gfolf2/addons/terrain_3d/editor.gd

414 lines
13 KiB
GDScript

@tool
extends EditorPlugin
#class_name Terrain3DEditorPlugin Cannot be named until Godot #75388
# Includes
const UI: Script = preload("res://addons/terrain_3d/src/ui.gd")
const RegionGizmo: Script = preload("res://addons/terrain_3d/src/region_gizmo.gd")
const ASSET_DOCK: String = "res://addons/terrain_3d/src/asset_dock.tscn"
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 terrain: Terrain3D
var _last_terrain: Terrain3D
var nav_region: NavigationRegion3D
var editor: Terrain3DEditor
var editor_settings: EditorSettings
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
func _init() -> void:
# 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()
ui = UI.new()
ui.plugin = self
add_child(ui)
region_gizmo = RegionGizmo.new()
scene_changed.connect(_on_scene_changed)
asset_dock = load(ASSET_DOCK).instantiate()
asset_dock.initialize(self)
func _exit_tree() -> void:
asset_dock.remove_dock(true)
asset_dock.queue_free()
ui.queue_free()
editor.free()
scene_changed.disconnect(_on_scene_changed)
godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered)
func _on_godot_focus_entered() -> void:
_read_input()
ui.update_decal()
## EditorPlugin selection function call chain isn't consistent. Here's the map of calls:
## 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)
# Click NavRegion3D: _handles(NavReg3D), _make_visible(true), _edit(NavReg3D)
# Click NavRegion3D, Terrain3D: _handles(Terrain3D), _edit(Terrain3D)
# Click Terrain3D, NavRegion3D: _handles(NavReg3D), _edit(NavReg3D)
func _handles(p_object: Object) -> bool:
if p_object is Terrain3D:
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
func _make_visible(p_visible: bool, p_redraw: bool = false) -> void:
if p_visible and is_selected():
ui.set_visible(true)
asset_dock.update_dock()
else:
ui.set_visible(false)
func _edit(p_object: Object) -> void:
if !p_object:
_clear()
if p_object is Terrain3D:
if p_object == terrain:
return
terrain = p_object
_last_terrain = terrain
terrain.set_plugin(self)
terrain.set_editor(editor)
editor.set_terrain(terrain)
region_gizmo.set_node_3d(terrain)
terrain.add_gizmo(region_gizmo)
ui.set_visible(true)
terrain.set_meta("_edit_lock_", true)
# Deprecated 0.9.3 - Remove 1.0
if terrain.storage:
ui.terrain_menu.directory_setup.directory_setup_popup()
# Get alerted when a new asset list is loaded
if not terrain.assets_changed.is_connected(asset_dock.update_assets):
terrain.assets_changed.connect(asset_dock.update_assets)
asset_dock.update_assets()
# Get alerted when the region map changes
if not terrain.data.region_map_changed.is_connected(update_region_grid):
terrain.data.region_map_changed.connect(update_region_grid)
update_region_grid()
else:
_clear()
if is_terrain_valid(_last_terrain):
if p_object is NavigationRegion3D:
ui.set_visible(true, true)
nav_region = p_object
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()
func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) -> int:
if not is_terrain_valid():
return AFTER_GUI_INPUT_PASS
_read_input(p_event)
## Handle mouse movement
if p_event is InputEventMouseMotion:
## Setup active camera & viewport
# Snap terrain to current camera
terrain.set_camera(p_viewport_camera)
# Detect if viewport is set to half_resolution
# Structure is: Node3DEditorViewportContainer/Node3DEditorViewport(4)/SubViewportContainer/SubViewport/Camera3D
var editor_vpc: SubViewportContainer = p_viewport_camera.get_parent().get_parent()
var full_resolution: bool = false if editor_vpc.stretch_shrink == 2 else true
## Get mouse location on terrain
# Project 2D mouse position to 3D position and direction
var mouse_pos: Vector2 = p_event.position if full_resolution else p_event.position/2
var camera_pos: Vector3 = p_viewport_camera.project_ray_origin(mouse_pos)
var camera_dir: Vector3 = p_viewport_camera.project_ray_normal(mouse_pos)
# If region tool, grab mouse position without considering height
if editor.get_tool() == Terrain3DEditor.REGION:
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
var intersection_point: Vector3 = terrain.get_intersection(camera_pos, camera_dir)
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
return AFTER_GUI_INPUT_STOP
mouse_global_position = intersection_point
ui.update_decal()
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()
if current_region_position != region_position:
current_region_position = region_position
update_region_grid()
if _input_mode > 0 and editor.is_operating():
# Inject pressure - Relies on C++ set_brush_data() using same dictionary instance
ui.brush_data["mouse_pressure"] = p_event.pressure
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
ui.update_decal()
if p_event is InputEventMouseButton and _input_mode > 0:
if p_event.is_pressed():
# If picking
if ui.is_picking():
ui.pick(mouse_global_position)
if not ui.operation_builder or not ui.operation_builder.is_ready():
return AFTER_GUI_INPUT_STOP
# 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 ):
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)
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()
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
func _read_input(p_event: InputEvent = null) -> void:
## 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
else:
_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 )):
ui.last_rmb_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 ):
ui.last_rmb_time = Time.get_ticks_msec()
if _input_mode < 0:
return
## Determine modifiers pressed
modifier_shift = Input.is_key_pressed(KEY_SHIFT)
modifier_ctrl = Input.is_key_pressed(KEY_CTRL)
# 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
modifier_alt = Input.is_key_pressed(alt_key)
