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

884 lines
29 KiB
GDScript

@tool # https://www.youtube.com/watch?v=Y7JG63IuaWs
extends EditorPlugin
const HTerrain = preload("../hterrain.gd")
const HTerrainDetailLayer = preload("../hterrain_detail_layer.gd")
const HTerrainData = preload("../hterrain_data.gd")
const HTerrainMesher = preload("../hterrain_mesher.gd")
const HTerrainTextureSet = preload("../hterrain_texture_set.gd")
const HT_PreviewGenerator = preload("./preview_generator.gd")
const HT_TerrainPainter = preload("./brush/terrain_painter.gd")
const HT_BrushDecal = preload("./brush/decal.gd")
const HT_Util = preload("../util/util.gd")
const HT_EditorUtil = preload("./util/editor_util.gd")
const HT_LoadTextureDialog = preload("./load_texture_dialog.gd")
const HT_GlobalMapBaker = preload("./globalmap_baker.gd")
const HT_ImageFileCache = preload("../util/image_file_cache.gd")
const HT_Logger = preload("../util/logger.gd")
const HT_EditPanel = preload("./panel.gd")
const HT_GeneratorDialog = preload("./generator/generator_dialog.gd")
const HT_TextureSetEditor = preload("./texture_editor/set_editor/texture_set_editor.gd")
const HT_TextureSetImportEditor = \
preload("./texture_editor/set_editor/texture_set_import_editor.gd")
const HT_ProgressWindow = preload("./progress_window.gd")
const HT_EditPanelScene = preload("./panel.tscn")
const HT_ProgressWindowScene = preload("./progress_window.tscn")
const HT_GeneratorDialogScene = preload("./generator/generator_dialog.tscn")
const HT_ImportDialogScene = preload("./importer/importer_dialog.tscn")
const HT_GenerateMeshDialogScene = preload("./generate_mesh_dialog.tscn")
const HT_ResizeDialogScene = preload("./resize_dialog/resize_dialog.tscn")
const HT_ExportImageDialogScene = preload("./exporter/export_image_dialog.tscn")
const HT_TextureSetEditorScene = preload("./texture_editor/set_editor/texture_set_editor.tscn")
const HT_TextureSetImportEditorScene = \
preload("./texture_editor/set_editor/texture_set_import_editor.tscn")
const HT_AboutDialogScene = preload("./about/about_dialog.tscn")
const DOCUMENTATION_URL = "https://hterrain-plugin.readthedocs.io/en/latest"
