT, "list":main_list,
"default":Color.WHITE, "flags":ADD_SEPARATOR })
add_setting({ "name":"color_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.COLOR, "flags":NO_LABEL })
add_setting(
{
"name": "strength",
"type": SettingType.SLIDER,
"list": main_list,
"default": 33,
"unit": "%",
"range": Vector3(1, 100, 1),
"flags": ALLOW_LARGER
}
)
add_setting({ "name":"roughness", "type":SettingType.SLIDER, "list":main_list, "default":-65,
"unit":"%", "range":Vector3(-100, 100, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"roughness_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ROUGHNESS, "flags":NO_LABEL })
add_setting(
{
"name": "height",
"type": SettingType.SLIDER,
"list": main_list,
"default": 20,
"unit": "m",
"range": Vector3(-500, 500, 0.1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "height_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.HEIGHT,
"flags": NO_LABEL
}
)
add_setting({ "name":"enable_texture", "label":"Texture", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "color",
"type": SettingType.COLOR_SELECT,
"list": main_list,
"default": Color.WHITE,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "color_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.COLOR,
"flags": NO_LABEL
}
)
add_setting({ "name":"texture_filter", "label":"Texture Filter", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "roughness",
"type": SettingType.SLIDER,
"list": main_list,
"default": -65,
"unit": "%",
"range": Vector3(-100, 100, 1),
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "roughness_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.ROUGHNESS,
"flags": NO_LABEL
}
)
add_setting({ "name":"margin", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"", "range":Vector3(-50, 50, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "enable_texture",
"label": "Texture",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "texture_filter",
"label": "Texture Filter",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "margin",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "",
"range": Vector3(-50, 50, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
# Slope painting filter
add_setting({ "name":"slope", "type":SettingType.DOUBLE_SLIDER, "list":main_list, "default":Vector2(0, 90),
"unit":"°", "range":Vector3(0, 90, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"enable_angle", "label":"Angle", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"angle", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(0, 337.5, 22.5), "flags":NO_LABEL })
add_setting({ "name":"angle_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ANGLE, "flags":NO_LABEL })
add_setting({ "name":"dynamic_angle", "label":"Dynamic", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SPACER })
add_setting({ "name":"enable_scale", "label":"Scale", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"scale", "label":"±", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(-60, 80, 20), "flags":NO_LABEL })
add_setting({ "name":"scale_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.SCALE, "flags":NO_LABEL })
add_setting(
{
"name": "slope",
"type": SettingType.DOUBLE_SLIDER,
"list": main_list,
"default": Vector2(0, 90),
"unit": "°",
"range": Vector3(0, 90, 1),
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "enable_angle",
"label": "Angle",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "angle",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "%",
"range": Vector3(0, 337.5, 22.5),
"flags": NO_LABEL
}
)
add_setting(
{
"name": "angle_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.ANGLE,
"flags": NO_LABEL
}
)
add_setting(
{
"name": "dynamic_angle",
"label": "Dynamic",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SPACER
}
)
add_setting(
{
"name": "enable_scale",
"label": "Scale",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": true,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "scale",
"label": "±",
"type": SettingType.SLIDER,
"list": main_list,
"default": 0,
"unit": "%",
"range": Vector3(-60, 80, 20),
"flags": NO_LABEL
}
)
add_setting(
{
"name": "scale_picker",
"type": SettingType.PICKER,
"list": main_list,
"default": Terrain3DEditor.SCALE,
"flags": NO_LABEL
}
)
## Slope sculpting brush
add_setting({ "name":"gradient_points", "type":SettingType.MULTI_PICKER, "label":"Points",
"list":main_list, "default":Terrain3DEditor.SCULPT, "flags":ADD_SEPARATOR })
add_setting({ "name":"drawable", "type":SettingType.CHECKBOX, "list":main_list, "default":false,
"flags":ADD_SEPARATOR })
add_setting(
{
"name": "gradient_points",
"type": SettingType.MULTI_PICKER,
"label": "Points",
"list": main_list,
"default": Terrain3DEditor.SCULPT,
"flags": ADD_SEPARATOR
}
)
add_setting(
{
"name": "drawable",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
settings["drawable"].toggled.connect(_on_drawable_toggled)
## Instancer
height_list = create_submenu(main_list, "Height", Layout.VERTICAL)
add_setting({ "name":"height_offset", "type":SettingType.SLIDER, "list":height_list, "default":0,
"unit":"m", "range":Vector3(-10, 10, 0.05), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_height", "label":"Random Height ±", "type":SettingType.SLIDER,
"list":height_list, "default":0, "unit":"m", "range":Vector3(0, 10, 0.05),
"flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "height_offset",
"type": SettingType.SLIDER,
"list": height_list,
"default": 0,
"unit": "m",
"range": Vector3(-10, 10, 0.05),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_height",
"label": "Random Height ±",
"type": SettingType.SLIDER,
"list": height_list,
"default": 0,
"unit": "m",
"range": Vector3(0, 10, 0.05),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
