diff --git a/addons/terrain_3d/LICENSE.txt b/addons/terrain_3d/LICENSE.txt new file mode 100644 index 0000000..b4293b7 --- /dev/null +++ b/addons/terrain_3d/LICENSE.txt @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2023 Cory Petkovsek, Roope Palmroos, and Contributors. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/addons/terrain_3d/README.md b/addons/terrain_3d/README.md new file mode 100644 index 0000000..47f2953 --- /dev/null +++ b/addons/terrain_3d/README.md @@ -0,0 +1,56 @@ + + +# Terrain3D +A high performance, editable terrain system for Godot 4. + +## Features +* Written in C++ as a GDExtension addon, which works with official engine builds +* Can be accessed by GDScript, C#, and any language Godot supports +* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html) +* Up to 16k x 16k in 1k regions (imagine multiple islands without paying for 16k^2 vram) +* Up to 32 textures +* Up to 10 levels of detail +* Foliage instancing +* Sculpting, holes, texture painting, texture detiling, painting colors and wetness +* Imports heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html) + +See [Project Status](https://terrain3d.readthedocs.io/en/stable/docs/project_status.html) for details. + +## Getting Started + +1. Read the [Installation & Upgrades](https://terrain3d.readthedocs.io/en/stable/docs/installation.html) instructions. + +2. For support, read [Getting Help](https://terrain3d.readthedocs.io/en/stable/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord). + +3. Watch the tutorial videos: + +**Installation, Setup, Basic Usage** + +[![Using Terrain3D - Part 1](https://i.ytimg.com/vi/oV8c9alXVwU/hqdefault.jpg)](https://youtu.be/oV8c9alXVwU) + +**Texture Painting, Holes, Navigation, Advanced Usage** + +[![Using Terrain3D - Part 2](https://i.ytimg.com/vi/YtiAI2F6Xkk/hqdefault.jpg)](https://youtu.be/YtiAI2F6Xkk) + + +## Credit +Developed for the Godot community by: + +||| +|--|--| +| **Cory Petkovsek, Tokisan Games** | [](https://twitter.com/TokisanGames) [](https://github.com/TokisanGames) [](https://tokisan.com/) [](https://tokisan.com/discord) [](https://www.youtube.com/@TokisanGames)| +| **Roope Palmroos, Outobugi Games** | [](https://twitter.com/outobugi) [](https://github.com/outobugi) [](https://outobugi.com/) [](https://www.youtube.com/@outobugi)| + +And other contributors displayed on the right of the github page and in [AUTHORS.md](https://github.com/TokisanGames/Terrain3D/blob/main/AUTHORS.md). + +Geometry clipmap mesh code created by [Mike J. Savage](https://mikejsavage.co.uk/blog/geometry-clipmaps.html). Blog and repository code released under the MIT license per email communication with Mike. + +## Contributing + +Please see [CONTRIBUTING.md](https://github.com/TokisanGames/Terrain3D/blob/main/CONTRIBUTING.md) if you would like to help make Terrain3D the best terrain system for Godot. + + +## License + +This addon has been released under the [MIT License](https://github.com/TokisanGames/Terrain3D/blob/main/LICENSE.txt). + diff --git a/addons/terrain_3d/bin/libterrain.android.debug.arm32.so b/addons/terrain_3d/bin/libterrain.android.debug.arm32.so new file mode 100644 index 0000000..4429d13 Binary files /dev/null and b/addons/terrain_3d/bin/libterrain.android.debug.arm32.so differ diff --git a/addons/terrain_3d/bin/libterrain.android.debug.arm64.so b/addons/terrain_3d/bin/libterrain.android.debug.arm64.so new file mode 100644 index 0000000..1e2905f Binary files /dev/null and b/addons/terrain_3d/bin/libterrain.android.debug.arm64.so differ diff --git 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"terrain3d/config/dock_position" +const PS_DOCK_PINNED: String = "terrain3d/config/dock_pinned" + +var terrain: Terrain3D +var _last_terrain: Terrain3D +var nav_region: NavigationRegion3D + +var editor: Terrain3DEditor +var ui: Node # Terrain3DUI see Godot #75388 +var asset_dock: PanelContainer +var region_gizmo: RegionGizmo +var visible: bool +var current_region_position: Vector2 +var mouse_global_position: Vector3 = Vector3.ZERO + +# Track negative input (CTRL) +var _negative_input: bool = false +# Track state prior to pressing CTRL: -1 not tracked, 0 false, 1 true +var _prev_enable_state: int = -1 + + +func _enter_tree() -> void: + editor = Terrain3DEditor.new() + 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) + + +func _handles(p_object: Object) -> bool: + if p_object is Terrain3D: + 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. + if 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) + + if is_instance_valid(_last_terrain) and _last_terrain.is_inside_tree() and p_object is NavigationRegion3D: + return true + + return 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 + editor.set_terrain(terrain) + region_gizmo.set_node_3d(terrain) + terrain.add_gizmo(region_gizmo) + terrain.set_plugin(self) + + # Connect to new Assets resource + if not terrain.assets_changed.is_connected(asset_dock.update_assets): + terrain.assets_changed.connect(asset_dock.update_assets) + asset_dock.update_assets() + # Connect to new Storage resource + if not terrain.storage_changed.is_connected(_load_storage): + terrain.storage_changed.connect(_load_storage) + _load_storage() + else: + _clear() + + if is_instance_valid(_last_terrain) and _last_terrain.is_inside_tree(): + if p_object is NavigationRegion3D: + nav_region = p_object + else: + nav_region = null + + +func _make_visible(p_visible: bool, p_redraw: bool = false) -> void: + visible = p_visible + ui.set_visible(visible) + update_region_grid() + asset_dock.update_dock(visible) + + +func _clear() -> void: + if is_terrain_valid(): + terrain.storage_changed.disconnect(_load_storage) + + 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 + + ## Track negative input (CTRL) + if p_event is InputEventKey and not p_event.echo and p_event.keycode == KEY_CTRL: + if p_event.is_pressed(): + _negative_input = true + _prev_enable_state = int(ui.toolbar_settings.get_setting("enable")) + ui.toolbar_settings.set_setting("enable", false) + else: + _negative_input = false + ui.toolbar_settings.set_setting("enable", bool(_prev_enable_state)) + _prev_enable_state = -1 + + ## Handle mouse movement + if p_event is InputEventMouseMotion: + if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT): + return AFTER_GUI_INPUT_PASS + + if _prev_enable_state >= 0 and not Input.is_key_pressed(KEY_CTRL): + _negative_input = false + ui.toolbar_settings.set_setting("enable", bool(_prev_enable_state)) + _prev_enable_state = -1 + + ## Setup for 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.z): # max double or nan + return AFTER_GUI_INPUT_STOP + mouse_global_position = intersection_point + + ## Update decal + ui.decal.global_position = mouse_global_position + ui.decal.albedo_mix = 1.0 + if ui.decal_timer.is_stopped(): + ui.update_decal() + else: + ui.decal_timer.start() + + ## Update region highlight + var region_size = terrain.get_storage().get_region_size() + var region_position: Vector2 = ( Vector2(mouse_global_position.x, mouse_global_position.z) \ + / (region_size * terrain.get_mesh_vertex_spacing()) ).floor() + if current_region_position != region_position: + current_region_position = region_position + update_region_grid() + + if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and editor.is_operating(): + editor.operate(mouse_global_position, p_viewport_camera.rotation.y) + return AFTER_GUI_INPUT_STOP + + elif p_event is InputEventMouseButton: + ui.update_decal() + + if p_event.get_button_index() == MOUSE_BUTTON_LEFT: + if p_event.is_pressed(): + if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT): + return AFTER_GUI_INPUT_STOP + + # 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.get_storage().has_region(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 + + elif editor.is_operating(): + # Mouse released, save undo data + editor.stop_operation() + return AFTER_GUI_INPUT_STOP + + return AFTER_GUI_INPUT_PASS + + +func _load_storage() -> void: + if terrain: + update_region_grid() + + +func update_region_grid() -> void: + if not region_gizmo: + return + + region_gizmo.set_hidden(not 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_storage().get_region_size() * terrain.get_mesh_vertex_spacing() + region_gizmo.grid = terrain.get_storage().get_region_offsets() + + 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.get_storage(): + return true + return false + + +func is_selected() -> bool: + var selected: Array[Node] = get_editor_interface().get_selection().get_selected_nodes() + for node in selected: + if node.get_instance_id() == _last_terrain.get_instance_id(): + 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 = get_editor_interface().get_selection() + es.clear() + es.add_node(_last_terrain) diff --git a/addons/terrain_3d/extras/import_sgt.gd b/addons/terrain_3d/extras/import_sgt.gd new file mode 100644 index 0000000..b8b45aa --- /dev/null +++ b/addons/terrain_3d/extras/import_sgt.gd @@ -0,0 +1,41 @@ +## 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. +# 1. Select your Terrain3D node. +# 1. In the inspector, click Script (very bottom) and Quick Load import_sgt.gd. +# 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. +# +# The instance transforms are now stored in your Storage resource. +# +# 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. +# Once the transforms are imported, you can reassign any mesh you like into this mesh slot. + +@tool +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 + + +func clear_multimeshes(value: bool) -> void: + get_instancer().clear_by_mesh(assign_mesh_id) + + +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 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. ]) + diff --git a/addons/terrain_3d/extras/minimum.gdshader b/addons/terrain_3d/extras/minimum.gdshader new file mode 100644 index 0000000..1cedd32 --- /dev/null +++ b/addons/terrain_3d/extras/minimum.gdshader @@ -0,0 +1,146 @@ +// This shader is the minimum needed to allow the terrain to function, without any texturing. + +shader_type spatial; +render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; + +// Private uniforms +uniform float _region_size = 1024.0; +uniform float _region_texel_size = 0.0009765625; // = 1/1024 +uniform float _mesh_vertex_spacing = 1.0; +uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing +uniform int _region_map_size = 16; +uniform int _region_map[256]; +uniform vec2 _region_offsets[256]; +uniform sampler2DArray _height_maps : repeat_disable; +uniform usampler2DArray _control_maps : repeat_disable; +uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable; +uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; +uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable; + +uniform float _texture_uv_scale_array[32]; +uniform float _texture_uv_rotation_array[32]; +uniform vec4 _texture_color_array[32]; +uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 +uniform uint _mouse_layer = 0x80000000u; // Layer 32 + +varying flat vec2 v_uv_offset; +varying flat vec2 v_uv2_offset; + +//////////////////////// +// Vertex +//////////////////////// + +// Takes in UV world space coordinates, returns ivec3 with: +// XY: (0 to _region_size) coordinates within a region +// Z: layer index used for texturearrays, -1 if not in a region +ivec3 get_region_uv(vec2 uv) { + uv *= _region_texel_size; + ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2); + int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); + int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; + return ivec3(ivec2((uv - _region_offsets[layer_index]) * _region_size), layer_index); +} + +// Takes in UV2 region space coordinates, returns vec3 with: +// XY: (0 to 1) coordinates within a region +// Z: layer index used for texturearrays, -1 if not in a region +vec3 get_region_uv2(vec2 uv) { + // Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height() + // call this with reclaimed versions of UV2, so to keep the last row/column within the correct + // window, take back the half pixel before the floor(). + ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); + int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size); + int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; + // The return value is still texel-centered. + return vec3(uv - _region_offsets[layer_index], float(layer_index)); +} + +// 1 lookup +float get_height(vec2 uv) { + highp float height = 0.0; + vec3 region = get_region_uv2(uv); + if (region.z >= 0.) { + height = texture(_height_maps, region).r; + } + return height; +} + +void vertex() { + // Get vertex of flat plane in world coordinates and set world UV + vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; + + // UV coordinates in world space. Values are 0 to _region_size within regions + UV = round(vertex.xz * _mesh_vertex_density); + + // Discard vertices for Holes. 