const MENU_IMPORT_MAPS = 0
const MENU_GENERATE = 1
const MENU_BAKE_GLOBALMAP = 2
const MENU_RESIZE = 3
const MENU_UPDATE_EDITOR_COLLIDER = 4
const MENU_GENERATE_MESH = 5
const MENU_EXPORT_HEIGHTMAP = 6
const MENU_LOOKDEV = 7
const MENU_DOCUMENTATION = 8
const MENU_ABOUT = 9
# TODO Rename _terrain
var _node : HTerrain = null
# GUI
var _panel : HT_EditPanel = null
var _toolbar : Container = null
var _toolbar_brush_buttons := {}
var _generator_dialog : HT_GeneratorDialog = null
# TODO Rename _import_terrain_dialog
var _import_dialog = null
var _export_image_dialog = null
# This window is only used for operations not triggered by an existing dialog.
# In Godot it has been solved by automatically reparenting the dialog:
# https://github.com/godotengine/godot/pull/71209
# But `get_exclusive_child()` is not exposed. So dialogs triggering a progress
# dialog may need their own child instance...
var _progress_window : HT_ProgressWindow = null
var _generate_mesh_dialog = null
var _preview_generator : HT_PreviewGenerator = null
var _resize_dialog = null
var _about_dialog = null
var _menu_button : MenuButton
var _lookdev_menu : PopupMenu
var _texture_set_editor : HT_TextureSetEditor = null
var _texture_set_import_editor : HT_TextureSetImportEditor = null
var _globalmap_baker : HT_GlobalMapBaker = null
var _terrain_had_data_previous_frame := false
var _image_cache : HT_ImageFileCache
var _terrain_painter : HT_TerrainPainter = null
var _brush_decal : HT_BrushDecal = null
var _mouse_pressed := false
#var _pending_paint_action = null
var _pending_paint_commit := false
var _logger := HT_Logger.get_for(self)
func get_icon(icon_name: String) -> Texture2D:
return HT_EditorUtil.load_texture(
"res://addons/zylann.hterrain/tools/icons/icon_" + icon_name + ".svg", _logger)
func _enter_tree():
_logger.debug("HTerrain plugin Enter tree")
var dpi_scale = get_editor_interface().get_editor_scale()
_logger.debug(str("DPI scale: ", dpi_scale))
add_custom_type("HTerrain", "Node3D", HTerrain, get_icon("heightmap_node"))
add_custom_type("HTerrainDetailLayer", "Node3D", HTerrainDetailLayer,
get_icon("detail_layer_node"))
add_custom_type("HTerrainData", "Resource", HTerrainData, get_icon("heightmap_data"))
# TODO Proper texture
add_custom_type("HTerrainTextureSet", "Resource", HTerrainTextureSet, null)
_preview_generator = HT_PreviewGenerator.new()
get_editor_interface().get_resource_previewer().add_preview_generator(_preview_generator)
_terrain_painter = HT_TerrainPainter.new()
_terrain_painter.set_brush_size(5)
_terrain_painter.get_brush().size_changed.connect(_on_brush_size_changed)
add_child(_terrain_painter)
_brush_decal = HT_BrushDecal.new()
_brush_decal.set_size(_terrain_painter.get_brush_size())
_image_cache = HT_ImageFileCache.new("user://temp_hterrain_image_cache")
var editor_interface := get_editor_interface()
var base_control := editor_interface.get_base_control()
_panel = HT_EditPanelScene.instantiate()
HT_Util.apply_dpi_scale(_panel, dpi_scale)
_panel.hide()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, _panel)
# Apparently _ready() still isn't called at this point...
_panel.call_deferred("set_terrain_painter", _terrain_painter)
_panel.call_deferred("setup_dialogs", base_control)
_panel.set_undo_redo(get_undo_redo())
_panel.set_image_cache(_image_cache)
_panel.detail_selected.connect(_on_detail_selected)
_panel.texture_selected.connect(_on_texture_selected)
_panel.detail_list_changed.connect(_update_brush_buttons_availability)
_panel.edit_texture_pressed.connect(_on_Panel_edit_texture_pressed)