# Return if modifiers haven't changed AND brush_data has them;
# modifiers disappear from brush_data when clicking asset_dock (Why?)
var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2
if _last_modifiers == current_mods and ui.brush_data.has("modifier_shift"):
return
_last_modifiers = current_mods
ui.brush_data["modifier_shift"] = modifier_shift
ui.brush_data["modifier_ctrl"] = modifier_ctrl
ui.brush_data["modifier_alt"] = modifier_alt
ui.update_modifiers()
func update_region_grid() -> void:
if not region_gizmo:
return
region_gizmo.set_hidden(not ui.visible)
if is_terrain_valid():
region_gizmo.show_rect = editor.get_tool() == Terrain3DEditor.REGION
region_gizmo.use_secondary_color = editor.get_operation() == Terrain3DEditor.SUBTRACT
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]
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)
asset_dock.update_assets()
await get_tree().create_timer(2).timeout
asset_dock.update_thumbnails()
func is_terrain_valid(p_terrain: Terrain3D = null) -> bool:
var t: Terrain3D
if p_terrain:
t = p_terrain
else:
t = terrain
if is_instance_valid(t) and t.is_inside_tree() and t.data:
return true
return false
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
func select_terrain() -> void:
if is_instance_valid(_last_terrain) and is_terrain_valid(_last_terrain) and not is_selected():
var es: EditorSelection = EditorInterface.get_selection()
es.clear()
es.add_node(_last_terrain)
## Editor Settings
func setup_editor_settings() -> void:
editor_settings = EditorInterface.get_editor_settings()
if not editor_settings.has_setting("terrain3d/config/alt_key_bind"):
editor_settings.set("terrain3d/config/alt_key_bind", 0)
var property_info = {
"name": "terrain3d/config/alt_key_bind",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Alt,Space,Meta,Capslock"
}
editor_settings.add_property_info(property_info)
_cleanup_old_settings()
# Remove or rename old settings
func _cleanup_old_settings() -> void:
# Rename deprecated settings - Remove in 1.0
var value: Variant
var rename_arr := [ "terrain3d/config/dock_slot", "terrain3d/config/dock_tile_size",
"terrain3d/config/dock_floating", "terrain3d/config/dock_always_on_top",
"terrain3d/config/dock_window_size", "terrain3d/config/dock_window_position", ]
for es: String in rename_arr:
if editor_settings.has_setting(es):
value = editor_settings.get_setting(es)
editor_settings.erase(es)
editor_settings.set_setting(es.replace("/config/dock_", "/dock/"), value)
# Special handling
var es: String = "terrain3d/tool_settings/slope"
if editor_settings.has_setting(es):
value = editor_settings.get_setting(es)
if typeof(value) == TYPE_FLOAT:
editor_settings.erase(es)
func set_setting(p_str: String, p_value: Variant) -> void:
editor_settings.set_setting(p_str, p_value)
func get_setting(p_str: String, p_default: Variant) -> Variant:
if editor_settings.has_setting(p_str):
return editor_settings.get_setting(p_str)
else:
return p_default
func has_setting(p_str: String) -> bool:
return editor_settings.has_setting(p_str)
func erase_setting(p_str: String) -> void:
editor_settings.erase(p_str)