1 lookup + ivec3 region = get_region_uv(UV); + uint control = texelFetch(_control_maps, region, 0).r; + bool hole = bool(control >>2u & 0x1u); + // Show holes to all cameras except mouse camera (on exactly 1 layer) + if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && + (hole || (_background_mode == 0u && region.z < 0)) ) { + VERTEX.x = 0./0.; + } else { + // UV coordinates in region space + texel offset. Values are 0 to 1 within regions + UV2 = (UV + vec2(0.5)) * _region_texel_size; + + // Get final vertex location and save it + VERTEX.y = get_height(UV2); + } + + // Transform UVs to local to avoid poor precision during varying interpolation. + v_uv_offset = MODEL_MATRIX[3].xz * _mesh_vertex_density; + UV -= v_uv_offset; + v_uv2_offset = v_uv_offset * _region_texel_size; + UV2 -= v_uv2_offset; +} + +//////////////////////// +// Fragment +//////////////////////// + +// 3 lookups +vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) { + // Get the height of the current vertex + float height = get_height(uv); + + // Get the heights to the right and in front, but because of hardware + // interpolation on the edges of the heightmaps, the values are off + // causing the normal map to look weird. So, near the edges of the map + // get the heights to the left or behind instead. Hacky solution that + // reduces the artifact, but doesn't fix it entirely. See #185. + float u, v; + if(mod(uv.y*_region_size, _region_size) > _region_size-2.) { + v = get_height(uv + vec2(0, -_region_texel_size)) - height; + } else { + v = height - get_height(uv + vec2(0, _region_texel_size)); + } + if(mod(uv.x*_region_size, _region_size) > _region_size-2.) { + u = get_height(uv + vec2(-_region_texel_size, 0)) - height; + } else { + u = height - get_height(uv + vec2(_region_texel_size, 0)); + } + + vec3 normal = vec3(u, _mesh_vertex_spacing, v); + normal = normalize(normal); + tangent = cross(normal, vec3(0, 0, 1)); + binormal = cross(normal, tangent); + return normal; +} + +void fragment() { + // Recover UVs + vec2 uv = UV + v_uv_offset; + vec2 uv2 = UV2 + v_uv2_offset; + + // Calculate Terrain Normals. 4 lookups + vec3 w_tangent, w_binormal; + vec3 w_normal = get_normal(uv2, w_tangent, w_binormal); + NORMAL = mat3(VIEW_MATRIX) * w_normal; + TANGENT = mat3(VIEW_MATRIX) * w_tangent; + BINORMAL = mat3(VIEW_MATRIX) * w_binormal; + + // Apply PBR + ALBEDO=vec3(.2); +} + diff --git a/addons/terrain_3d/extras/project_on_terrain3d.gd b/addons/terrain_3d/extras/project_on_terrain3d.gd new file mode 100644 index 0000000..976fd4f --- /dev/null +++ b/addons/terrain_3d/extras/project_on_terrain3d.gd @@ -0,0 +1,90 @@ +# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/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 +# Then uncomment everything below +# In the editor, add this modifier to Scatter, then set your Terrain3D node + +# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter +# It allows Scatter to detect the terrain height from Terrain3D +# Copy this file into /addons/proton_scatter/src/modifiers +# Then uncomment everything below (select, press CTRL+K) +# In the editor, add this modifier, then set your Terrain3D node + +#@tool +#extends "base_modifier.gd" +# +# +#signal projection_completed +# +# +#@export var terrain_node : NodePath +#@export var align_with_collision_normal := false +# +#var _terrain: Terrain3D +# +# +#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() +# + #documentation.add_paragraph( + #"This is a duplicate of `Project on Colliders` that queries the terrain system + #for height and sets the transform height appropriately. +# + #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.") +# +# +#func _process_transforms(transforms, domain, _seed) -> void: + #if transforms.is_empty(): + #return +# + #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.storage: + #warning += """Terrain3D storage is not initialized""" + #return +# + ## Get global transform + #var gt: Transform3D = domain.get_global_transform() + #var gt_inverse := gt.affine_inverse() + #for i in transforms.list.size(): + #var location: Vector3 = (gt * transforms.list[i]).origin + #var height: float = _terrain.storage.get_height(location) + #var normal: Vector3 = _terrain.storage.get_normal(location) + # + #if align_with_collision_normal and not is_nan(normal.x): + #transforms.list[i].basis.y = normal + #transforms.list[i].basis.x = -transforms.list[i].basis.z.cross(normal) + #transforms.list[i].basis = transforms.list[i].basis.orthonormalized() +# + #transforms.list[i].origin.y = gt.origin.y if is_nan(height) else height - gt.origin.y +# + #if transforms.is_empty(): + #warning += """Every point has been removed. Possible reasons include: \n + #+ 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. + #""" diff --git a/addons/terrain_3d/icons/autoshader.svg b/addons/terrain_3d/icons/autoshader.svg new file mode 100644 index 0000000..7ff9075 --- /dev/null +++ b/addons/terrain_3d/icons/autoshader.svg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a23ff96b29264580ec351f6fab02093cb0c233b993d8b03ba3c5629ae60fa7bd +size 6187 diff --git a/addons/terrain_3d/icons/autoshader.svg.import b/addons/terrain_3d/icons/autoshader.svg.import new file mode 100644 index 0000000..1551553 --- /dev/null +++ b/addons/terrain_3d/icons/autoshader.svg.import @@ -0,0 +1,38 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bdwolwswwy8wr" +path="res://.godot/imported/autoshader.svg-9998e61bbc6afd5b134b767acd17a425.ctex" +metadata={ +"has_editor_variant": true, +"vram_texture": false +} + +[deps] + +source_file="res://addons/terrain_3d/icons/autoshader.svg" +dest_files=["res://.godot/imported/autoshader.svg-9998e61bbc6afd5b134b767acd17a425.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=true +editor/convert_colors_with_editor_theme=false diff --git a/addons/terrain_3d/icons/color_paint.svg b/addons/terrain_3d/icons/color_paint.svg new file mode 100644 index 0000000..bd4ba21 --- /dev/null +++ b/addons/terrain_3d/icons/color_paint.svg @@ -0,0 +1,3 @@ +version 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a/addons/terrain_3d/icons/region_remove.svg b/addons/terrain_3d/icons/region_remove.svg new file mode 100644 index 0000000..c7c3b70 --- /dev/null +++ b/addons/terrain_3d/icons/region_remove.svg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c2a63e3f25e25a86b5f7d8098280f8f402ce69071684c5599e9a4367b274a953 +size 3704 diff --git a/addons/terrain_3d/icons/region_remove.svg.import b/addons/terrain_3d/icons/region_remove.svg.import new file mode 100644 index 0000000..6ded856 --- /dev/null +++ b/addons/terrain_3d/icons/region_remove.svg.import @@ -0,0 +1,38 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cbpo5eamf3bx2" +path="res://.godot/imported/region_remove.svg-5710e8aeb34f1eaa06e637634f4a7d16.ctex" +metadata={ +"has_editor_variant": true, +"vram_texture": false +} + +[deps] + +source_file="res://addons/terrain_3d/icons/region_remove.svg" +dest_files=["res://.godot/imported/region_remove.svg-5710e8aeb34f1eaa06e637634f4a7d16.ctex"] + 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file mode 100644 index 0000000..c077de1 --- /dev/null +++ b/addons/terrain_3d/icons/terrain3d.svg.import @@ -0,0 +1,38 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bnsydn4jkyeyn" +path="res://.godot/imported/terrain3d.svg-eb45756f1a003759fda81eaa1db10769.ctex" +metadata={ +"has_editor_variant": true, +"vram_texture": false +} + +[deps] + +source_file="res://addons/terrain_3d/icons/terrain3d.svg" +dest_files=["res://.godot/imported/terrain3d.svg-eb45756f1a003759fda81eaa1db10769.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=true +editor/convert_colors_with_editor_theme=false diff --git a/addons/terrain_3d/icons/texture_paint.svg b/addons/terrain_3d/icons/texture_paint.svg new file mode 100644 index 0000000..f0f1f45 --- /dev/null +++ b/addons/terrain_3d/icons/texture_paint.svg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:527002ef714d9ad883525e329c654dcab744c47463c8e0fe7e2b9d51c21b7aaa +size 5559 diff --git a/addons/terrain_3d/icons/texture_paint.svg.import b/addons/terrain_3d/icons/texture_paint.svg.import new file mode 100644 index 0000000..8a09d92 --- /dev/null +++ b/addons/terrain_3d/icons/texture_paint.svg.import @@ -0,0 +1,38 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://duo8valena3a2" +path="res://.godot/imported/texture_paint.svg-72da4fd2096377e625a8fe09cdacb0e4.ctex" +metadata={ +"has_editor_variant": true, +"vram_texture": false +} + +[deps] + +source_file="res://addons/terrain_3d/icons/texture_paint.svg" +dest_files=["res://.godot/imported/texture_paint.svg-72da4fd2096377e625a8fe09cdacb0e4.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=true +editor/convert_colors_with_editor_theme=false diff --git a/addons/terrain_3d/icons/texture_spray.svg b/addons/terrain_3d/icons/texture_spray.svg new file mode 100644 index 0000000..2061452 --- /dev/null +++ b/addons/terrain_3d/icons/texture_spray.svg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:32156eb91883fa1e7bb1858b205aaa42a413c0c200b3c0bc474f9ebf232a3d5f +size 5832 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+process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=true +editor/convert_colors_with_editor_theme=false diff --git a/addons/terrain_3d/icons/wetness.svg b/addons/terrain_3d/icons/wetness.svg new file mode 100644 index 0000000..9006b56 --- /dev/null +++ b/addons/terrain_3d/icons/wetness.svg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c396780c33d5293d8ced909d74c6a3041ce1c60f9d4297b62ad019cf4bd0c07a +size 4666 diff --git a/addons/terrain_3d/icons/wetness.svg.import b/addons/terrain_3d/icons/wetness.svg.import new file mode 100644 index 0000000..9379330 --- /dev/null +++ b/addons/terrain_3d/icons/wetness.svg.import @@ -0,0 +1,38 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bcgg0srmqsh3n" +path="res://.godot/imported/wetness.svg-9b2ddec096ab7734492b77b20c75c82b.ctex" +metadata={ +"has_editor_variant": true, +"vram_texture": false +} + +[deps] + +source_file="res://addons/terrain_3d/icons/wetness.svg" +dest_files=["res://.godot/imported/wetness.svg-9b2ddec096ab7734492b77b20c75c82b.