_panel.import_textures_pressed.connect(_on_Panel_import_textures_pressed)
_toolbar = HBoxContainer.new()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, _toolbar)
_toolbar.hide()
var menu := MenuButton.new()
menu.set_text("Terrain")
menu.get_popup().add_item("Import maps...", MENU_IMPORT_MAPS)
menu.get_popup().add_item("Generate...", MENU_GENERATE)
menu.get_popup().add_item("Resize...", MENU_RESIZE)
menu.get_popup().add_item("Bake global map", MENU_BAKE_GLOBALMAP)
menu.get_popup().add_separator()
menu.get_popup().add_item("Update Editor Collider", MENU_UPDATE_EDITOR_COLLIDER)
menu.get_popup().add_separator()
menu.get_popup().add_item("Generate mesh (heavy)", MENU_GENERATE_MESH)
menu.get_popup().add_separator()
menu.get_popup().add_item("Export heightmap", MENU_EXPORT_HEIGHTMAP)
menu.get_popup().add_separator()
_lookdev_menu = PopupMenu.new()
_lookdev_menu.name = "LookdevMenu"
_lookdev_menu.about_to_popup.connect(_on_lookdev_menu_about_to_show)
_lookdev_menu.id_pressed.connect(_on_lookdev_menu_id_pressed)
menu.get_popup().add_child(_lookdev_menu)
menu.get_popup().add_submenu_item("Lookdev", _lookdev_menu.name, MENU_LOOKDEV)
menu.get_popup().id_pressed.connect(_menu_item_selected)
menu.get_popup().add_separator()
menu.get_popup().add_item("Documentation", MENU_DOCUMENTATION)
menu.get_popup().add_item("About HTerrain...", MENU_ABOUT)
_toolbar.add_child(menu)
_menu_button = menu
var mode_icons := {}
mode_icons[HT_TerrainPainter.MODE_RAISE] = get_icon("heightmap_raise")
mode_icons[HT_TerrainPainter.MODE_LOWER] = get_icon("heightmap_lower")
mode_icons[HT_TerrainPainter.MODE_SMOOTH] = get_icon("heightmap_smooth")
mode_icons[HT_TerrainPainter.MODE_FLATTEN] = get_icon("heightmap_flatten")
mode_icons[HT_TerrainPainter.MODE_SPLAT] = get_icon("heightmap_paint")
mode_icons[HT_TerrainPainter.MODE_COLOR] = get_icon("heightmap_color")
mode_icons[HT_TerrainPainter.MODE_DETAIL] = get_icon("grass")
mode_icons[HT_TerrainPainter.MODE_MASK] = get_icon("heightmap_mask")
mode_icons[HT_TerrainPainter.MODE_LEVEL] = get_icon("heightmap_level")
mode_icons[HT_TerrainPainter.MODE_ERODE] = get_icon("heightmap_erode")
var mode_tooltips := {}
mode_tooltips[HT_TerrainPainter.MODE_RAISE] = "Raise height"
mode_tooltips[HT_TerrainPainter.MODE_LOWER] = "Lower height"
mode_tooltips[HT_TerrainPainter.MODE_SMOOTH] = "Smooth height"
mode_tooltips[HT_TerrainPainter.MODE_FLATTEN] = "Flatten (flatten to a specific height)"
mode_tooltips[HT_TerrainPainter.MODE_SPLAT] = "Texture paint"
mode_tooltips[HT_TerrainPainter.MODE_COLOR] = "Color paint"
mode_tooltips[HT_TerrainPainter.MODE_DETAIL] = "Grass paint"
mode_tooltips[HT_TerrainPainter.MODE_MASK] = "Cut holes"
mode_tooltips[HT_TerrainPainter.MODE_LEVEL] = "Level (smoothly flattens to average)"
mode_tooltips[HT_TerrainPainter.MODE_ERODE] = "Erode"
_toolbar.add_child(VSeparator.new())
# I want modes to be in that order in the GUI
var ordered_brush_modes := [
HT_TerrainPainter.MODE_RAISE,
HT_TerrainPainter.MODE_LOWER,
HT_TerrainPainter.MODE_SMOOTH,
HT_TerrainPainter.MODE_LEVEL,
HT_TerrainPainter.MODE_FLATTEN,
HT_TerrainPainter.MODE_ERODE,
HT_TerrainPainter.MODE_SPLAT,
HT_TerrainPainter.MODE_COLOR,
HT_TerrainPainter.MODE_DETAIL,
HT_TerrainPainter.MODE_MASK
]
var mode_group := ButtonGroup.new()
for mode in ordered_brush_modes:
var button := Button.new()
button.flat = true
button.icon = mode_icons[mode]
button.tooltip_text = mode_tooltips[mode]
button.set_toggle_mode(true)
button.set_button_group(mode_group)
if mode == _terrain_painter.get_mode():
button.button_pressed = true
button.pressed.connect(_on_mode_selected.bind(mode))