scale_list = create_submenu(main_list, "Scale", Layout.VERTICAL)
add_setting({ "name":"fixed_scale", "type":SettingType.SLIDER, "list":scale_list, "default":100,
"unit":"%", "range":Vector3(1, 1000, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_scale", "label":"Random Scale ±", "type":SettingType.SLIDER, "list":scale_list,
"default":20, "unit":"%", "range":Vector3(0, 99, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting(
{
"name": "fixed_scale",
"type": SettingType.SLIDER,
"list": scale_list,
"default": 100,
"unit": "%",
"range": Vector3(1, 1000, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_scale",
"label": "Random Scale ±",
"type": SettingType.SLIDER,
"list": scale_list,
"default": 20,
"unit": "%",
"range": Vector3(0, 99, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
rotation_list = create_submenu(main_list, "Rotation", Layout.VERTICAL)
add_setting({ "name":"fixed_spin", "label":"Fixed Spin (Around Y)", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_spin", "type":SettingType.SLIDER, "list":rotation_list, "default":360,
"unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"fixed_tilt", "label":"Fixed Tilt", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(-85, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_tilt", "label":"Random Tilt ±", "type":SettingType.SLIDER, "list":rotation_list,
"default":10, "unit":"°", "range":Vector3(0, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"align_to_normal", "type":SettingType.CHECKBOX, "list":rotation_list, "default":false })
add_setting(
{
"name": "fixed_spin",
"label": "Fixed Spin (Around Y)",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 0,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "random_spin",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 360,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "fixed_tilt",
"label": "Fixed Tilt",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 0,
"unit": "°",
"range": Vector3(-85, 85, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "random_tilt",
"label": "Random Tilt ±",
"type": SettingType.SLIDER,
"list": rotation_list,
"default": 10,
"unit": "°",
"range": Vector3(0, 85, 1),
"flags": ALLOW_OUT_OF_BOUNDS
}
)
add_setting(
{
"name": "align_to_normal",
"type": SettingType.CHECKBOX,
"list": rotation_list,
"default": false
}
)
color_list = create_submenu(main_list, "Color", Layout.VERTICAL)
add_setting({ "name":"vertex_color", "type":SettingType.COLOR_SELECT, "list":color_list,
"default":Color.WHITE })
add_setting({ "name":"random_hue", "label":"Random Hue Shift ±", "type":SettingType.SLIDER,
"list":color_list, "default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_darken", "type":SettingType.SLIDER, "list":color_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
#add_setting({ "name":"blend_mode", "type":SettingType.OPTION, "list":color_list, "default":0,
#"range":Vector3(0, 3, 1) })
add_setting(
{
"name": "vertex_color",
"type": SettingType.COLOR_SELECT,
"list": color_list,
"default": Color.WHITE
}
)
add_setting(
{
"name": "random_hue",
"label": "Random Hue Shift ±",
"type": SettingType.SLIDER,
"list": color_list,
"default": 0,
"unit": "°",
"range": Vector3(0, 360, 1)
}
)
add_setting(
{
"name": "random_darken",
"type": SettingType.SLIDER,
"list": color_list,
"default": 50,
"unit": "%",
"range": Vector3(0, 100, 1)
}
)
#add_setting({ "name":"blend_mode", "type":SettingType.OPTION, "list":color_list, "default":0,
#"range":Vector3(0, 3, 1) })
if DisplayServer.is_touchscreen_available():
add_setting({ "name":"invert", "label":"Invert", "type":SettingType.CHECKBOX, "list":main_list, "default":false, "flags":ADD_SEPARATOR })
add_setting(
{
"name": "invert",
"label": "Invert",
"type": SettingType.CHECKBOX,
"list": main_list,
"default": false,
"flags": ADD_SEPARATOR
}
)
var spacer: Control = Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
@@ -166,22 +457,67 @@ func _ready() -> void:
## Advanced Settings Menu
advanced_list = create_submenu(main_list, "", Layout.VERTICAL, false)
add_setting({ "name":"auto_regions", "label":"Add regions while sculpting", "type":SettingType.CHECKBOX,
"list":advanced_list, "default":true })
add_setting({ "name":"align_to_view", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
add_setting({ "name":"show_cursor_while_painting", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
add_setting(
{
"name": "auto_regions",
"label": "Add regions while sculpting",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
add_setting(
{
"name": "align_to_view",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
add_setting(
{
"name": "show_cursor_while_painting",
"type": SettingType.CHECKBOX,
"list": advanced_list,
"default": true
}
)
advanced_list.add_child(HSeparator.new(), true)
add_setting({ "name":"gamma", "type":SettingType.SLIDER, "list":advanced_list, "default":1.0,
"unit":"γ", "range":Vector3(0.1, 2.0, 0.01) })
add_setting({ "name":"jitter", "type":SettingType.SLIDER, "list":advanced_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
add_setting({ "name":"crosshair_threshold", "type":SettingType.SLIDER, "list":advanced_list, "default":16.,
"unit":"m", "range":Vector3(0, 200, 1) })
add_setting(
{
"name": "gamma",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 1.0,
"unit": "γ",
"range": Vector3(0.1, 2.0, 0.01)
}
)
add_setting(
{
"name": "jitter",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 50,
"unit": "%",
"range": Vector3(0, 100, 1)
}
)
add_setting(
{
"name": "crosshair_threshold",
"type": SettingType.SLIDER,
"list": advanced_list,
"default": 16.,
"unit": "m",
"range": Vector3(0, 200, 1)
}
)