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=true +editor/convert_colors_with_editor_theme=false diff --git a/addons/terrain_3d/plugin.cfg b/addons/terrain_3d/plugin.cfg new file mode 100644 index 0000000..b738b1d --- /dev/null +++ b/addons/terrain_3d/plugin.cfg @@ -0,0 +1,7 @@ +[plugin] + +name="Terrain3D" +description="A high performance, editable terrain system for Godot 4." +author="Cory Petkovsek & Roope Palmroos" +version="0.9.2" +script="editor.gd" diff --git a/addons/terrain_3d/src/asset_dock.gd b/addons/terrain_3d/src/asset_dock.gd new file mode 100644 index 0000000..b4fea39 --- /dev/null +++ b/addons/terrain_3d/src/asset_dock.gd @@ -0,0 +1,832 @@ +@tool +extends PanelContainer +#class_name Terrain3DAssetDock + +signal confirmation_closed +signal confirmation_confirmed +signal confirmation_canceled + +const PS_DOCK_SLOT: String = "terrain3d/config/dock_slot" +const PS_DOCK_TILE_SIZE: String = "terrain3d/config/dock_tile_size" +const PS_DOCK_FLOATING: String = "terrain3d/config/dock_floating" +const PS_DOCK_PINNED: String = "terrain3d/config/dock_always_on_top" +const PS_DOCK_WINDOW_POSITION: String = "terrain3d/config/dock_window_position" +const PS_DOCK_WINDOW_SIZE: String = "terrain3d/config/dock_window_size" + +var texture_list: ListContainer +var mesh_list: ListContainer +var _current_list: ListContainer +var _last_thumb_update_time: int = 0 +const MAX_UPDATE_TIME: int = 1000 + +var placement_opt: OptionButton +var floating_btn: Button +var pinned_btn: Button +var size_slider: HSlider +var box: BoxContainer +var buttons: BoxContainer +var textures_btn: Button +var meshes_btn: Button +var asset_container: ScrollContainer +var confirm_dialog: ConfirmationDialog +var _confirmed: bool = false + +# Used only for editor, so change to single visible/hiddden +enum { + HIDDEN = -1, + SIDEBAR = 0, + BOTTOM = 1, + WINDOWED = 2, +} +var state: int = HIDDEN + +var window: Window +var _godot_editor_window: Window # The main Godot Editor window +var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN + +enum { + POS_LEFT_UL = 0, + POS_LEFT_BL = 1, + POS_LEFT_UR = 2, + POS_LEFT_BR = 3, + POS_RIGHT_UL = 4, + POS_RIGHT_BL = 5, + POS_RIGHT_UR = 6, + POS_RIGHT_BR = 7, + POS_BOTTOM = 8, + POS_MAX = 9, +} +var slot: int = POS_RIGHT_BR +var _initialized: bool = false +var plugin: EditorPlugin +var editor_settings: EditorSettings + + +func initialize(p_plugin: EditorPlugin) -> void: + if p_plugin: + plugin = p_plugin + + # Get editor window. Structure is root:Window/EditorNode/Base Control + _godot_editor_window = plugin.get_editor_interface().get_base_control().get_parent().get_parent() + _godot_last_state = _godot_editor_window.mode + + placement_opt = $Box/Buttons/PlacementOpt + pinned_btn = $Box/Buttons/Pinned + floating_btn = $Box/Buttons/Floating + floating_btn.owner = null + size_slider = $Box/Buttons/SizeSlider + size_slider.owner = null + box = $Box + buttons = $Box/Buttons + textures_btn = $Box/Buttons/TexturesBtn + meshes_btn = $Box/Buttons/MeshesBtn + asset_container = $Box/ScrollContainer + + texture_list = ListContainer.new() + texture_list.plugin = plugin + texture_list.type = Terrain3DAssets.TYPE_TEXTURE + asset_container.add_child(texture_list) + mesh_list = ListContainer.new() + mesh_list.plugin = plugin + mesh_list.type = Terrain3DAssets.TYPE_MESH + mesh_list.visible = false + asset_container.add_child(mesh_list) + _current_list = texture_list + + editor_settings = EditorInterface.get_editor_settings() + load_editor_settings() + + # Connect signals + resized.connect(update_layout) + textures_btn.pressed.connect(_on_textures_pressed) + meshes_btn.pressed.connect(_on_meshes_pressed) + placement_opt.item_selected.connect(set_slot) + floating_btn.pressed.connect(make_dock_float) + pinned_btn.toggled.connect(_on_pin_changed) + pinned_btn.visible = false + 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", 16 * EditorInterface.get_editor_scale()) + textures_btn.add_theme_font_size_override("font_size", 16 * EditorInterface.get_editor_scale()) + + _initialized = true + update_dock(plugin.visible) + update_layout() + + +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 + if plugin.get_editor_interface().get_edited_scene_root() != self: + pinned_btn.icon = get_theme_icon("Pin", "EditorIcons") + pinned_btn.text = "" + floating_btn.icon = get_theme_icon("MakeFloating", "EditorIcons") + floating_btn.text = "" + + update_thumbnails() + 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") ) + + +func get_current_list() -> ListContainer: + return _current_list + + +## Dock placement + +func set_slot(p_slot: int) -> void: + p_slot = clamp(p_slot, 0, POS_MAX-1) + + if slot != p_slot: + slot = p_slot + placement_opt.selected = slot + save_editor_settings() + plugin.select_terrain() + update_dock(plugin.visible) + + +func remove_dock(p_force: bool = false) -> void: + if state == SIDEBAR: + plugin.remove_control_from_docks(self) + state = HIDDEN + + elif state == BOTTOM: + plugin.remove_control_from_bottom_panel(self) + state = HIDDEN + + # If windowed and destination is not window or final exit, otherwise leave + elif state == WINDOWED and p_force: + if not window: + return + var parent: Node = get_parent() + if parent: + parent.remove_child(self) + _godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered) + _godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered) + _godot_editor_window.focus_exited.disconnect(_on_godot_focus_exited) + window.hide() + window.queue_free() + window = null + floating_btn.button_pressed = false + floating_btn.visible = true + pinned_btn.visible = false + placement_opt.visible = true + state = HIDDEN + update_dock(plugin.visible) # return window to side/bottom + + +func update_dock(p_visible: bool) -> void: + update_assets() + if not _initialized: + return + + if window: + return + elif floating_btn.button_pressed: + # No window, but floating button pressed, occurs when from editor settings + make_dock_float() + return + + remove_dock() + # Add dock to new destination + # Sidebar + if slot < POS_BOTTOM: + state = SIDEBAR + plugin.add_control_to_dock(slot, self) + elif slot == POS_BOTTOM: + state = BOTTOM + plugin.add_control_to_bottom_panel(self, "Terrain3D") + if p_visible: + plugin.make_bottom_panel_item_visible(self) + + +func update_layout() -> void: + if not _initialized: + return + + # Detect if we have a new window from Make floating, grab it so we can free it properly + 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 + + var size_parent: Control = size_slider.get_parent() + # Vertical layout in window / sidebar + if window or slot < POS_BOTTOM: + box.vertical = true + buttons.vertical = false + + if size.x >= 500 and size_parent != buttons: + size_slider.reparent(buttons) + buttons.move_child(size_slider, 3) + elif size.x < 500 and size_parent != box: + size_slider.reparent(box) + box.move_child(size_slider, 1) + floating_btn.reparent(buttons) + buttons.move_child(floating_btn, 4) + + # Wide layout on bottom bar + else: + size_slider.reparent(buttons) + buttons.move_child(size_slider, 3) + floating_btn.reparent(box) + box.vertical = false + buttons.vertical = true + + save_editor_settings() + + +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: + plugin.terrain.assets.create_mesh_thumbnails() + _last_thumb_update_time = Time.get_ticks_msec() + for mesh_asset in mesh_list.entries: + mesh_asset.queue_redraw() +## Dock Button handlers + + +func _on_pin_changed(toggled: bool) -> void: + if window: + window.always_on_top = pinned_btn.button_pressed + save_editor_settings() + + +func _on_slider_changed(value: float) -> void: + if texture_list: + texture_list.set_entry_width(value) + if mesh_list: + mesh_list.set_entry_width(value) + save_editor_settings() + + +func _on_textures_pressed() -> void: + _current_list = texture_list + texture_list.update_asset_list() + texture_list.visible = true + mesh_list.visible = false + textures_btn.button_pressed = true + meshes_btn.button_pressed = false + texture_list.set_selected_id(texture_list.selected_id) + plugin.get_editor_interface().edit_node(plugin.terrain) + + +func _on_meshes_pressed() -> void: + _current_list = mesh_list + mesh_list.update_asset_list() + mesh_list.visible = true + texture_list.visible = false + meshes_btn.button_pressed = true + textures_btn.button_pressed = false + mesh_list.set_selected_id(mesh_list.selected_id) + plugin.get_editor_interface().edit_node(plugin.terrain) + update_thumbnails() + + +func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void: + if p_tool == Terrain3DEditor.INSTANCER: + _on_meshes_pressed() + elif p_tool == Terrain3DEditor.TEXTURE: + _on_textures_pressed() + + +## Update Dock Contents + + +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): + plugin.terrain.assets.textures_changed.connect(texture_list.update_asset_list) + if not plugin.terrain.assets.meshes_changed.is_connected(mesh_list.update_asset_list): + plugin.terrain.assets.meshes_changed.connect(mesh_list.update_asset_list) + + _current_list.update_asset_list() + +## Window Management + + +func make_dock_float() -> void: + # If already created (eg from editor Make Floating) + if not window: + remove_dock() + create_window() + + state = WINDOWED + pinned_btn.visible = true + floating_btn.visible = false + placement_opt.visible = false + window.title = "Terrain3D Asset Dock" + window.always_on_top = pinned_btn.button_pressed + window.close_requested.connect(remove_dock.bind(true)) + visible = true # Is hidden when pops off of bottom. ?? + _godot_editor_window.grab_focus() + + +func create_window() -> void: + window = Window.new() + window.wrap_controls = true + var mc := MarginContainer.new() + mc.set_anchors_preset(PRESET_FULL_RECT, false) + mc.add_child(self) + window.add_child(mc) + window.set_transient(false) + window.set_size(get_setting(PS_DOCK_WINDOW_SIZE, Vector2i(512, 512))) + window.set_position(get_setting(PS_DOCK_WINDOW_POSITION, Vector2i(704, 284))) + plugin.add_child(window) + window.show() + window.window_input.connect(_on_window_input) + window.focus_exited.connect(_on_window_focus_exited) + _godot_editor_window.mouse_entered.connect(_on_godot_window_entered) + _godot_editor_window.focus_entered.connect(_on_godot_focus_entered) + _godot_editor_window.focus_exited.connect(_on_godot_focus_exited) + + +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(): + save_editor_settings() + plugin.get_editor_interface().save_scene() + + +func _on_window_focus_exited() -> void: + # Capture window position w/o other changes + save_editor_settings() + + +func _on_godot_window_entered() -> void: + if is_instance_valid(window) and window.has_focus(): + _godot_editor_window.grab_focus() + + +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 _godot_editor_window.mode != Window.MODE_MINIMIZED: + window.show() + _godot_last_state = _godot_editor_window.mode + _godot_editor_window.grab_focus() + + +func _on_godot_focus_exited() -> void: + if is_instance_valid(window) and _godot_editor_window.mode == Window.MODE_MINIMIZED: + window.hide() + _godot_last_state = _godot_editor_window.mode + + +## Manage Editor Settings + + +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 load_editor_settings() -> void: + floating_btn.button_pressed = get_setting(PS_DOCK_FLOATING, false) + pinned_btn.button_pressed = get_setting(PS_DOCK_PINNED, true) + size_slider.value = get_setting(PS_DOCK_TILE_SIZE, 83) + set_slot(get_setting(PS_DOCK_SLOT, POS_BOTTOM)) + _on_slider_changed(size_slider.value) + # Window pos/size set on window creation in update_dock + update_dock(plugin.visible) + + +func save_editor_settings() -> void: + if not _initialized: + return + editor_settings.set_setting(PS_DOCK_SLOT, slot) + editor_settings.set_setting(PS_DOCK_TILE_SIZE, size_slider.value) + editor_settings.set_setting(PS_DOCK_FLOATING, floating_btn.button_pressed) + editor_settings.set_setting(PS_DOCK_PINNED, pinned_btn.button_pressed) + if window: + editor_settings.set_setting(PS_DOCK_WINDOW_SIZE, window.size) + editor_settings.set_setting(PS_DOCK_WINDOW_POSITION, window.position) + + +############################################################## +## class ListContainer +############################################################## + + +class ListContainer extends Container: + var plugin: EditorPlugin + var type := Terrain3DAssets.TYPE_TEXTURE + var entries: Array[ListEntry] + var selected_id: int = 0 + var height: float = 0 + 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) + focus_style = get_theme_stylebox("focus", "Button").duplicate() + focus_style.set_border_width_all(2) + focus_style.set_border_color(Color(1, 1, 1, .67)) + + + 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): + 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: + var texture: Terrain3DTextureAsset = t.assets.get_texture(i) + add_item(texture) + if texture_count < Terrain3DAssets.MAX_TEXTURES: + add_item() + else: + var mesh_count: int = t.assets.get_mesh_count() + for i in mesh_count: + var mesh: Terrain3DMeshAsset = t.assets.get_mesh_asset(i) + add_item(mesh, t.assets) + if mesh_count < Terrain3DAssets.MAX_MESHES: + add_item() + 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)) + entry.inspected.connect(_on_resource_inspected) + entry.changed.connect(_on_resource_changed.bind(id)) + entry.type = type + 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: + 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 plugin.editor.get_tool() != Terrain3DEditor.TEXTURE: + var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintBaseTexture") + 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: + 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 + plugin.get_editor_interface().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() + if type == Terrain3DAssets.TYPE_TEXTURE: + asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this texture?" + else: + asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this mesh and delete all instances?" + asset_dock.confirm_dialog.popup_centered() + await asset_dock.confirmation_closed + 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 + + if plugin.is_terrain_valid(): + if type == Terrain3DAssets.TYPE_TEXTURE: + plugin.terrain.get_assets().set_texture(p_id, p_resource) + else: + plugin.terrain.get_assets().set_mesh_asset(p_id, p_resource) + await get_tree().create_timer(.01).timeout + plugin.terrain.assets.create_mesh_thumbnails(p_id) + + # If removing an entry, clear inspector + if not p_resource: + plugin.get_editor_interface().inspect_object(null) + + # If null resource, remove last + if not p_resource: + var last_offset: int = 2 + if p_id == entries.size()-2: + last_offset = 3 + set_selected_id(clamp(selected_id, 0, entries.size() - last_offset)) + + # Update editor with selected brush + plugin.ui._on_setting_changed() + + + func get_selected_id() -> int: + return selected_id + + + + func set_entry_width(value: float) -> void: + width = clamp(value, 56, 230) + redraw() + + + func get_entry_width() -> float: + return width + + + func redraw() -> void: + height = 0 + var id: int = 0 + 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) + 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() + + +############################################################## +## class ListEntry +############################################################## + + +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 + var drop_data: bool = false + var is_hovered: bool = false + var is_selected: bool = false + var asset_list: Terrain3DAssets + + var button_clear: TextureButton + var button_edit: TextureButton + var name_label: Label + + @onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons") + @onready var clear_icon: Texture2D = get_theme_icon("Close", "EditorIcons") + @onready var edit_icon: Texture2D = get_theme_icon("Edit", "EditorIcons") + @onready var background: StyleBox = get_theme_stylebox("pressed", "Button") + var focus_style: StyleBox + + + func _ready() -> void: + var icon_size: Vector2 = Vector2(12, 12) + + button_clear = TextureButton.new() + 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) + button_clear.set_visible(resource != null) + button_clear.pressed.connect(clear) + add_child(button_clear) + + button_edit = TextureButton.new() + 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) + button_edit.set_visible(resource != null) + button_edit.pressed.connect(edit) + add_child(button_edit) + + name_label = Label.new() + add_child(name_label, true) + name_label.visible = false + name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + name_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM + name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL + 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.add_theme_font_size_override("font_size", 15) + name_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART + name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS + if type == Terrain3DAssets.TYPE_TEXTURE: + name_label.text = "Add Texture" + else: + name_label.text = "Add Mesh" + + + func _notification(p_what) -> void: + match p_what: + NOTIFICATION_DRAW: + var rect: Rect2 = Rect2(Vector2.ZERO, get_size()) + if !resource: + draw_style_box(background, rect) + draw_texture(add_icon, (get_size() / 2) - (add_icon.get_size() / 2)) + else: + if type == Terrain3DAssets.TYPE_TEXTURE: + name_label.text = (resource as Terrain3DTextureAsset).get_name() + self_modulate = resource.get_albedo_color() + _thumbnail = resource.get_albedo_texture() + if _thumbnail: + draw_texture_rect(_thumbnail, rect, false) + texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS + else: + name_label.text = (resource as Terrain3DMeshAsset).get_name() + var id: int = (resource as Terrain3DMeshAsset).get_id() + _thumbnail = resource.get_thumbnail() + if _thumbnail: + draw_texture_rect(_thumbnail, rect, false) + texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS + else: + draw_rect(rect, Color(.15, .15, .15, 1.)) + 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: + draw_rect(rect, Color(1, 1, 1, 0.2)) + if is_selected: + draw_style_box(focus_style, rect) + NOTIFICATION_MOUSE_ENTER: + is_hovered = true + name_label.visible = true + emit_signal("hovered") + queue_redraw() + NOTIFICATION_MOUSE_EXIT: + is_hovered = false + name_label.visible = false + drop_data = false + queue_redraw() + + + func _gui_input(p_event: InputEvent) -> void: + if p_event is InputEventMouseButton: + if p_event.is_pressed(): + match p_event.get_button_index(): + MOUSE_BUTTON_LEFT: + # If `Add new` is clicked + if !resource: + if type == Terrain3DAssets.TYPE_TEXTURE: + set_edited_resource(Terrain3DTextureAsset.new(), false) + else: + set_edited_resource(Terrain3DMeshAsset.new(), false) + edit() + else: + emit_signal("selected") + MOUSE_BUTTON_RIGHT: + if resource: + edit() + MOUSE_BUTTON_MIDDLE: + if resource: + clear() + + + func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool: + drop_data = false + if typeof(p_data) == TYPE_DICTIONARY: + if p_data.files.size() == 1: + queue_redraw() + 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]) + if res is Texture2D and type == Terrain3DAssets.TYPE_TEXTURE: + var ta := Terrain3DTextureAsset.new() + if resource is Terrain3DTextureAsset: + ta.id = resource.id + ta.set_albedo_texture(res) + set_edited_resource(ta, false) + resource = ta + elif res is Terrain3DTextureAsset and type == Terrain3DAssets.TYPE_TEXTURE: + if resource is Terrain3DTextureAsset: + res.id = resource.id + set_edited_resource(res, false) + elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH: + var ma := Terrain3DMeshAsset.new() + if resource is Terrain3DMeshAsset: + ma.id = resource.id + ma.set_scene_file(res) + set_edited_resource(ma, false) + resource = ma + elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH: + if resource is Terrain3DMeshAsset: + res.id = resource.id + set_edited_resource(res, false) + 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: + resource.setting_changed.connect(_on_resource_changed) + resource.file_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: + 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) diff --git a/addons/terrain_3d/src/asset_dock.tscn b/addons/terrain_3d/src/asset_dock.tscn new file mode 100644 index 0000000..16a0586 --- /dev/null +++ b/addons/terrain_3d/src/asset_dock.tscn @@ -0,0 +1,93 @@ +[gd_scene load_steps=2 format=3 uid="uid://dkb6hii5e48m2"] + +[ext_resource type="Script" path="res://addons/terrain_3d/src/asset_dock.gd" id="1_e23pg"] + +[node name="Terrain3D" type="PanelContainer"] +custom_minimum_size = Vector2(256, 95) +offset_right = 766.0 +offset_bottom = 100.0 +script = ExtResource("1_e23pg") + +[node name="Box" type="BoxContainer" parent="."] +layout_mode = 2 +size_flags_vertical = 3 +vertical = true + +[node name="Buttons" type="BoxContainer" parent="Box"] +layout_mode = 2 + +[node name="TexturesBtn" type="Button" parent="Box/Buttons"] +custom_minimum_size = Vector2(80, 30) +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 0 +theme_override_font_sizes/font_size = 16 +toggle_mode = true +button_pressed = true +text = "Textures" + +[node name="MeshesBtn" type="Button" parent="Box/Buttons"] +custom_minimum_size = Vector2(80, 30) +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 0 +theme_override_font_sizes/font_size = 16 +toggle_mode = true +text = "Meshes" + +[node name="PlacementOpt" type="OptionButton" parent="Box/Buttons"] +custom_minimum_size = Vector2(80, 30) +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 0 +item_count = 9 +selected = 7 +popup/item_0/text = "Left_UL" +popup/item_0/id = 0 +popup/item_1/text = "Left_BL" +popup/item_1/id = 1 +popup/item_2/text = "Left_UR" +popup/item_2/id = 2 +popup/item_3/text = "Left_BR" +popup/item_3/id = 3 +popup/item_4/text = "Right_UL" +popup/item_4/id = 4 +popup/item_5/text = "Right_BL " +popup/item_5/id = 5 +popup/item_6/text = "Right_UR" +popup/item_6/id = 6 +popup/item_7/text = "Right_BR" +popup/item_7/id = 7 +popup/item_8/text = "Bottom" +popup/item_8/id = 8 + +[node name="SizeSlider" type="HSlider" parent="Box/Buttons"] +custom_minimum_size = Vector2(80, 10) +layout_mode = 2 +size_flags_horizontal = 3 +min_value = 56.0 +max_value = 230.0 +value = 83.0 + +[node name="Floating" type="Button" parent="Box/Buttons"] +layout_mode = 2 +size_flags_horizontal = 0 +size_flags_vertical = 0 +tooltip_text = "Pop this dock out to a floating window." +toggle_mode = true +text = "F" +flat = true + +[node name="Pinned" type="Button" parent="Box/Buttons"] +layout_mode = 2 +size_flags_horizontal = 0 +size_flags_vertical = 0 +tooltip_text = "Make this window \"Always on top\"." +toggle_mode = true +text = "P" +flat = true + +[node name="ScrollContainer" type="ScrollContainer" parent="Box"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 3 diff --git a/addons/terrain_3d/src/bake_lod_dialog.gd b/addons/terrain_3d/src/bake_lod_dialog.gd new file mode 100644 index 0000000..f73c82c --- /dev/null +++ b/addons/terrain_3d/src/bake_lod_dialog.gd @@ -0,0 +1,28 @@ +@tool +extends ConfirmationDialog + +var lod: int = 0 +var description: String = "" + + +func _ready() -> void: + set_unparent_when_invisible(true) + about_to_popup.connect(_on_about_to_popup) + visibility_changed.connect(_on_visibility_changed) + %LodBox.value_changed.connect(_on_lod_box_value_changed) + + +func _on_about_to_popup() -> void: + lod = %LodBox.value + + +func _on_visibility_changed() -> void: + # Change text on the autowrap label only when the popup is visible. + # Works around Godot issue #47005: + # https://github.com/godotengine/godot/issues/47005 + if visible: + %DescriptionLabel.text = description + + +func _on_lod_box_value_changed(p_value: float) -> void: + lod = %LodBox.value diff --git a/addons/terrain_3d/src/bake_lod_dialog.tscn b/addons/terrain_3d/src/bake_lod_dialog.tscn new file mode 100644 index 0000000..1011c72 --- /dev/null +++ b/addons/terrain_3d/src/bake_lod_dialog.tscn @@ -0,0 +1,41 @@ +[gd_scene load_steps=2 format=3 uid="uid://bhvrrmb8bk1bt"] + +[ext_resource type="Script" path="res://addons/terrain_3d/src/bake_lod_dialog.gd" id="1_sf76d"] + +[node name="bake_lod_dialog" type="ConfirmationDialog"] +title = "Bake Terrain3D Mesh" +position = Vector2i(0, 36) +size = Vector2i(400, 115) +visible = true +script = ExtResource("1_sf76d") + +[node name="VBoxContainer" type="VBoxContainer" parent="."] +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_left = 8.0 +offset_top = 8.0 +offset_right = -8.0 +offset_bottom = -49.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"] +layout_mode = 2 +theme_override_constants/separation = 20 + +[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer"] +layout_mode = 2 +text = "LOD:" + +[node name="LodBox" type="SpinBox" parent="VBoxContainer/HBoxContainer"] +unique_name_in_owner = true +layout_mode = 2 +size_flags_horizontal = 3 +max_value = 8.0 +value = 4.0 + +[node name="DescriptionLabel" type="Label" parent="VBoxContainer"] +unique_name_in_owner = true +layout_mode = 2 +autowrap_mode = 2 diff --git a/addons/terrain_3d/src/baker.gd b/addons/terrain_3d/src/baker.gd new file mode 100644 index 0000000..0a53ba4 --- /dev/null +++ b/addons/terrain_3d/src/baker.gd @@ -0,0 +1,385 @@ +extends Node + +const BakeLodDialog: PackedScene = preload("res://addons/terrain_3d/src/bake_lod_dialog.tscn") +const BAKE_MESH_DESCRIPTION: String = "This will create a child MeshInstance3D. LOD4+ is recommended. LOD0 is slow and dense with vertices every 1 unit. It is not an optimal mesh." +const BAKE_OCCLUDER_DESCRIPTION: String = "This will create a child OccluderInstance3D. LOD4+ is recommended and will take 5+ seconds per region to generate. LOD0 is unnecessarily dense and slow." +const SET_UP_NAVIGATION_DESCRIPTION: String = "This operation will: + +- Create a NavigationRegion3D node, +- Assign it a blank NavigationMesh resource, +- Move the Terrain3D node to be a child of the new node, +- And bake the nav mesh. + +Once setup is complete, you can modify the settings on your nav mesh, and rebake +without having to run through the setup again. + +If preferred, this setup can be canceled and the steps performed manually. For +the best results, adjust the settings on the NavigationMesh resource to match +the settings of your navigation agents and collisions." + +var plugin: EditorPlugin +var bake_method: Callable +var bake_lod_dialog: ConfirmationDialog +var confirm_dialog: ConfirmationDialog + + +func _enter_tree() -> void: + bake_lod_dialog = BakeLodDialog.instantiate() + bake_lod_dialog.hide() + bake_lod_dialog.confirmed.connect(func(): bake_method.call()) + bake_lod_dialog.set_unparent_when_invisible(true) + + confirm_dialog = ConfirmationDialog.new() + confirm_dialog.hide() + confirm_dialog.confirmed.connect(func(): bake_method.call()) + confirm_dialog.set_unparent_when_invisible(true) + + +func _exit_tree() -> void: + bake_lod_dialog.queue_free() + confirm_dialog.queue_free() + + +func bake_mesh_popup() -> void: + if plugin.terrain: + bake_method = _bake_mesh + bake_lod_dialog.description = BAKE_MESH_DESCRIPTION + plugin.get_editor_interface().popup_dialog_centered(bake_lod_dialog) + + +func _bake_mesh() -> void: + var mesh: Mesh = plugin.terrain.bake_mesh(bake_lod_dialog.lod, Terrain3DStorage.HEIGHT_FILTER_NEAREST) + if !mesh: + push_error("Failed to bake mesh from Terrain3D") + return + + var undo: EditorUndoRedoManager = plugin.get_undo_redo() + undo.create_action("Terrain3D Bake ArrayMesh") + + var mesh_instance := plugin.terrain.get_node_or_null(^"MeshInstance3D") as MeshInstance3D + if !mesh_instance: + mesh_instance = MeshInstance3D.new() + mesh_instance.name = &"MeshInstance3D" + mesh_instance.set_skeleton_path(NodePath()) + mesh_instance.mesh = mesh + + undo.add_do_method(plugin.terrain, &"add_child", mesh_instance, true) + undo.add_undo_method(plugin.terrain, &"remove_child", mesh_instance) + undo.add_do_property(mesh_instance, &"owner", plugin.terrain.owner) + undo.add_do_reference(mesh_instance) + + else: + undo.add_do_property(mesh_instance, &"mesh", mesh) + undo.add_undo_property(mesh_instance, &"mesh", mesh_instance.mesh) + + if mesh_instance.mesh.resource_path: + var path := mesh_instance.mesh.resource_path + undo.add_do_method(mesh, &"take_over_path", path) + undo.add_undo_method(mesh_instance.mesh, &"take_over_path", path) + undo.add_do_method(ResourceSaver, &"save", mesh) + undo.add_undo_method(ResourceSaver, &"save", mesh_instance.mesh) + + undo.commit_action() + + +func bake_occluder_popup() -> void: + if plugin.terrain: + bake_method = _bake_occluder + bake_lod_dialog.description = BAKE_OCCLUDER_DESCRIPTION + plugin.get_editor_interface().popup_dialog_centered(bake_lod_dialog) + + +func _bake_occluder() -> void: + var mesh: Mesh = plugin.terrain.bake_mesh(bake_lod_dialog.lod, Terrain3DStorage.HEIGHT_FILTER_MINIMUM) + if !mesh: + push_error("Failed to bake mesh from Terrain3D") + return + assert(mesh.get_surface_count() == 1) + + var undo: EditorUndoRedoManager = plugin.get_undo_redo() + undo.create_action("Terrain3D Bake Occluder3D") + + var occluder := ArrayOccluder3D.new() + var arrays: Array = mesh.surface_get_arrays(0) + assert(arrays.size() > Mesh.ARRAY_INDEX) + assert(arrays[Mesh.ARRAY_INDEX] != null) + occluder.set_arrays(arrays[Mesh.ARRAY_VERTEX], arrays[Mesh.ARRAY_INDEX]) + + var occluder_instance := plugin.terrain.get_node_or_null(^"OccluderInstance3D") as OccluderInstance3D + if !occluder_instance: + occluder_instance = OccluderInstance3D.new() + occluder_instance.name = &"OccluderInstance3D" + occluder_instance.occluder = occluder + + undo.add_do_method(plugin.terrain, &"add_child", occluder_instance, true) + undo.add_undo_method(plugin.terrain, &"remove_child", occluder_instance) + undo.add_do_property(occluder_instance, &"owner", plugin.terrain.owner) + undo.add_do_reference(occluder_instance) + + else: + undo.add_do_property(occluder_instance, &"occluder", occluder) + undo.add_undo_property(occluder_instance, &"occluder", occluder_instance.occluder) + + if occluder_instance.occluder.resource_path: + var path := occluder_instance.occluder.resource_path + undo.add_do_method(occluder, &"take_over_path", path) + undo.add_undo_method(occluder_instance.occluder, &"take_over_path", path) + undo.add_do_method(ResourceSaver, &"save", occluder) + undo.add_undo_method(ResourceSaver, &"save", occluder_instance.occluder) + + undo.commit_action() + + +func find_nav_region_terrains(p_nav_region: NavigationRegion3D) -> Array[Terrain3D]: + var result: Array[Terrain3D] = [] + if not p_nav_region.navigation_mesh: + return result + + var source_mode: NavigationMesh.SourceGeometryMode + source_mode = p_nav_region.navigation_mesh.geometry_source_geometry_mode + if source_mode == NavigationMesh.SOURCE_GEOMETRY_ROOT_NODE_CHILDREN: + result.append_array(p_nav_region.find_children("", "Terrain3D", true, true)) + return result + + var group_nodes: Array = p_nav_region.get_tree().get_nodes_in_group(p_nav_region.navigation_mesh.geometry_source_group_name) + for node in group_nodes: + if node is Terrain3D: + result.push_back(node) + if source_mode == NavigationMesh.SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN: + result.append_array(node.find_children("", "Terrain3D", true, true)) + + return result + + +func find_terrain_nav_regions(p_terrain: Terrain3D) -> Array[NavigationRegion3D]: + var result: Array[NavigationRegion3D] = [] + var root: Node = plugin.get_editor_interface().get_edited_scene_root() + if not root: + return result + for nav_region in root.find_children("", "NavigationRegion3D", true, true): + if find_nav_region_terrains(nav_region).has(p_terrain): + result.push_back(nav_region) + return result + + +func bake_nav_mesh() -> void: + if plugin.nav_region: + # A NavigationRegion3D is selected. We only need to bake that one navmesh. + _bake_nav_region_nav_mesh(plugin.nav_region) + print("Terrain3DNavigation: Finished baking 1 NavigationMesh.") + + elif plugin.terrain: + # A Terrain3D is selected. There are potentially multiple navmeshes to bake and we need to + # find them all. (The multiple navmesh use-case is likely on very large scenes with lots of + # geometry. Each navmesh in this case would define its own, non-overlapping, baking AABB, to + # cut down on the amount of geometry to bake. In a large open-world RPG, for instance, there + # could be a navmesh for each town.) + var nav_regions: Array[NavigationRegion3D] = find_terrain_nav_regions(plugin.terrain) + for nav_region in nav_regions: + _bake_nav_region_nav_mesh(nav_region) + print("Terrain3DNavigation: Finished baking %d NavigationMesh(es)." % nav_regions.size()) + + +func _bake_nav_region_nav_mesh(p_nav_region: NavigationRegion3D) -> void: + var nav_mesh: NavigationMesh = p_nav_region.navigation_mesh + assert(nav_mesh != null) + + var source_geometry_data := NavigationMeshSourceGeometryData3D.new() + NavigationMeshGenerator.parse_source_geometry_data(nav_mesh, source_geometry_data, p_nav_region) + + for