_toolbar.add_child(button)
_toolbar_brush_buttons[mode] = button
_generator_dialog = HT_GeneratorDialogScene.instantiate()
_generator_dialog.set_image_cache(_image_cache)
_generator_dialog.set_undo_redo(get_undo_redo())
base_control.add_child(_generator_dialog)
_generator_dialog.apply_dpi_scale(dpi_scale)
_import_dialog = HT_ImportDialogScene.instantiate()
_import_dialog.permanent_change_performed.connect(_on_permanent_change_performed)
HT_Util.apply_dpi_scale(_import_dialog, dpi_scale)
base_control.add_child(_import_dialog)
_progress_window = HT_ProgressWindowScene.instantiate()
base_control.add_child(_progress_window)
_generate_mesh_dialog = HT_GenerateMeshDialogScene.instantiate()
_generate_mesh_dialog.generate_selected.connect(_on_GenerateMeshDialog_generate_selected)
HT_Util.apply_dpi_scale(_generate_mesh_dialog, dpi_scale)
base_control.add_child(_generate_mesh_dialog)
_resize_dialog = HT_ResizeDialogScene.instantiate()
_resize_dialog.permanent_change_performed.connect(_on_permanent_change_performed)
HT_Util.apply_dpi_scale(_resize_dialog, dpi_scale)
base_control.add_child(_resize_dialog)
_globalmap_baker = HT_GlobalMapBaker.new()
_globalmap_baker.progress_notified.connect(_progress_window.handle_progress)
_globalmap_baker.permanent_change_performed.connect(_on_permanent_change_performed)
add_child(_globalmap_baker)
_export_image_dialog = HT_ExportImageDialogScene.instantiate()
HT_Util.apply_dpi_scale(_export_image_dialog, dpi_scale)
base_control.add_child(_export_image_dialog)
# Need to call deferred because in the specific case where you start the editor
# with the plugin enabled, _ready won't be called at this point
_export_image_dialog.call_deferred("setup_dialogs", base_control)
_about_dialog = HT_AboutDialogScene.instantiate()
HT_Util.apply_dpi_scale(_about_dialog, dpi_scale)
base_control.add_child(_about_dialog)
_texture_set_editor = HT_TextureSetEditorScene.instantiate()
_texture_set_editor.set_undo_redo(get_undo_redo())
HT_Util.apply_dpi_scale(_texture_set_editor, dpi_scale)
base_control.add_child(_texture_set_editor)
_texture_set_editor.call_deferred("setup_dialogs", base_control)
_texture_set_import_editor = HT_TextureSetImportEditorScene.instantiate()
_texture_set_import_editor.set_undo_redo(get_undo_redo())
_texture_set_import_editor.set_editor_file_system(
get_editor_interface().get_resource_filesystem())
HT_Util.apply_dpi_scale(_texture_set_import_editor, dpi_scale)
base_control.add_child(_texture_set_import_editor)
_texture_set_import_editor.call_deferred("setup_dialogs", base_control)
_texture_set_editor.import_selected.connect(_on_TextureSetEditor_import_selected)
func _exit_tree():
_logger.debug("HTerrain plugin Exit tree")
# Make sure we release all references to edited stuff
_edit(null)
_panel.queue_free()
_panel = null
_toolbar.queue_free()
_toolbar = null
_generator_dialog.queue_free()
_generator_dialog = null
_import_dialog.queue_free()
_import_dialog = null
_progress_window.queue_free()
_progress_window = null
_generate_mesh_dialog.queue_free()
_generate_mesh_dialog = null
_resize_dialog.queue_free()
_resize_dialog = null
_export_image_dialog.queue_free()
_export_image_dialog = null
_about_dialog.queue_free()
_about_dialog = null
_texture_set_editor.queue_free()
_texture_set_editor = null
_texture_set_import_editor.queue_free()
_texture_set_import_editor = null
get_editor_interface().get_resource_previewer().remove_preview_generator(_preview_generator)
_preview_generator = null
# TODO Manual clear cuz it can't do it automatically due to a Godot bug
_image_cache.clear()