func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout, p_hover_pop: bool = true) -> Container:
func create_submenu(
p_parent: Control, p_button_name: String, p_layout: Layout, p_hover_pop: bool = true
) -> Container:
var menu_button: Button = Button.new()
if p_button_name.is_empty():
menu_button.icon = get_theme_icon("GuiTabMenuHl", "EditorIcons")
@@ -190,7 +526,7 @@ func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout,
menu_button.set_toggle_mode(true)
menu_button.set_v_size_flags(SIZE_SHRINK_CENTER)
menu_button.toggled.connect(_on_show_submenu.bind(menu_button))
var submenu: PopupPanel = PopupPanel.new()
submenu.popup_hide.connect(menu_button.set_pressed.bind(false))
var panel_style: StyleBox = get_theme_stylebox("panel", "PopupMenu").duplicate()
@@ -201,38 +537,40 @@ func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout,
# Pop up menu on hover, hide on exit
if p_hover_pop:
menu_button.mouse_entered.connect(_on_show_submenu.bind(true, menu_button))
submenu.mouse_entered.connect(func(): submenu.set_meta("mouse_entered", true))
submenu.mouse_exited.connect(func():
# On mouse_exit, hide popup unless LineEdit focused
var focused_element: Control = submenu.gui_get_focus_owner()
if not focused_element is LineEdit:
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
return
focused_element.focus_exited.connect(func():
# Close submenu once lineedit loses focus
if not submenu.get_meta("mouse_entered"):
submenu.mouse_exited.connect(
func():
# On mouse_exit, hide popup unless LineEdit focused
var focused_element: Control = submenu.gui_get_focus_owner()
if not focused_element is LineEdit:
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
)
return
focused_element.focus_exited.connect(
func():
# Close submenu once lineedit loses focus
if not submenu.get_meta("mouse_entered"):
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
)
)
var sublist: Container
match(p_layout):
match p_layout:
Layout.GRID:
sublist = GridContainer.new()
Layout.VERTICAL:
sublist = VBoxContainer.new()
Layout.HORIZONTAL, _:
sublist = HBoxContainer.new()
p_parent.add_child(menu_button, true)
menu_button.add_child(submenu, true)
submenu.add_child(sublist, true)
return sublist
@@ -240,25 +578,27 @@ func _on_show_submenu(p_toggled: bool, p_button: Button) -> void:
# Don't show if mouse already down (from painting)
if p_toggled and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
return
# Hide menu if mouse is not in button or panel
var button_rect: Rect2 = Rect2(p_button.get_screen_transform().origin, p_button.get_global_rect().size)
# Hide menu if mouse is not in button or panel
var button_rect: Rect2 = Rect2(
p_button.get_screen_transform().origin, p_button.get_global_rect().size
)
var in_button: bool = button_rect.has_point(DisplayServer.mouse_get_position())
var popup: PopupPanel = p_button.get_child(0)
var popup_rect: Rect2 = Rect2(popup.position, popup.size)
var in_popup: bool = popup_rect.has_point(DisplayServer.mouse_get_position())
if not p_toggled and ( in_button or in_popup ):
if not p_toggled and (in_button or in_popup):
return
# Hide all submenus before possibly enabling the current one
get_tree().call_group("terrain3d_submenus", "set_visible", false)
popup.set_visible(p_toggled)
var popup_pos: Vector2 = p_button.get_screen_transform().origin
popup_pos.y -= popup.size.y
if popup.get_child_count()>0 and popup.get_child(0) == advanced_list:
if popup.get_child_count() > 0 and popup.get_child(0) == advanced_list:
popup_pos.x -= popup.size.x - p_button.size.x
popup.set_position(popup_pos)
func add_brushes(p_parent: Control) -> void:
var brush_list: GridContainer = create_submenu(p_parent, "Brush", Layout.GRID)
@@ -267,7 +607,7 @@ func add_brushes(p_parent: Control) -> void:
var brush_button_group: ButtonGroup = ButtonGroup.new()
brush_button_group.pressed.connect(_on_setting_changed)
var default_brush_btn: Button
var dir: DirAccess = DirAccess.open(BRUSH_PATH)
if dir:
dir.list_dir_begin()
@@ -283,7 +623,7 @@ func add_brushes(p_parent: Control) -> void:
thumbimg = Terrain3DUtil.black_to_alpha(thumbimg)
thumbimg.convert(Image.FORMAT_LA8)
var thumbtex: ImageTexture = ImageTexture.create_from_image(thumbimg)
var brush_btn: Button = Button.new()
brush_btn.set_custom_minimum_size(Vector2.ONE * 100)
brush_btn.set_button_icon(thumbtex)
@@ -296,8 +636,8 @@ func add_brushes(p_parent: Control) -> void:
brush_btn.mouse_exited.connect(_on_brush_hover.bind(false, brush_btn))
brush_list.add_child(brush_btn, true)
if file_name == DEFAULT_BRUSH:
default_brush_btn = brush_btn
default_brush_btn = brush_btn
var lbl: Label = Label.new()
brush_btn.name = file_name.get_basename().to_pascal_case()
brush_btn.add_child(lbl, true)
@@ -308,16 +648,16 @@ func add_brushes(p_parent: Control) -> void:
lbl.add_theme_constant_override("shadow_offset_x", 1)
lbl.add_theme_constant_override("shadow_offset_y", 1)
lbl.add_theme_font_size_override("font_size", 16)
file_name = dir.get_next()
brush_list.columns = sqrt(brush_list.get_child_count()) + 2
if not default_brush_btn:
default_brush_btn = brush_button_group.get_buttons()[0]
default_brush_btn.set_pressed(true)
_generate_brush_texture(default_brush_btn)
settings["brush"] = brush_button_group
select_brush_button = brush_list.get_parent().get_parent()
@@ -352,7 +692,11 @@ func _on_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position:
Terrain3DEditor.ROUGHNESS:
# This converts 0,1 to -100,100
# It also quantizes explicitly so picked values matches painted values
settings["roughness"].value = round(200. * float(int(p_color.a * 255.) / 255. - .5)) if not is_nan(p_color.r) else 0.
settings["roughness"].value = (
round(200. * float(int(p_color.a * 255.) / 255. - .5))
if not is_nan(p_color.r)
else 0.