terrain in find_nav_region_terrains(p_nav_region): + var aabb: AABB = nav_mesh.filter_baking_aabb + aabb.position += nav_mesh.filter_baking_aabb_offset + aabb = p_nav_region.global_transform * aabb + var faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(aabb) + if not faces.is_empty(): + source_geometry_data.add_faces(faces, Transform3D.IDENTITY) + + NavigationMeshGenerator.bake_from_source_geometry_data(nav_mesh, source_geometry_data) + + _postprocess_nav_mesh(nav_mesh) + + # Assign null first to force the debug display to actually update: + p_nav_region.set_navigation_mesh(null) + p_nav_region.set_navigation_mesh(nav_mesh) + + # Trigger save to disk if it is saved as an external file + if not nav_mesh.get_path().is_empty(): + ResourceSaver.save(nav_mesh, nav_mesh.get_path(), ResourceSaver.FLAG_COMPRESS) + + # Let other editor plugins and tool scripts know the nav mesh was just baked: + p_nav_region.bake_finished.emit() + + +func _postprocess_nav_mesh(p_nav_mesh: NavigationMesh) -> void: + # Post-process the nav mesh to work around Godot issue #85548 + + # Round all the vertices in the nav_mesh to the nearest cell_size/cell_height so that it doesn't + # contain any edges shorter than cell_size/cell_height (one cause of #85548). + var vertices: PackedVector3Array = _postprocess_nav_mesh_round_vertices(p_nav_mesh) + + # Rounding vertices can collapse some edges to 0 length. We remove these edges, and any polygons + # that have been reduced to 0 area. + var polygons: Array[PackedInt32Array] = _postprocess_nav_mesh_remove_empty_polygons(p_nav_mesh, vertices) + + # Another cause of #85548 is baking producing overlapping polygons. We remove these. + _postprocess_nav_mesh_remove_overlapping_polygons(p_nav_mesh, vertices, polygons) + + p_nav_mesh.clear_polygons() + p_nav_mesh.set_vertices(vertices) + for polygon in polygons: + p_nav_mesh.add_polygon(polygon) + + +func _postprocess_nav_mesh_round_vertices(p_nav_mesh: NavigationMesh) -> PackedVector3Array: + assert(p_nav_mesh != null) + assert(p_nav_mesh.cell_size > 0.0) + assert(p_nav_mesh.cell_height > 0.0) + + var cell_size: Vector3 = Vector3(p_nav_mesh.cell_size, p_nav_mesh.cell_height, p_nav_mesh.cell_size) + + # Round a little harder to avoid rounding errors with non-power-of-two cell_size/cell_height + # causing the navigation map to put two non-matching edges in the same cell: + var round_factor := cell_size * 1.001 + + var vertices: PackedVector3Array = p_nav_mesh.get_vertices() + for i in range(vertices.size()): + vertices[i] = (vertices[i] / round_factor).floor() * round_factor + return vertices + + +func _postprocess_nav_mesh_remove_empty_polygons(p_nav_mesh: NavigationMesh, p_vertices: PackedVector3Array) -> Array[PackedInt32Array]: + var polygons: Array[PackedInt32Array] = [] + + for i in range(p_nav_mesh.get_polygon_count()): + var old_polygon: PackedInt32Array = p_nav_mesh.get_polygon(i) + var new_polygon: PackedInt32Array = [] + + # Remove duplicate vertices (introduced by rounding) from the polygon: + var polygon_vertices: PackedVector3Array = [] + for index in old_polygon: + var vertex: Vector3 = p_vertices[index] + if polygon_vertices.has(vertex): + continue + polygon_vertices.push_back(vertex) + new_polygon.push_back(index) + + # If we removed some vertices, we might be able to remove the polygon too: + if new_polygon.size() <= 2: + continue + polygons.push_back(new_polygon) + + return polygons + + +func _postprocess_nav_mesh_remove_overlapping_polygons(p_nav_mesh: NavigationMesh, p_vertices: PackedVector3Array, p_polygons: Array[PackedInt32Array]) -> void: + # Occasionally, a baked nav mesh comes out with overlapping polygons: + # https://github.com/godotengine/godot/issues/85548#issuecomment-1839341071 + # Until the bug is fixed in the engine, this function attempts to detect and remove overlapping + # polygons. + + # This function has to make a choice of which polygon to remove when an overlap is detected, + # because in this case the nav mesh is ambiguous. To do this it uses a heuristic: + # (1) an 'overlap' is defined as an edge that is shared by 3 or more polygons. + # (2) a 'bad polygon' is defined as a polygon that contains 2 or more 'overlaps'. + # The function removes the 'bad polygons', which in practice seems to be enough to remove all + # overlaps without creating holes in the nav mesh. + + var cell_size: Vector3 = Vector3(p_nav_mesh.cell_size, p_nav_mesh.cell_height, p_nav_mesh.cell_size) + + # `edges` is going to map edges (vertex pairs) to arrays of polygons that contain that edge. + var edges: Dictionary = {} + + for polygon_index in range(p_polygons.size()): + var polygon: PackedInt32Array = p_polygons[polygon_index] + for j in range(polygon.size()): + var vertex: Vector3 = p_vertices[polygon[j]] + var next_vertex: Vector3 = p_vertices[polygon[(j + 1) % polygon.size()]] + + # edge_key is a key we can use in the edges dictionary that uniquely identifies the + # edge. We use cell coordinates here (Vector3i) because with a non-power-of-two + # cell_size, rounding errors can cause Vector3 vertices to not be equal. + # Array.sort IS defined for vector types - see the Godot docs. It's necessary here + # because polygons that share an edge can have their vertices in a different order. + var edge_key: Array = [Vector3i(vertex / cell_size), Vector3i(next_vertex / cell_size)] + edge_key.sort() + + if !edges.has(edge_key): + edges[edge_key] = [] + edges[edge_key].push_back(polygon_index) + + var overlap_count: Dictionary = {} + for connections in edges.values(): + if connections.size() <= 2: + continue + for polygon_index in connections: + overlap_count[polygon_index] = overlap_count.get(polygon_index, 0) + 1 + + var bad_polygons: Array = [] + for polygon_index in overlap_count.keys(): + if overlap_count[polygon_index] >= 2: + bad_polygons.push_back(polygon_index) + + bad_polygons.sort() + for i in range(bad_polygons.size() - 1, -1, -1): + p_polygons.remove_at(bad_polygons[i]) + + +func set_up_navigation_popup() -> void: + if plugin.terrain: + bake_method = _set_up_navigation + confirm_dialog.dialog_text = SET_UP_NAVIGATION_DESCRIPTION + plugin.get_editor_interface().popup_dialog_centered(confirm_dialog) + + +func _set_up_navigation() -> void: + assert(plugin.terrain) + var terrain: Terrain3D = plugin.terrain + + var nav_region := NavigationRegion3D.new() + nav_region.name = &"NavigationRegion3D" + nav_region.navigation_mesh = NavigationMesh.new() + + var undo_redo: EditorUndoRedoManager = plugin.get_undo_redo() + + undo_redo.create_action("Terrain3D Set up Navigation") + undo_redo.add_do_method(self, &"_do_set_up_navigation", nav_region, terrain) + undo_redo.add_undo_method(self, &"_undo_set_up_navigation", nav_region, terrain) + undo_redo.add_do_reference(nav_region) + undo_redo.commit_action() + + plugin.get_editor_interface().inspect_object(nav_region) + assert(plugin.nav_region == nav_region) + + bake_nav_mesh() + + +func _do_set_up_navigation(p_nav_region: NavigationRegion3D, p_terrain: Terrain3D) -> void: + var parent: Node = p_terrain.get_parent() + var index: int = p_terrain.get_index() + var t_owner: Node = p_terrain.owner + + parent.remove_child(p_terrain) + p_nav_region.add_child(p_terrain) + + parent.add_child(p_nav_region, true) + parent.move_child(p_nav_region, index) + + p_nav_region.owner = t_owner + p_terrain.owner = t_owner + + +func _undo_set_up_navigation(p_nav_region: NavigationRegion3D, p_terrain: Terrain3D) -> void: + assert(p_terrain.get_parent() == p_nav_region) + + var parent: Node = p_nav_region.get_parent() + var index: int = p_nav_region.get_index() + var t_owner: Node = p_nav_region.get_owner() + + parent.remove_child(p_nav_region) + p_nav_region.remove_child(p_terrain) + + parent.add_child(p_terrain, true) + parent.move_child(p_terrain, index) + + p_terrain.owner = t_owner diff --git a/addons/terrain_3d/src/channel_packer.gd b/addons/terrain_3d/src/channel_packer.gd new file mode 100644 index 0000000..47c814d --- /dev/null +++ b/addons/terrain_3d/src/channel_packer.gd @@ -0,0 +1,212 @@ +extends Object + +const WINDOW_SCENE: String = "res://addons/terrain_3d/src/channel_packer.tscn" +const TEMPLATE_PATH: String = "res://addons/terrain_3d/src/channel_packer_import_template.txt" + +enum { + IMAGE_ALBEDO, + IMAGE_HEIGHT, + IMAGE_NORMAL, + IMAGE_ROUGHNESS, +} + +var plugin: EditorPlugin +var editor_interface: EditorInterface +var dialog: AcceptDialog +var save_file_dialog: FileDialog +var open_file_dialog: FileDialog +var invert_green_checkbox: CheckBox +var last_opened_directory: String +var last_saved_directory: String +var packing_albedo: bool = false +var queue_pack_normal_roughness: bool = false +var images: Array[Image] = [null, null, null, null] +var status_label: Label +var no_op: Callable = func(): pass +var last_file_selected_fn: Callable = no_op + + +func pack_textures_popup() -> void: + if dialog != null: + print("Terrain3DChannelPacker: Cannot open pack tool, dialog already open.") + return + + dialog = (load(WINDOW_SCENE) as PackedScene).instantiate() + dialog.confirmed.connect(_on_close_requested) + dialog.canceled.connect(_on_close_requested) + status_label = dialog.find_child("StatusLabel") + invert_green_checkbox = dialog.find_child("InvertGreenChannelCheckBox") + + editor_interface = plugin.get_editor_interface() + _init_file_dialogs() + editor_interface.popup_dialog_centered(dialog) + + _init_texture_picker(dialog.find_child("AlbedoVBox"), IMAGE_ALBEDO) + _init_texture_picker(dialog.find_child("HeightVBox"), IMAGE_HEIGHT) + _init_texture_picker(dialog.find_child("NormalVBox"), IMAGE_NORMAL) + _init_texture_picker(dialog.find_child("RoughnessVBox"), IMAGE_ROUGHNESS) + var pack_button_path: String = "Panel/MarginContainer/VBoxContainer/PackButton" + (dialog.get_node(pack_button_path) as Button).pressed.connect(_on_pack_button_pressed) + + +func _on_close_requested() -> void: + last_file_selected_fn = no_op + images = [null, null, null, null] + dialog.queue_free() + dialog = null + + +func _init_file_dialogs() -> void: + save_file_dialog = FileDialog.new() + save_file_dialog.set_filters(PackedStringArray(["*.png"])) + save_file_dialog.set_file_mode(FileDialog.FILE_MODE_SAVE_FILE) + save_file_dialog.access = FileDialog.ACCESS_FILESYSTEM + save_file_dialog.file_selected.connect(_on_save_file_selected) + + open_file_dialog = FileDialog.new() + open_file_dialog.set_filters(PackedStringArray(["*.png", "*.bmp", "*.exr", "*.hdr", "*.jpg", "*.jpeg", "*.tga", "*.svg", "*.webp", ".ktx"])) + open_file_dialog.set_file_mode(FileDialog.FILE_MODE_OPEN_FILE) + open_file_dialog.access = FileDialog.ACCESS_FILESYSTEM + + dialog.add_child(save_file_dialog) + dialog.add_child(open_file_dialog) + + +func _init_texture_picker(p_parent: Node, p_image_index: int) -> void: + var line_edit: LineEdit = p_parent.find_child("LineEdit") + var file_pick_button: Button = p_parent.find_child("PickButton") + var clear_button: Button = p_parent.find_child("ClearButton") + var texture_rect: TextureRect = p_parent.find_child("TextureRect") + var texture_button: Button = p_parent.find_child("TextureButton") + + var open_fn: Callable = func() -> void: + open_file_dialog.current_path = last_opened_directory + if last_file_selected_fn != no_op: + open_file_dialog.file_selected.disconnect(last_file_selected_fn) + last_file_selected_fn = func(path: String) -> void: + line_edit.text = path + line_edit.caret_column = path.length() + last_opened_directory = path.get_base_dir() + "/" + var image: Image = Image.new() + var code: int = image.load(path) + if code != OK: + _show_error("Failed to load texture '" + path + "'") + texture_rect.texture = null + images[p_image_index] = null + else: + _show_success("Loaded texture '" + path + "'") + texture_rect.texture = ImageTexture.create_from_image(image) + images[p_image_index] = image + open_file_dialog.file_selected.connect(last_file_selected_fn) + open_file_dialog.popup_centered_ratio() + + var clear_fn: Callable = func() -> void: + line_edit.text = "" + texture_rect.texture = null + images[p_image_index] = null + + # allow user to edit textbox and press enter because Godot's file picker doesn't work 100% of the time + var line_edit_submit_fn: Callable = func(path: String) -> void: + var image: Image = Image.new() + var code: int = image.load(path) + if code != OK: + _show_error("Failed to load texture '" + path + "'") + texture_rect.texture = null + images[p_image_index] = null + else: + texture_rect.texture = ImageTexture.create_from_image(image) + images[p_image_index] = image + + line_edit.text_submitted.connect(line_edit_submit_fn) + file_pick_button.pressed.connect(open_fn) + texture_button.pressed.connect(open_fn) + clear_button.pressed.connect(clear_fn) + _set_button_icon(file_pick_button, "Folder") + _set_button_icon(clear_button, "Remove") + + +func _set_button_icon(p_button: Button, p_icon_name: String) -> void: + var editor_base: Control = editor_interface.get_base_control() + var icon: Texture2D = editor_base.get_theme_icon(p_icon_name, "EditorIcons") + p_button.icon = icon + + +func _show_error(p_text: String) -> void: + push_error("Terrain3DChannelPacker: " + p_text) + status_label.text = p_text + status_label.add_theme_color_override("font_color", Color(0.9, 0, 0)) + + +func _show_success(p_text: String) -> void: + print("Terrain3DChannelPacker: " + p_text) + status_label.text = p_text + status_label.add_theme_color_override("font_color", Color(0, 0.82, 0.14)) + + +func _create_import_file(png_path: String) -> void: + var dst_import_path: String = png_path + ".import" + + var file: FileAccess = FileAccess.open(TEMPLATE_PATH, FileAccess.READ) + var template_content: String = file.get_as_text() + file.close() + + var import_content: String = template_content.replace("$SOURCE_FILE", png_path) + file = FileAccess.open(dst_import_path, FileAccess.WRITE) + file.store_string(import_content) + file.close() + + +func _on_pack_button_pressed() -> void: + packing_albedo = images[IMAGE_ALBEDO] != null and images[IMAGE_HEIGHT] != null + var packing_normal_roughness: bool = images[IMAGE_NORMAL] != null and images[IMAGE_ROUGHNESS] != null + + if not packing_albedo and not packing_normal_roughness: + _show_error("Please select an albedo and height texture or a normal and roughness texture.") + return + + if packing_albedo: + save_file_dialog.current_path = last_saved_directory + "packed_albedo_height" + save_file_dialog.title = "Save Packed Albedo/Height Texture" + save_file_dialog.popup_centered_ratio() + if packing_normal_roughness: + queue_pack_normal_roughness = true + return + if packing_normal_roughness: + save_file_dialog.current_path = last_saved_directory + "packed_normal_roughness" + save_file_dialog.title = "Save Packed Normal/Roughness Texture" + save_file_dialog.popup_centered_ratio() + + +func _on_save_file_selected(p_dst_path) -> void: + last_saved_directory = p_dst_path.get_base_dir() + "/" + if packing_albedo: + _pack_textures(images[IMAGE_ALBEDO], images[IMAGE_HEIGHT], p_dst_path, false) + else: + _pack_textures(images[IMAGE_NORMAL], images[IMAGE_ROUGHNESS], p_dst_path, invert_green_checkbox.button_pressed) + + if queue_pack_normal_roughness: + queue_pack_normal_roughness = false + packing_albedo = false + save_file_dialog.current_path = last_saved_directory + "packed_normal_roughness" + save_file_dialog.title = "Save Packed Normal/Roughness Texture" + save_file_dialog.call_deferred("popup_centered_ratio") + + +func _pack_textures(p_rgb_image: Image, p_a_image: Image, p_dst_path: String, p_invert_green: bool) -> void: + if p_rgb_image and p_a_image: + if p_rgb_image.get_size() != p_a_image.get_size(): + _show_error("Textures must be the same size.") + return + + var output_image: Image = Terrain3DUtil.pack_image(p_rgb_image, p_a_image, p_invert_green) + + if not output_image: + _show_error("Failed to pack textures.") + return + + output_image.save_png(p_dst_path) + editor_interface.get_resource_filesystem().scan_sources() + _create_import_file(p_dst_path) + _show_success("Packed to " + p_dst_path + ".") + else: + _show_error("Failed to load one or more textures.") diff --git a/addons/terrain_3d/src/channel_packer.tscn b/addons/terrain_3d/src/channel_packer.tscn new file mode 100644 index 0000000..ebd2f0c --- /dev/null +++ b/addons/terrain_3d/src/channel_packer.tscn @@ -0,0 +1,359 @@ +[gd_scene load_steps=5 format=3 uid="uid://nud6dwjcnj5v"] + +[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ysabf"] +bg_color = Color(0.211765, 0.239216, 0.290196, 1) + +[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_lcvna"] +bg_color = Color(0.168627, 0.211765, 0.266667, 1) +border_width_left = 3 +border_width_top = 3 +border_width_right = 3 +border_width_bottom = 3 +border_color = Color(0.270588, 0.435294, 0.580392, 1) +corner_radius_top_left = 5 +corner_radius_top_right = 5 +corner_radius_bottom_right = 5 +corner_radius_bottom_left = 5 + +[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_cb0xf"] +bg_color = Color(0.137255, 0.137255, 0.137255, 1) +draw_center = false +border_width_left = 3 +border_width_top = 3 +border_width_right = 3 +border_width_bottom = 3 +border_color = Color(0.784314, 0.784314, 0.784314, 1) +corner_radius_top_left = 5 +corner_radius_top_right = 5 +corner_radius_bottom_right = 5 +corner_radius_bottom_left = 5 + +[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_7qdas"] + +[node name="AcceptDialog" type="AcceptDialog"] +title = "Terrain3D Channel Packer" +initial_position = 1 +size = Vector2i(660, 900) +visible = true +ok_button_text = "Close" + +[node name="Panel" type="Panel" parent="."] +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_left = 8.0 +offset_top = 8.0 +offset_right = -8.0 +offset_bottom = -49.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_styles/panel = SubResource("StyleBoxFlat_ysabf") + +[node name="MarginContainer" type="MarginContainer" parent="Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_left = 4.0 +offset_top = 4.0 +offset_right = -1.0 +offset_bottom = -53.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/margin_left = 5 +theme_override_constants/margin_top = 5 +theme_override_constants/margin_right = 5 +theme_override_constants/margin_bottom = 5 + +[node name="VBoxContainer" type="VBoxContainer" parent="Panel/MarginContainer"] +layout_mode = 2 +size_flags_vertical = 0 +theme_override_constants/separation = 10 + +[node name="AlbedoHeightPanel" type="Panel" parent="Panel/MarginContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 250) +layout_mode = 2 +theme_override_styles/panel = SubResource("StyleBoxFlat_lcvna") + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/margin_left = 10 +theme_override_constants/margin_top = 10 +theme_override_constants/margin_right = 10 +theme_override_constants/margin_bottom = 10 + +[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer"] +layout_mode = 2 + +[node name="AlbedoVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="AlbedoLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"] +layout_mode = 2 +text = "Albedo texture" + +[node name="AlbedoHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"] +layout_mode = 2 + +[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"] +layout_mode = 2 + +[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"] +layout_mode = 2 + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"] +layout_mode = 2 +size_flags_vertical = 4 +theme_override_constants/margin_top = 10 + +[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer"] +custom_minimum_size = Vector2(110, 110) +layout_mode = 2 +size_flags_horizontal = 4 +size_flags_vertical = 4 +theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf") + +[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -50.0 +offset_top = -50.0 +offset_right = 50.0 +offset_bottom = 50.0 +grow_horizontal = 2 +grow_vertical = 2 +expand_mode = 1 + +[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas") + +[node name="HeightVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="HeightLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"] +layout_mode = 2 +text = "Height texture" + +[node name="HeightHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"] +layout_mode = 2 + +[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"] +layout_mode = 2 + +[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"] +layout_mode = 2 + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"] +layout_mode = 2 +size_flags_vertical = 4 +theme_override_constants/margin_top = 10 + +[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer"] +custom_minimum_size = Vector2(110, 110) +layout_mode = 2 +size_flags_horizontal = 4 +size_flags_vertical = 4 +theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf") + +[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -50.0 +offset_top = -50.0 +offset_right = 50.0 +offset_bottom = 50.0 +grow_horizontal = 2 +grow_vertical = 2 +expand_mode = 1 + +[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas") + +[node name="NormalRoughnessPanel" type="Panel" parent="Panel/MarginContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 280) +layout_mode = 2 +theme_override_styles/panel = SubResource("StyleBoxFlat_lcvna") + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/margin_left = 10 +theme_override_constants/margin_top = 10 +theme_override_constants/margin_right = 10 +theme_override_constants/margin_bottom = 10 + +[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer"] +layout_mode = 2 + +[node name="NormalVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="NormalLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"] +layout_mode = 2 +text = "Normal texture" + +[node name="NormalHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"] +layout_mode = 2 + +[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"] +layout_mode = 2 + +[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"] +layout_mode = 2 + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"] +layout_mode = 2 +size_flags_vertical = 4 +theme_override_constants/margin_top = 10 + +[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer"] +custom_minimum_size = Vector2(110, 110) +layout_mode = 2 +size_flags_horizontal = 4 +size_flags_vertical = 4 +theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf") + +[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -50.0 +offset_top = -50.0 +offset_right = 50.0 +offset_bottom = 