# TODO https://github.com/godotengine/godot/issues/6254#issuecomment-246139694
# This was supposed to be automatic, but was never implemented it seems...
remove_custom_type("HTerrain")
remove_custom_type("HTerrainDetailLayer")
remove_custom_type("HTerrainData")
remove_custom_type("HTerrainTextureSet")
func _handles(object):
return _get_terrain_from_object(object) != null
func _edit(object):
_logger.debug(str("Edit ", object))
var node = _get_terrain_from_object(object)
if _node != null:
_node.tree_exited.disconnect(_terrain_exited_scene)
_node = node
if _node != null:
_node.tree_exited.connect(_terrain_exited_scene)
_update_brush_buttons_availability()
_panel.set_terrain(_node)
_generator_dialog.set_terrain(_node)
_import_dialog.set_terrain(_node)
_terrain_painter.set_terrain(_node)
_brush_decal.set_terrain(_node)
_generate_mesh_dialog.set_terrain(_node)
_resize_dialog.set_terrain(_node)
_export_image_dialog.set_terrain(_node)
if object is HTerrainDetailLayer:
# Auto-select layer for painting
if object.is_layer_index_valid():
_panel.set_detail_layer_index(object.get_layer_index())
_on_detail_selected(object.get_layer_index())
_update_toolbar_menu_availability()
static func _get_terrain_from_object(object):
if object != null and object is Node3D:
if not object.is_inside_tree():
return null
if object is HTerrain:
return object
if object is HTerrainDetailLayer and object.get_parent() is HTerrain:
return object.get_parent()
return null
func _update_brush_buttons_availability():
if _node == null:
return
if _node.get_data() != null:
var data = _node.get_data()
var has_details = (data.get_map_count(HTerrainData.CHANNEL_DETAIL) > 0)
if has_details:
var button = _toolbar_brush_buttons[HT_TerrainPainter.MODE_DETAIL]
button.disabled = false
else:
var button = _toolbar_brush_buttons[HT_TerrainPainter.MODE_DETAIL]
if button.button_pressed:
_select_brush_mode(HT_TerrainPainter.MODE_RAISE)
button.disabled = true
func _update_toolbar_menu_availability():
var data_available := false
if _node != null and _node.get_data() != null:
data_available = true
var popup : PopupMenu = _menu_button.get_popup()
for i in popup.get_item_count():
#var id = popup.get_item_id(i)
# Turn off items if there is no data for them to work on
if data_available:
popup.set_item_disabled(i, false)
popup.set_item_tooltip(i, "")
else:
popup.set_item_disabled(i, true)
popup.set_item_tooltip(i, "Terrain has no data")
func _make_visible(visible: bool):
_panel.set_visible(visible)
_toolbar.set_visible(visible)
_brush_decal.update_visibility()
# TODO Workaround https://github.com/godotengine/godot/issues/6459
# When the user selects another node,
# I want the plugin to release its references to the terrain.
# This is important because if we don't do that, some modified resources will still be
# loaded in memory, so if the user closes the scene and reopens it later, the changes will
# still be partially present, and this is not expected.
if not visible:
_edit(null)
# TODO Can't hint return as `Vector2?` because it's nullable
func _get_pointed_cell_position(mouse_position: Vector2, p_camera: Camera3D):# -> Vector2:
# Need to do an extra conversion in case the editor viewport is in half-resolution mode
var viewport := p_camera.get_viewport()
var viewport_container : Control = viewport.get_parent()
var screen_pos = mouse_position * Vector2(viewport.size) / viewport_container.size
var origin = p_camera.project_ray_origin(screen_pos)
var dir = p_camera.project_ray_normal(screen_pos)
var ray_distance := p_camera.far * 1.2
return _node.cell_raycast(origin, dir, ray_distance)
func _forward_3d_gui_input(p_camera: Camera3D, p_event: InputEvent) -> int:
if _node == null || _node.get_data() == null:
return AFTER_GUI_INPUT_PASS
_node._edit_update_viewer_position(p_camera)
_panel.set_camera_transform(p_camera.global_transform)
var captured_event = false
if p_event is InputEventMouseButton:
var mb = p_event
if mb.button_index == MOUSE_BUTTON_LEFT or mb.button_index == MOUSE_BUTTON_RIGHT:
if mb.pressed == false:
_mouse_pressed = false