)
Terrain3DEditor.ANGLE:
settings["angle"].value = p_color.r
Terrain3DEditor.SCALE:
@@ -365,7 +709,9 @@ func _on_point_pick(p_type: Terrain3DEditor.Tool, p_name: String) -> void:
emit_signal("picking", p_type, _on_point_picked.bind(p_name))
func _on_point_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3, p_name: String) -> void:
func _on_point_picked(
p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3, p_name: String
) -> void:
assert(p_type == Terrain3DEditor.SCULPT)
var point: Vector3 = p_global_position
point.y = p_color.r
@@ -375,7 +721,7 @@ func _on_point_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_pos
func add_setting(p_args: Dictionary) -> void:
var p_name: StringName = p_args.get("name", "")
var p_label: String = p_args.get("label", "") # Optional replacement for name
var p_label: String = p_args.get("label", "") # Optional replacement for name
var p_type: SettingType = p_args.get("type", SettingType.TYPE_MAX)
var p_list: Control = p_args.get("list")
var p_default: Variant = p_args.get("default")
@@ -385,13 +731,13 @@ func add_setting(p_args: Dictionary) -> void:
var p_maximum: float = p_range.y
var p_step: float = p_range.z
var p_flags: int = p_args.get("flags", NONE)
if p_name.is_empty() or p_type == SettingType.TYPE_MAX:
return
var container: HBoxContainer = HBoxContainer.new()
container.set_v_size_flags(SIZE_EXPAND_FILL)
var control: Control # Houses the setting to be saved
var control: Control # Houses the setting to be saved
var pending_children: Array[Control]
match p_type:
@@ -404,17 +750,21 @@ func add_setting(p_args: Dictionary) -> void:
SettingType.CHECKBOX:
var checkbox := CheckBox.new()
if !(p_flags & NO_SAVE):
checkbox.set_pressed_no_signal(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
checkbox.toggled.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
checkbox.set_pressed_no_signal(
plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default)
)
checkbox.toggled.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
checkbox.set_pressed_no_signal(p_default)
checkbox.set_pressed_no_signal(p_default)
checkbox.pressed.connect(_on_setting_changed)
pending_children.push_back(checkbox)
control = checkbox
SettingType.COLOR_SELECT:
var picker := ColorPickerButton.new()
picker.set_custom_minimum_size(Vector2(100, 25))
@@ -422,10 +772,12 @@ func add_setting(p_args: Dictionary) -> void:
picker.get_picker().set_color_mode(ColorPicker.MODE_HSV)
if !(p_flags & NO_SAVE):
picker.set_pick_color(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
picker.color_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
picker.color_changed.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
picker.set_pick_color(p_default)
picker.color_changed.connect(_on_setting_changed)
@@ -479,12 +831,12 @@ func add_setting(p_args: Dictionary) -> void:
slider.set_allow_greater(true)
if p_flags & ALLOW_SMALLER:
slider.set_allow_lesser(true)
pending_children.push_back(slider)
pending_children.push_back(spin_slider)
control = spin_slider
else: # DOUBLE_SLIDER
else: # DOUBLE_SLIDER
var label := Label.new()
label.set_custom_minimum_size(Vector2(60, 0))
label.set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER)
@@ -495,7 +847,7 @@ func add_setting(p_args: Dictionary) -> void:
pending_children.push_back(slider)
pending_children.push_back(label)
control = slider
slider.set_min(p_minimum)
slider.set_max(p_maximum)
slider.set_step(p_step)
@@ -505,10 +857,12 @@ func add_setting(p_args: Dictionary) -> void:
if !(p_flags & NO_SAVE):
slider.set_value(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
slider.value_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
slider.value_changed.connect(
(
(func(value, path): plugin.set_setting(path, value))
. bind(ES_TOOL_SETTINGS + p_name)
)
)
else:
slider.set_value(p_default)
@@ -569,11 +923,14 @@ func get_setting(p_setting: String) -> Variant:
value = object.get_value()
# Adjust widths of all sliders on update of values
var digits: float = count_digits(value)
var width: float = clamp( (1 + count_digits(value)) * 19., 50, 80) * clamp(EditorInterface.get_editor_scale(), .9, 2)
var width: float = (
clamp((1 + count_digits(value)) * 19., 50, 80)
* clamp(EditorInterface.get_editor_scale(), .9, 2)
)
object.set_custom_minimum_size(Vector2(width, 0))
elif object is DoubleSlider:
value = object.get_value()
elif object is ButtonGroup: # "brush"
elif object is ButtonGroup: # "brush"
value = selected_brush_imgs
elif object is CheckBox:
value = object.is_pressed()
@@ -588,11 +945,11 @@ func get_setting(p_setting: String) -> Variant:
func set_setting(p_setting: String, p_value: Variant) -> void:
var object: Object = settings.get(p_setting)
if object is DoubleSlider: # Expects p_value is Vector2
if object is DoubleSlider: # Expects p_value is Vector2
object.set_value(p_value)
elif object is Range:
object.set_value(p_value)
elif object is ButtonGroup: # Expects p_value is Array [ "button name", boolean ]
elif object is ButtonGroup: # Expects p_value is Array [ "button name", boolean ]
if p_value is Array and p_value.size() == 2:
for button in object.get_buttons():
if button.name == p_value[0]:
@@ -601,8 +958,8 @@ func set_setting(p_setting: String, p_value: Variant) -> void:
object.button_pressed = p_value
