project_teddy/addons/zylann.hterrain/tools/brush/brush.gd

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GDScript3
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2023-04-11 13:31:11 -06:00
@tool
# Brush properties (shape, transform, timing and opacity).
# Other attributes like color, height or texture index are tool-specific,
# while brush properties apply to all of them.
# This is separate from Painter because it could apply to multiple Painters at once.
const HT_Errors = preload("../../util/errors.gd")
const HT_Painter = preload("./painter.gd")
const SHAPES_DIR = "addons/zylann.hterrain/tools/brush/shapes"
const DEFAULT_BRUSH_TEXTURE_PATH = SHAPES_DIR + "/round2.exr"
# Reasonable size for sliders to be usable
const MAX_SIZE_FOR_SLIDERS = 500
# Absolute size limit. Terrains can't be larger than that, and it will be very slow to paint
const MAX_SIZE = 4000
signal size_changed(new_size)
signal shapes_changed
var _size := 32
var _opacity := 1.0
var _random_rotation := false
var _pressure_enabled := false
var _pressure_over_scale := 0.5
var _pressure_over_opacity := 0.5
# TODO Rename stamp_*?
var _frequency_distance := 0.0
var _frequency_time_ms := 0
# Array of greyscale textures
var _shapes : Array[Texture2D] = []
var _shape_index := 0
var _prev_position := Vector2(-999, -999)
var _prev_time_ms := 0
func set_size(size: int):
if size < 1:
size = 1
if size != _size:
_size = size
size_changed.emit(_size)
func get_size() -> int:
return _size
func set_opacity(opacity: float):
_opacity = clampf(opacity, 0.0, 1.0)
func get_opacity() -> float:
return _opacity
func set_random_rotation_enabled(enabled: bool):
_random_rotation = enabled
func is_random_rotation_enabled() -> bool:
return _random_rotation
func set_pressure_enabled(enabled: bool):
_pressure_enabled = enabled
func is_pressure_enabled() -> bool:
return _pressure_enabled
func set_pressure_over_scale(amount: float):
_pressure_over_scale = clampf(amount, 0.0, 1.0)
func get_pressure_over_scale() -> float:
return _pressure_over_scale
func set_pressure_over_opacity(amount: float):
_pressure_over_opacity = clampf(amount, 0.0, 1.0)
func get_pressure_over_opacity() -> float:
return _pressure_over_opacity
func set_frequency_distance(d: float):
_frequency_distance = maxf(d, 0.0)
func get_frequency_distance() -> float:
return _frequency_distance
func set_frequency_time_ms(t: int):
if t < 0:
t = 0
_frequency_time_ms = t
func get_frequency_time_ms() -> int:
return _frequency_time_ms
func set_shapes(shapes: Array[Texture2D]):
assert(len(shapes) >= 1)
for s in shapes:
assert(s != null)
assert(s is Texture2D)
_shapes = shapes.duplicate(false)
if _shape_index >= len(_shapes):
_shape_index = len(_shapes) - 1
shapes_changed.emit()
func get_shapes() -> Array[Texture2D]:
return _shapes.duplicate(false)
func get_shape(i: int) -> Texture2D:
return _shapes[i]
static func load_shape_from_image_file(fpath: String, logger, retries := 1) -> Texture2D:
var im := Image.new()
var err := im.load(fpath)
if err != OK:
if retries > 0:
# TODO There is a bug with Godot randomly being unable to load images.
# See https://github.com/Zylann/godot_heightmap_plugin/issues/219
# Attempting to workaround this by retrying (I suspect it's because of non-initialized
# variable in Godot's C++ code...)
logger.error("Could not load image at '{0}', error {1}. Retrying..." \
.format([fpath, HT_Errors.get_message(err)]))
return load_shape_from_image_file(fpath, logger, retries - 1)
else:
logger.error("Could not load image at '{0}', error {1}" \
.format([fpath, HT_Errors.get_message(err)]))
return null
var tex := ImageTexture.create_from_image(im)
return tex
# Call this while handling mouse or pen input.
# If it returns false, painting should not run.
func configure_paint_input(painters: Array[HT_Painter], position: Vector2, pressure: float) -> bool:
assert(len(_shapes) != 0)
# DEBUG
#pressure = 0.5 + 0.5 * sin(OS.get_ticks_msec() / 200.0)
if position.distance_to(_prev_position) < _frequency_distance:
return false
var now := Time.get_ticks_msec()
if (now - _prev_time_ms) < _frequency_time_ms:
return false
_prev_position = position
_prev_time_ms = now
for painter_index in len(painters):
var painter : HT_Painter = painters[painter_index]
if _random_rotation:
painter.set_brush_rotation(randf_range(-PI, PI))
else:
painter.set_brush_rotation(0.0)
painter.set_brush_texture(_shapes[_shape_index])
painter.set_brush_size(_size)
if _pressure_enabled:
painter.set_brush_scale(lerpf(1.0, pressure, _pressure_over_scale))
painter.set_brush_opacity(_opacity * lerpf(1.0, pressure, _pressure_over_opacity))
else:
painter.set_brush_scale(1.0)
painter.set_brush_opacity(_opacity)
#painter.paint_input(position)
_shape_index += 1
if _shape_index >= len(_shapes):
_shape_index = 0
return true
# Call this when the user releases the pen or mouse button
func on_paint_end():
_prev_position = Vector2(-999, -999)
_prev_time_ms = 0