# Need to check modifiers before capturing the event,
# because they are used in navigation schemes
if (not mb.ctrl_pressed) and (not mb.alt_pressed) and mb.button_index == MOUSE_BUTTON_LEFT:
if mb.pressed:
# TODO Allow to paint on click
# TODO `pressure` is not available in button press events
# So I have to assume zero to avoid discontinuities with move events
#_terrain_painter.paint_input(hit_pos_in_cells, 0.0)
_mouse_pressed = true
captured_event = true
if not _mouse_pressed:
# Just finished painting
_pending_paint_commit = true
_terrain_painter.get_brush().on_paint_end()
if _terrain_painter.get_mode() == HT_TerrainPainter.MODE_FLATTEN \
and _terrain_painter.has_meta("pick_height") \
and _terrain_painter.get_meta("pick_height"):
_terrain_painter.set_meta("pick_height", false)
# Pick height
var hit_pos_in_cells = _get_pointed_cell_position(mb.position, p_camera)
if hit_pos_in_cells != null:
var h = _node.get_data().get_height_at(
int(hit_pos_in_cells.x), int(hit_pos_in_cells.y))
_logger.debug("Picking height {0}".format([h]))
_terrain_painter.set_flatten_height(h)
elif p_event is InputEventMouseMotion:
var mm = p_event
var hit_pos_in_cells = _get_pointed_cell_position(mm.position, p_camera)
if hit_pos_in_cells != null:
_brush_decal.set_position(Vector3(hit_pos_in_cells.x, 0, hit_pos_in_cells.y))
if _mouse_pressed:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
_terrain_painter.paint_input(hit_pos_in_cells, mm.pressure)
captured_event = true
# This is in case the data or textures change as the user edits the terrain,
# to keep the decal working without having to noodle around with nested signals
_brush_decal.update_visibility()
if captured_event:
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
func _process(delta: float):
if _node == null:
return
var has_data = (_node.get_data() != null)
if _pending_paint_commit:
if has_data:
if not _terrain_painter.is_operation_pending():
_pending_paint_commit = false
if _terrain_painter.has_modified_chunks():
_logger.debug("Paint completed")
var changes : Dictionary = _terrain_painter.commit()
_paint_completed(changes)
else:
_pending_paint_commit = false
# Poll presence of data resource
if has_data != _terrain_had_data_previous_frame:
_terrain_had_data_previous_frame = has_data
_update_toolbar_menu_availability()
func _paint_completed(changes: Dictionary):
var time_before = Time.get_ticks_msec()
var heightmap_data = _node.get_data()
assert(heightmap_data != null)
var chunk_positions : Array = changes.chunk_positions
# Should not create an UndoRedo action if nothing changed
assert(len(chunk_positions) > 0)
var changed_maps : Array = changes.maps
var action_name := "Modify HTerrainData "
for i in len(changed_maps):
var mm = changed_maps[i]
var map_debug_name := HTerrainData.get_map_debug_name(mm.map_type, mm.map_index)
if i > 0:
action_name += " and "
action_name += map_debug_name
var redo_maps := []
var undo_maps := []
var chunk_size := _terrain_painter.get_undo_chunk_size()
for map in changed_maps:
# Cache images to disk so RAM does not continuously go up (or at least much slower)
for chunks in [map.chunk_initial_datas, map.chunk_final_datas]:
for i in len(chunks):
var im : Image = chunks[i]
chunks[i] = _image_cache.save_image(im)
redo_maps.append({
"map_type": map.map_type,
"map_index": map.map_index,
"chunks": map.chunk_final_datas
})
undo_maps.append({
"map_type": map.map_type,
"map_index": map.map_index,
"chunks": map.chunk_initial_datas
})
var undo_data := {
"chunk_positions": chunk_positions,
"chunk_size": chunk_size,
"maps": undo_maps
}
var redo_data := {
"chunk_positions": chunk_positions,
"chunk_size": chunk_size,
"maps": redo_maps
}
# {
# chunk_positions: [Vector2, Vector2, ...]
# chunk_size: int
# maps: [
# {
# map_type: int
# map_index: int
# chunks: [
# int, int, ...
# ]
# },
# ...
# ]
# }
var ur := get_undo_redo()
ur.create_action(action_name)
ur.add_do_method(heightmap_data, "_edit_apply_undo", redo_data, _image_cache)
ur.add_undo_method(heightmap_data, "_edit_apply_undo", undo_data, _image_cache)