elif object is ColorPickerButton:
object.color = p_value
plugin.set_setting(ES_TOOL_SETTINGS + p_setting, p_value) # Signal doesn't fire on CPB
elif object is MultiPicker: # Expects p_value is PackedVector3Array
plugin.set_setting(ES_TOOL_SETTINGS + p_setting, p_value) # Signal doesn't fire on CPB
elif object is MultiPicker: # Expects p_value is PackedVector3Array
object.points = p_value
_on_setting_changed(object)
@@ -644,7 +1001,7 @@ func _generate_brush_texture(p_btn: Button) -> void:
img = img.duplicate()
img.resize(1024, 1024, Image.INTERPOLATE_CUBIC)
var tex: ImageTexture = ImageTexture.create_from_image(img)
selected_brush_imgs = [ img, tex ]
selected_brush_imgs = [img, tex]
func _on_drawable_toggled(p_button_pressed: bool) -> void:
@@ -671,23 +1028,22 @@ func _get_brush_preview_material() -> ShaderMaterial:
return brush_preview_material
# Counts digits of a number including negative sign, decimal points, and up to 3 decimals
# Counts digits of a number including negative sign, decimal points, and up to 3 decimals
func count_digits(p_value: float) -> int:
var count: int = 1
for i in range(5, 0, -1):
if abs(p_value) >= pow(10, i):
count = i+1
count = i + 1
break
if p_value - floor(p_value) >= .1:
count += 1 # For the decimal
if p_value*10 - floor(p_value*10.) >= .1:
count += 1 # For the decimal
if p_value * 10 - floor(p_value * 10.) >= .1:
count += 1
if p_value*100 - floor(p_value*100.) >= .1:
if p_value * 100 - floor(p_value * 100.) >= .1:
count += 1
if p_value*1000 - floor(p_value*1000.) >= .1:
if p_value * 1000 - floor(p_value * 1000.) >= .1:
count += 1
# Negative sign
if p_value < 0:
count += 1
return count
+139 -45
View File
@@ -33,61 +33,151 @@ func _ready() -> void:
add_tool_group.pressed.connect(_on_tool_selected)
sub_tool_group.pressed.connect(_on_tool_selected)
add_tool_button({ "tool":Terrain3DEditor.REGION,
"add_text":"Add Region (E)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_REGION_ADD,
"sub_text":"Remove Region", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_REGION_REMOVE })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Raise (R)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_ADD,
"sub_text":"Lower (R)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_SUB })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Smooth (Shift)", "add_op":Terrain3DEditor.AVERAGE, "add_icon":ICON_HEIGHT_SMOOTH })
add_tool_button({ "tool":Terrain3DEditor.HEIGHT,
"add_text":"Height (H)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_FLAT,
"sub_text":"Height (H)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_FLAT })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Slope (S)", "add_op":Terrain3DEditor.GRADIENT, "add_icon":ICON_HEIGHT_SLOPE })
add_tool_button(
{
"tool": Terrain3DEditor.REGION,
"add_text": "Add Region (E)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_REGION_ADD,
"sub_text": "Remove Region",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_REGION_REMOVE
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Paint Texture (B)", "add_op":Terrain3DEditor.REPLACE, "add_icon":ICON_PAINT_TEXTURE })
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Raise (R)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HEIGHT_ADD,
"sub_text": "Lower (R)",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_HEIGHT_SUB
}
)
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Spray Texture (V)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_SPRAY_TEXTURE })
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Smooth (Shift)",
"add_op": Terrain3DEditor.AVERAGE,
"add_icon": ICON_HEIGHT_SMOOTH
}
)
add_tool_button({ "tool":Terrain3DEditor.AUTOSHADER,
"add_text":"Paint Autoshader (A)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_AUTOSHADER,
"sub_text":"Disable Autoshader (A)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.HEIGHT,
"add_text": "Height (H)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HEIGHT_FLAT,
"sub_text": "Height (H)",
"sub_op": Terrain3DEditor.SUBTRACT,
"sub_icon": ICON_HEIGHT_FLAT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.SCULPT,
"add_text": "Slope (S)",
"add_op": Terrain3DEditor.GRADIENT,
"add_icon": ICON_HEIGHT_SLOPE
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.COLOR,
"add_text":"Paint Color (C)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_COLOR,
"sub_text":"Remove Color (C)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button({ "tool":Terrain3DEditor.ROUGHNESS,
"add_text":"Paint Wetness (W)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_WETNESS,
"sub_text":"Remove Wetness (W)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.TEXTURE,
"add_text": "Paint Texture (B)",
"add_op": Terrain3DEditor.REPLACE,
"add_icon": ICON_PAINT_TEXTURE
}
)
add_tool_button(
{
"tool": Terrain3DEditor.TEXTURE,
"add_text": "Spray Texture (V)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_SPRAY_TEXTURE
}
)
add_tool_button(
{
"tool": Terrain3DEditor.AUTOSHADER,
"add_text": "Paint Autoshader (A)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_AUTOSHADER,
"sub_text": "Disable Autoshader (A)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.HOLES,
"add_text":"Add Holes (X)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HOLES,