# Small hack here:
# commit_actions executes the do method, however terrain modifications are heavy ones,
# so we don't really want to re-run an update in every chunk that was modified during painting.
# The data is already in its final state,
# so we just prevent the resource from applying changes here.
heightmap_data._edit_set_disable_apply_undo(true)
ur.commit_action()
heightmap_data._edit_set_disable_apply_undo(false)
var time_spent = Time.get_ticks_msec() - time_before
_logger.debug(str(action_name, " | ", len(chunk_positions), " chunks | ", time_spent, " ms"))
func _terrain_exited_scene():
_logger.debug("HTerrain exited the scene")
_edit(null)
func _menu_item_selected(id: int):
_logger.debug(str("Menu item selected ", id))
match id:
MENU_IMPORT_MAPS:
_import_dialog.popup_centered()
MENU_GENERATE:
_generator_dialog.popup_centered()
MENU_BAKE_GLOBALMAP:
var data = _node.get_data()
if data != null:
_globalmap_baker.bake(_node)
MENU_RESIZE:
_resize_dialog.popup_centered()
MENU_UPDATE_EDITOR_COLLIDER:
# This is for editor tools to be able to use terrain collision.
# It's not automatic because keeping this collider up to date is
# expensive, but not too bad IMO because that feature is not often
# used in editor for now.
# If users complain too much about this, there are ways to improve it:
#
# 1) When the terrain gets deselected, update the terrain collider
# in a thread automatically. This is still expensive but should
# be easy to do.
#
# 2) Bullet actually support modifying the heights dynamically,
# as long as we stay within min and max bounds,
# so PR a change to the Godot heightmap collider to support passing
# a Float Image directly, and make it so the data is in sync
# (no CoW plz!!). It's trickier than 1) but almost free.
#
_node.update_collider()
MENU_GENERATE_MESH:
if _node != null and _node.get_data() != null:
_generate_mesh_dialog.popup_centered()
MENU_EXPORT_HEIGHTMAP:
if _node != null and _node.get_data() != null:
_export_image_dialog.popup_centered()
MENU_LOOKDEV:
# No actions here, it's a submenu
pass
MENU_DOCUMENTATION:
OS.shell_open(DOCUMENTATION_URL)
MENU_ABOUT:
_about_dialog.popup_centered()
func _on_lookdev_menu_about_to_show():
_lookdev_menu.clear()
_lookdev_menu.add_check_item("Disabled")
_lookdev_menu.set_item_checked(0, not _node.is_lookdev_enabled())
_lookdev_menu.add_separator()
var terrain_data : HTerrainData = _node.get_data()
if terrain_data == null:
_lookdev_menu.add_item("No terrain data")
_lookdev_menu.set_item_disabled(0, true)
else:
for map_type in HTerrainData.CHANNEL_COUNT:
var count := terrain_data.get_map_count(map_type)
for map_index in count:
var map_name := HTerrainData.get_map_debug_name(map_type, map_index)
var lookdev_item_index := _lookdev_menu.get_item_count()
_lookdev_menu.add_item(map_name, lookdev_item_index)
_lookdev_menu.set_item_metadata(lookdev_item_index, {
"map_type": map_type,
"map_index": map_index
})
func _on_lookdev_menu_id_pressed(id: int):
var meta = _lookdev_menu.get_item_metadata(id)
if meta == null:
_node.set_lookdev_enabled(false)
else:
_node.set_lookdev_enabled(true)
var data : HTerrainData = _node.get_data()
var map_texture = data.get_texture(meta.map_type, meta.map_index)
_node.set_lookdev_shader_param("u_map", map_texture)
_lookdev_menu.set_item_checked(0, not _node.is_lookdev_enabled())
func _on_mode_selected(mode: int):
_logger.debug(str("On mode selected ", mode))
_terrain_painter.set_mode(mode)
_panel.set_brush_editor_display_mode(mode)
func _on_texture_selected(index: int):
# Switch to texture paint mode when a texture is selected
_select_brush_mode(HT_TerrainPainter.MODE_SPLAT)
_terrain_painter.set_texture_index(index)
func _on_detail_selected(index: int):
# Switch to detail paint mode when a detail item is selected
_select_brush_mode(HT_TerrainPainter.MODE_DETAIL)
_terrain_painter.set_detail_index(index)
func _select_brush_mode(mode: int):