"sub_text":"Remove Holes (X)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.COLOR,
"add_text": "Paint Color (C)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_COLOR,
"sub_text": "Remove Color (C)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button({ "tool":Terrain3DEditor.NAVIGATION,
"add_text":"Paint Navigable Area (N)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_NAVIGATION,
"sub_text":"Remove Navigable Area (N)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button(
{
"tool": Terrain3DEditor.ROUGHNESS,
"add_text": "Paint Wetness (W)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_WETNESS,
"sub_text": "Remove Wetness (W)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button({ "tool":Terrain3DEditor.INSTANCER,
"add_text":"Instance Meshes (I)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_INSTANCER,
"sub_text":"Remove Meshes (I)", "sub_op":Terrain3DEditor.SUBTRACT })
add_child(HSeparator.new())
add_tool_button(
{
"tool": Terrain3DEditor.HOLES,
"add_text": "Add Holes (X)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_HOLES,
"sub_text": "Remove Holes (X)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.NAVIGATION,
"add_text": "Paint Navigable Area (N)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_NAVIGATION,
"sub_text": "Remove Navigable Area (N)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
add_tool_button(
{
"tool": Terrain3DEditor.INSTANCER,
"add_text": "Instance Meshes (I)",
"add_op": Terrain3DEditor.ADD,
"add_icon": ICON_INSTANCER,
"sub_text": "Remove Meshes (I)",
"sub_op": Terrain3DEditor.SUBTRACT
}
)
# Select first button
var buttons: Array[BaseButton] = add_tool_group.get_buttons()
@@ -98,7 +188,7 @@ func _ready() -> void:
func add_tool_button(p_params: Dictionary) -> void:
# Additive button
var button := Button.new()
var name_str: String = p_params.get("add_text", "blank").get_slice('(', 0).to_pascal_case()
var name_str: String = p_params.get("add_text", "blank").get_slice("(", 0).to_pascal_case()
button.set_name(name_str)
button.set_meta("Tool", p_params.get("tool", 0))
button.set_meta("Operation", p_params.get("add_op", 0))
@@ -116,7 +206,7 @@ func add_tool_button(p_params: Dictionary) -> void:
var button2: Button
if p_params.has("sub_text"):
button2 = Button.new()
name_str = p_params.get("sub_text", "blank").get_slice('(', 0).to_pascal_case()
name_str = p_params.get("sub_text", "blank").get_slice("(", 0).to_pascal_case()
button2.set_name(name_str)
button2.set_meta("Tool", p_params.get("tool", 0))
button2.set_meta("Operation", p_params.get("sub_op", 0))
@@ -151,4 +241,8 @@ func _on_tool_selected(p_button: BaseButton) -> void:
var id: int = p_button.get_meta("ID", -2)
for button in change_group.get_buttons():
button.set_pressed_no_signal(button.get_meta("ID", -1) == id)
emit_signal("tool_changed", p_button.get_meta("Tool", Terrain3DEditor.TOOL_MAX), p_button.get_meta("Operation", Terrain3DEditor.OP_MAX))
emit_signal(
"tool_changed",
p_button.get_meta("Tool", Terrain3DEditor.TOOL_MAX),
p_button.get_meta("Operation", Terrain3DEditor.OP_MAX)
)
+27 -13
View File
@@ -3,10 +3,12 @@
@tool
extends Terrain3D
@export var clear_all: bool = false : set = reset_settings
@export var clear_terrain: bool = false : set = reset_terrain
@export var update_height_range: bool = false : set = update_heights
@export var clear_all: bool = false:
set = reset_settings
@export var clear_terrain: bool = false:
set = reset_terrain
@export var update_height_range: bool = false:
set = update_heights
func reset_settings(p_value) -> void:
@@ -27,7 +29,7 @@ func reset_settings(p_value) -> void:
func reset_terrain(p_value) -> void:
data_directory = ""
for region:Terrain3DRegion in data.get_regions_active():
for region: Terrain3DRegion in data.get_regions_active():
data.remove_region(region, false)
data.update_maps(Terrain3DRegion.TYPE_MAX, true, false)
@@ -42,15 +44,19 @@ func update_heights(p_value) -> void:
@export_global_file var height_file_name: String = ""
@export_global_file var control_file_name: String = ""
@export_global_file var color_file_name: String = ""
@export var import_position: Vector2i = Vector2i(0, 0) : set = set_import_position
@export var import_position: Vector2i = Vector2i(0, 0):
set = set_import_position
@export var import_scale: float = 1.0
@export var height_offset: float = 0.0
@export var r16_range: Vector2 = Vector2(0, 1)
@export var r16_size: Vector2i = Vector2i(1024, 1024) : set = set_r16_size
@export var run_import: bool = false : set = start_import
@export var r16_size: Vector2i = Vector2i(1024, 1024):
set = set_r16_size
@export var run_import: bool = false:
set = start_import
@export_dir var destination_directory: String = ""
@export var save_to_disk: bool = false : set = save_data
@export var save_to_disk: bool = false:
set = save_data
func set_import_position(p_value: Vector2i) -> void:
@@ -65,14 +71,21 @@ func set_r16_size(p_value: Vector2i) -> void:
func start_import(p_value: bool) -> void:
if p_value:
print("Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s" % [ height_file_name, control_file_name, color_file_name])
print(
(
"Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s"
% [height_file_name, control_file_name, color_file_name]
)
)
var imported_images: Array[Image]
imported_images.resize(Terrain3DRegion.TYPE_MAX)
var min_max := Vector2(0, 1)
var img: Image
if height_file_name:
img = Terrain3DUtil.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)
img = Terrain3DUtil.load_image(
height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size
)
min_max = Terrain3DUtil.get_min_max(img)
imported_images[Terrain3DRegion.TYPE_HEIGHT] = img
if control_file_name:
@@ -100,9 +113,10 @@ func save_data(p_value: bool) -> void:
enum { TYPE_HEIGHT, TYPE_CONTROL, TYPE_COLOR }
@export_enum("Height:0", "Control:1", "Color:2") var map_type: int = TYPE_HEIGHT
@export var file_name_out: String = ""
@export var run_export: bool = false : set = start_export
@export var run_export: bool = false:
set = start_export
func start_export(p_value: bool) -> void:
var err: int = data.export_image(file_name_out, map_type)
print("Terrain3DImporter: Export error status: ", err, " ", error_string(err))
+16 -12
View File
@@ -1,6 +1,6 @@
# This script can be used to move your regions by an offset.
# This script can be used to move your regions by an offset.
# Eventually this tool will find its way into a built in UI
#
#
# Attach it to your Terrain3D node
# Save and reload your scene
# Select your Terrain3D node
@@ -9,19 +9,18 @@
# It should unload the regions, rename files, and reload them
# Clear the script and resave your scene
@tool
extends Terrain3D
@export var offset: Vector2i
@export var run: bool = false : set = start_rename
@export var run: bool = false:
set = start_rename
func start_rename(val: bool = false) -> void:
if val == false or offset == Vector2i.ZERO:
return
var dir_name: String = data_directory
data_directory = ""
var dir := DirAccess.open(dir_name)
@@ -36,17 +35,22 @@ func start_rename(val: bool = false) -> void:
var region_loc: Vector2i = Terrain3DUtil.filename_to_location(file_name)
var new_loc: Vector2i = region_loc + offset
if new_loc.x < -16 or new_loc.x > 15 or new_loc.y < -16 or new_loc.y > 15:
push_error("New location %.0v out of bounds for region %.0v. Aborting" % [ new_loc, region_loc ])
push_error(
(
"New location %.0v out of bounds for region %.0v. Aborting"
% [new_loc, region_loc]
)
)
return
var new_name: String = "tmp_" + Terrain3DUtil.location_to_filename(new_loc)
dir.rename(file_name, new_name)
affected_files.push_back(new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
print("File: %s renamed to: %s" % [file_name, new_name])
for file_name in affected_files:
var new_name: String = file_name.trim_prefix("tmp_")
dir.rename(file_name, new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
print("File: %s renamed to: %s" % [file_name, new_name])
data_directory = dir_name
EditorInterface.get_resource_filesystem().scan()
EditorInterface.get_resource_filesystem().scan()
+36 -25
View File
@@ -5,24 +5,26 @@
extends Node3D
class_name Terrain3DObjects
const TransformChangedNotifier: Script = preload("res://addons/terrain_3d/utils/transform_changed_notifier.gd")
const TransformChangedNotifier: Script = preload(
"res://addons/terrain_3d/utils/transform_changed_notifier.gd"
)
const CHILD_HELPER_NAME: StringName = &"TransformChangedSignaller"
const CHILD_HELPER_PATH: NodePath = ^"TransformChangedSignaller"
var _undo_redo = null
var _terrain_id: int
var _offsets: Dictionary # Object ID -> Vector3(X, Y offset relative to terrain height, Z)
var _offsets: Dictionary # Object ID -> Vector3(X, Y offset relative to terrain height, Z)
var _ignore_transform_change: bool = false
func _enter_tree() -> void:
if not Engine.is_editor_hint():
return
for child in get_children():
_on_child_entered_tree(child)
child_entered_tree.connect(_on_child_entered_tree)
child_exiting_tree.connect(_on_child_exiting_tree)
@@ -30,10 +32,10 @@ func _enter_tree() -> void:
func _exit_tree() -> void:
if not Engine.is_editor_hint():
return
child_entered_tree.disconnect(_on_child_entered_tree)
child_exiting_tree.disconnect(_on_child_exiting_tree)
for child in get_children():
_on_child_exiting_tree(child)
@@ -45,14 +47,19 @@ func editor_setup(p_plugin) -> void:
func get_terrain() -> Terrain3D:
var terrain := instance_from_id(_terrain_id) as Terrain3D
if not terrain or terrain.is_queued_for_deletion() or not terrain.is_inside_tree():
var terrains: Array[Node] = Engine.get_singleton(&"EditorInterface").get_edited_scene_root().find_children("", "Terrain3D")
var terrains: Array[Node] = (
Engine
. get_singleton(&"EditorInterface")
. get_edited_scene_root()
. find_children("", "Terrain3D")
)
if terrains.size() > 0:
terrain = terrains[0]
_terrain_id = terrain.get_instance_id() if terrain else 0
if terrain and terrain.data and not terrain.data.maps_edited.is_connected(_on_maps_edited):
terrain.data.maps_edited.connect(_on_maps_edited)
return terrain
@@ -69,16 +76,16 @@ func _get_terrain_height(p_global_position: Vector3) -> float:
func _on_child_entered_tree(p_node: Node) -> void:
if not (p_node is Node3D):
return
assert(p_node.get_parent() == self)
var helper: TransformChangedNotifier = p_node.get_node_or_null(CHILD_HELPER_PATH)
if not helper:
helper = TransformChangedNotifier.new()
helper.name = CHILD_HELPER_NAME
p_node.add_child(helper, true, INTERNAL_MODE_BACK)
assert(p_node.has_node(CHILD_HELPER_PATH))