_toolbar_brush_buttons[mode].button_pressed = true
_on_mode_selected(mode)
static func get_size_from_raw_length(flen: int):
var side_len = roundf(sqrt(float(flen/2)))
return int(side_len)
func _on_GenerateMeshDialog_generate_selected(lod: int):
var data := _node.get_data()
if data == null:
_logger.error("Terrain has no data, cannot generate mesh")
return
var heightmap := data.get_image(HTerrainData.CHANNEL_HEIGHT)
var scale := _node.map_scale
var mesh := HTerrainMesher.make_heightmap_mesh(heightmap, lod, scale, _logger)
var mi := MeshInstance3D.new()
mi.name = str(_node.name, "_FullMesh")
mi.mesh = mesh
mi.transform = _node.transform
_node.get_parent().add_child(mi)
mi.set_owner(get_editor_interface().get_edited_scene_root())
# TODO Workaround for https://github.com/Zylann/godot_heightmap_plugin/issues/101
func _on_permanent_change_performed(message: String):
var data := _node.get_data()
if data == null:
_logger.error("Terrain has no data, cannot mark it as changed")
return
var ur := get_undo_redo()
ur.create_action(message)
ur.add_do_method(data, "_dummy_function")
#ur.add_undo_method(data, "_dummy_function")
ur.commit_action()
func _on_brush_size_changed(size):
_brush_decal.set_size(size)
func _on_Panel_edit_texture_pressed(index: int):
var ts := _node.get_texture_set()
_texture_set_editor.set_texture_set(ts)
_texture_set_editor.select_slot(index)
_texture_set_editor.popup_centered()
func _on_TextureSetEditor_import_selected():
_open_texture_set_import_editor()
func _on_Panel_import_textures_pressed():
_open_texture_set_import_editor()
func _open_texture_set_import_editor():
var ts := _node.get_texture_set()
_texture_set_import_editor.set_texture_set(ts)
_texture_set_import_editor.popup_centered()
################
# DEBUG LAND
# TEST
#func _physics_process(delta):
# if Input.is_key_pressed(KEY_KP_0):
# _debug_spawn_collider_indicators()
func _debug_spawn_collider_indicators():
var root = get_editor_interface().get_edited_scene_root()
var terrain := HT_Util.find_first_node(root, HTerrain) as HTerrain
if terrain == null:
return
var test_root : Node3D
if not terrain.has_node("__DEBUG"):
test_root = Node3D.new()
test_root.name = "__DEBUG"
terrain.add_child(test_root)
else:
test_root = terrain.get_node("__DEBUG")
var space_state := terrain.get_world_3d().direct_space_state
var hit_material := StandardMaterial3D.new()
hit_material.albedo_color = Color(0, 1, 1)
var cube := BoxMesh.new()
for zi in 16:
for xi in 16:
var hit_name := str(xi, "_", zi)
var pos := Vector3(xi * 16, 1000, zi * 16)
var query := PhysicsRayQueryParameters3D.new()
query.from = pos
query.to = pos + Vector3(0, -2000, 0)
var hit := space_state.intersect_ray(query)
var mi : MeshInstance3D
if not test_root.has_node(hit_name):
mi = MeshInstance3D.new()
mi.name = hit_name
mi.material_override = hit_material
mi.mesh = cube
test_root.add_child(mi)
else:
mi = test_root.get_node(hit_name)
if hit.is_empty():
mi.hide()
else:
mi.show()
mi.position = hit.position
func _spawn_vertical_bound_boxes():
var data := _node.get_data()
# var sy = data._chunked_vertical_bounds_size_y
# var sx = data._chunked_vertical_bounds_size_x
var mat := StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(1,1,1,0.2)
for cy in range(30, 60):
for cx in range(30, 60):
var vb := data._chunked_vertical_bounds.get_pixel(cx, cy)
var minv := vb.r
var maxv := vb.g
var mi := MeshInstance3D.new()
mi.mesh = BoxMesh.new()
var cs := HTerrainData.VERTICAL_BOUNDS_CHUNK_SIZE
mi.mesh.size = Vector3(cs, maxv - minv, cs)
mi.position = Vector3(
(float(cx) + 0.5) * cs,
minv + mi.mesh.size.y * 0.5,
(float(cy) + 0.5) * cs)
mi.position *= _node.map_scale
mi.scale = _node.map_scale
mi.material_override = mat
_node.add_child(mi)
mi.owner = get_editor_interface().get_edited_scene_root()
# if p_event is InputEventKey:
# if p_event.pressed == false:
# if p_event.scancode == KEY_SPACE and p_event.control:
# _spawn_vertical_bound_boxes()