# When reparenting a Node3D, Godot changes its transform _after_ reparenting it. So here,
# we must use call_deferred, to avoid receiving transform_changed as a result of reparenting.
_setup_child_signal.call_deferred(p_node, helper)
@@ -89,7 +96,7 @@ func _setup_child_signal(p_node: Node, helper: TransformChangedNotifier) -> void
return
if helper.transform_changed.is_connected(_on_child_transform_changed):
return
helper.transform_changed.connect(_on_child_transform_changed.bind(p_node))
_update_child_offset(p_node)
@@ -97,14 +104,14 @@ func _setup_child_signal(p_node: Node, helper: TransformChangedNotifier) -> void
func _on_child_exiting_tree(p_node: Node) -> void:
if not (p_node is Node3D) or not p_node.has_node(CHILD_HELPER_PATH):
return
var helper: TransformChangedNotifier = p_node.get_node_or_null(CHILD_HELPER_PATH)
if helper:
if helper.transform_changed.is_connected(_on_child_transform_changed):
helper.transform_changed.disconnect(_on_child_transform_changed)
p_node.remove_child(helper)
helper.queue_free()
_offsets.erase(p_node.get_instance_id())
@@ -116,16 +123,16 @@ func _is_node_selected(p_node: Node) -> bool:
func _on_child_transform_changed(p_node: Node3D) -> void:
if _ignore_transform_change:
return
var lmb_down := Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
if lmb_down and (_is_node_selected(p_node) or _is_node_selected(self)):
# The user may be moving the node using gizmos.
# We should wait until they're done before updating otherwise gizmos + this node conflict.
return
if not _offsets.has(p_node.get_instance_id()):
return
var old_offset: Vector3 = _offsets[p_node.get_instance_id()]
var old_h: float = _get_terrain_height(old_offset)
var old_position: Vector3 = old_offset + Vector3(0, old_h, 0)
@@ -134,17 +141,21 @@ func _on_child_transform_changed(p_node: Node3D) -> void:
return
var new_h: float = _get_terrain_height(new_position)
var new_offset: Vector3 = new_position - Vector3(0, new_h, 0)
var translate_without_reposition: bool = Input.is_key_pressed(KEY_SHIFT)
var y_changed: bool = not is_equal_approx(old_position.y, p_node.global_position.y)
if not y_changed and not translate_without_reposition:
new_offset.y = old_offset.y
new_position = new_offset + Vector3(0, new_h, 0)
# Make sure that when the user undo's the translation, the offset change gets undone too!
_undo_redo.create_action("Translate", UndoRedo.MERGE_ALL)
_undo_redo.add_do_method(self, &"_set_offset_and_position", p_node.get_instance_id(), new_offset, new_position)
_undo_redo.add_undo_method(self, &"_set_offset_and_position", p_node.get_instance_id(), old_offset, old_position)
_undo_redo.add_do_method(
self, &"_set_offset_and_position", p_node.get_instance_id(), new_offset, new_position
)
_undo_redo.add_undo_method(
self, &"_set_offset_and_position", p_node.get_instance_id(), old_offset, old_position
)
_undo_redo.commit_action()
@@ -152,7 +163,7 @@ func _set_offset_and_position(p_id: int, p_offset: Vector3, p_position: Vector3)
var node := instance_from_id(p_id) as Node
if not is_instance_valid(node):
return
_ignore_transform_change = true
node.global_position = p_position
_offsets[p_id] = p_offset
@@ -171,7 +182,7 @@ func _update_child_offset(p_node: Node3D) -> void:
func _update_child_position(p_node: Node3D) -> void:
if not _offsets.has(p_node.get_instance_id()):
return
var position: Vector3 = global_transform * p_node.position
var h: float = _get_terrain_height(position)
var offset: Vector3 = _offsets[p_node.get_instance_id()]
@@ -184,7 +195,7 @@ func _on_maps_edited(p_edited_aabb: AABB) -> void:
var edited_area: AABB = p_edited_aabb.grow(1)
edited_area.position.y = -INF
edited_area.end.y = INF
for child in get_children():
var node := child as Node3D
if node && edited_area.has_point(node.global_position):