50.0 +grow_horizontal = 2 +grow_vertical = 2 +expand_mode = 1 + +[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas") + +[node name="InvertGreenChannelCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"] +layout_mode = 2 +text = "Convert DirectX to OpenGL" + +[node name="RoughnessVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="RoughnessLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"] +layout_mode = 2 +text = "Roughness texture" + +[node name="RoughnessHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"] +layout_mode = 2 + +[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"] +layout_mode = 2 + +[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"] +layout_mode = 2 + +[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"] +layout_mode = 2 +size_flags_vertical = 4 +theme_override_constants/margin_top = 10 + +[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer"] +custom_minimum_size = Vector2(110, 110) +layout_mode = 2 +size_flags_horizontal = 4 +size_flags_vertical = 4 +theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf") + +[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -50.0 +offset_top = -50.0 +offset_right = 50.0 +offset_bottom = 50.0 +grow_horizontal = 2 +grow_vertical = 2 +expand_mode = 1 + +[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas") + +[node name="NormalRoughnessHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer"] +layout_mode = 2 + +[node name="PackButton" type="Button" parent="Panel/MarginContainer/VBoxContainer"] +layout_mode = 2 +text = "Pack textures as..." + +[node name="StatusLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 10) +layout_mode = 2 +theme_override_colors/font_color = Color(1, 1, 1, 1) +text = "Use this to create a packed Albedo + Height texture and/or a packed Normal + Roughness texture. + +You can then use these textures with Terrain3D." +autowrap_mode = 2 diff --git a/addons/terrain_3d/src/channel_packer_import_template.txt b/addons/terrain_3d/src/channel_packer_import_template.txt new file mode 100644 index 0000000..e5da5eb --- /dev/null +++ b/addons/terrain_3d/src/channel_packer_import_template.txt @@ -0,0 +1,32 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +metadata={ +"imported_formats": ["s3tc_bptc"], +"vram_texture": true +} + +[deps] + +source_file="$SOURCE_FILE" + +[params] + +compress/mode=2 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=2 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 \ No newline at end of file diff --git a/addons/terrain_3d/src/gradient_operation_builder.gd b/addons/terrain_3d/src/gradient_operation_builder.gd new file mode 100644 index 0000000..f08a734 --- /dev/null +++ b/addons/terrain_3d/src/gradient_operation_builder.gd @@ -0,0 +1,55 @@ +extends "res://addons/terrain_3d/src/operation_builder.gd" + + +const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd") + + +func _get_point_picker() -> MultiPicker: + return tool_settings.settings["gradient_points"] + + +func _get_brush_size() -> float: + return tool_settings.get_setting("size") + + +func _is_drawable() -> bool: + return tool_settings.get_setting("drawable") + + +func is_picking() -> bool: + return not _get_point_picker().all_points_selected() + + +func pick(p_global_position: Vector3, p_terrain: Terrain3D) -> void: + if not _get_point_picker().all_points_selected(): + _get_point_picker().add_point(p_global_position) + + +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: + 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() + diff --git a/addons/terrain_3d/src/multi_picker.gd b/addons/terrain_3d/src/multi_picker.gd new file mode 100644 index 0000000..aa228bd --- /dev/null +++ b/addons/terrain_3d/src/multi_picker.gd @@ -0,0 +1,87 @@ +extends HBoxContainer + + +signal pressed +signal value_changed + + +const ICON_PICKER: String = "res://addons/terrain_3d/icons/picker.svg" +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 +var picking_index: int = -1 + + +func _init() -> void: + icon_picker = load(ICON_PICKER) + 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 + button.tooltip_text = "Pick point on the Terrain" + button.set_meta(&"point_index", i) + button.pressed.connect(_on_button_pressed.bind(i)) + add_child(button) + + _update_buttons() + + +func _on_button_pressed(button_index: int) -> void: + points[button_index] = Vector3.ZERO + picking_index = button_index + _update_buttons() + pressed.emit() + + +func _update_buttons() -> void: + for child in get_children(): + if child is Button: + _update_button(child) + + +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: + button.icon = icon_picker + + +func clear() -> void: + points.fill(Vector3.ZERO) + _update_buttons() + value_changed.emit() + + +func all_points_selected() -> bool: + return points.count(Vector3.ZERO) == 0 + + +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 + picking_index = -1 + else: + # Else picking a sequence of points (non-drawable) + for i in range(MAX_POINTS): + if points[i] == Vector3.ZERO: + points[i] = p_value + break + _update_buttons() + value_changed.emit() + + +func get_points() -> PackedVector3Array: + return points diff --git a/addons/terrain_3d/src/operation_builder.gd b/addons/terrain_3d/src/operation_builder.gd new file mode 100644 index 0000000..507856d --- /dev/null +++ b/addons/terrain_3d/src/operation_builder.gd @@ -0,0 +1,23 @@ +extends RefCounted + + +const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd") + + +var tool_settings: ToolSettings + + +func is_picking() -> bool: + return false + + +func pick(p_global_position: Vector3, p_terrain: Terrain3D) -> void: + pass + + +func is_ready() -> bool: + return false + + +func apply_operation(editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void: + pass diff --git a/addons/terrain_3d/src/region_gizmo.gd b/addons/terrain_3d/src/region_gizmo.gd new file mode 100644 index 0000000..af2a6cd --- /dev/null +++ b/addons/terrain_3d/src/region_gizmo.gd @@ -0,0 +1,66 @@ +extends EditorNode3DGizmo + +var material: StandardMaterial3D +var selection_material: StandardMaterial3D +var region_position: Vector2 +var region_size: float +var grid: Array[Vector2i] +var use_secondary_color: bool = false +var show_rect: bool = true + +var main_color: Color = Color.GREEN_YELLOW +var secondary_color: Color = Color.RED +var grid_color: Color = Color.WHITE +var border_color: Color = Color.BLUE + + +func _init() -> void: + material = StandardMaterial3D.new() + material.set_flag(BaseMaterial3D.FLAG_DISABLE_DEPTH_TEST, true) + 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) > 8 or abs(region_position.y) > 8: + modulate = Color.GRAY + 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.ZERO, region_size * 16.0, material, border_color) + + +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), + Vector3(1, 0, 1), + Vector3(1, 0, -1), + Vector3(-1, 0, 1), + Vector3(1, 0, 1), + 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) + diff --git a/addons/terrain_3d/src/terrain_tools.gd b/addons/terrain_3d/src/terrain_tools.gd new file mode 100644 index 0000000..91efc3c --- /dev/null +++ b/addons/terrain_3d/src/terrain_tools.gd @@ -0,0 +1,77 @@ +extends HBoxContainer + + +const Baker: Script = preload("res://addons/terrain_3d/src/baker.gd") +const Packer: Script = preload("res://addons/terrain_3d/src/channel_packer.gd") + +var plugin: EditorPlugin +var menu_button: MenuButton = MenuButton.new() +var baker: Baker = Baker.new() +var packer: Packer = Packer.new() + +enum { + MENU_BAKE_ARRAY_MESH, + MENU_BAKE_OCCLUDER, + MENU_BAKE_NAV_MESH, + MENU_SEPARATOR, + MENU_SET_UP_NAVIGATION, + MENU_PACK_TEXTURES, +} + + +func _enter_tree() -> void: + baker.plugin = plugin + packer.plugin = plugin + + add_child(baker) + + menu_button.text = "Terrain3D Tools" + 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_item("Bake NavMesh", MENU_BAKE_NAV_MESH) + menu_button.get_popup().add_separator("", MENU_SEPARATOR) + menu_button.get_popup().add_item("Set up Navigation", MENU_SET_UP_NAVIGATION) + menu_button.get_popup().add_separator("", MENU_SEPARATOR) + menu_button.get_popup().add_item("Pack Textures", MENU_PACK_TEXTURES) + + 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) + + +func _exit_tree() -> void: + # TODO: If packer isn't freed, Godot complains about ObjectDB instances leaked and + # resources still in use at exit. Figure out why. + packer.free() + + +func _on_menu_pressed(p_id: int) -> void: + match p_id: + MENU_BAKE_ARRAY_MESH: + baker.bake_mesh_popup() + MENU_BAKE_OCCLUDER: + baker.bake_occluder_popup() + MENU_BAKE_NAV_MESH: + baker.bake_nav_mesh() + MENU_SET_UP_NAVIGATION: + baker.set_up_navigation_popup() + MENU_PACK_TEXTURES: + packer.pack_textures_popup() + + +func _on_menu_about_to_popup() -> void: + menu_button.get_popup().set_item_disabled(MENU_BAKE_ARRAY_MESH, not plugin.terrain) + menu_button.get_popup().set_item_disabled(MENU_BAKE_OCCLUDER, not plugin.terrain) + menu_button.get_popup().set_item_disabled(MENU_PACK_TEXTURES, not plugin.terrain) + + if plugin.terrain: + var nav_regions: Array[NavigationRegion3D] = baker.find_terrain_nav_regions(plugin.terrain) + menu_button.get_popup().set_item_disabled(MENU_BAKE_NAV_MESH, nav_regions.size() == 0) + menu_button.get_popup().set_item_disabled(MENU_SET_UP_NAVIGATION, nav_regions.size() != 0) + elif plugin.nav_region: + var terrains: Array[Terrain3D] = baker.find_nav_region_terrains(plugin.nav_region) + menu_button.get_popup().set_item_disabled(MENU_BAKE_NAV_MESH, terrains.size() == 0) + menu_button.get_popup().set_item_disabled(MENU_SET_UP_NAVIGATION, true) + else: + menu_button.get_popup().set_item_disabled(MENU_BAKE_NAV_MESH, true) + menu_button.get_popup().set_item_disabled(MENU_SET_UP_NAVIGATION, true) diff --git a/addons/terrain_3d/src/tool_settings.gd b/addons/terrain_3d/src/tool_settings.gd new file mode 100644 index 0000000..ad9a195 --- /dev/null +++ b/addons/terrain_3d/src/tool_settings.gd @@ -0,0 +1,679 @@ +extends PanelContainer + +signal picking(type, callback) +signal setting_changed + +enum Layout { + HORIZONTAL, + VERTICAL, + GRID, +} + +enum SettingType { + CHECKBOX, + COLOR_SELECT, + DOUBLE_SLIDER, + OPTION, + PICKER, + MULTI_PICKER, + SLIDER, + TYPE_MAX, +} + +const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd") +const DEFAULT_BRUSH: String = "circle0.exr" +const BRUSH_PATH: String = "res://addons/terrain_3d/brushes" +const PICKER_ICON: String = "res://addons/terrain_3d/icons/picker.svg" + +# Add settings flags +const NONE: int = 0x0 +const ALLOW_LARGER: int = 0x1 +const ALLOW_SMALLER: int = 0x2 +const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER +const NO_LABEL: int = 0x4 +const ADD_SEPARATOR: int = 0x8 +const ADD_SPACER: int = 0x10 + +var brush_preview_material: ShaderMaterial +var select_brush_button: Button + +var main_list: HBoxContainer +var advanced_list: VBoxContainer +var height_list: VBoxContainer +var scale_list: VBoxContainer +var rotation_list: VBoxContainer +var color_list: VBoxContainer +var settings: Dictionary = {} + + +func _ready() -> void: + main_list = HBoxContainer.new() + add_child(main_list, true) + + ## Common Settings + add_brushes(main_list) + + add_setting({ "name":"size", "type":SettingType.SLIDER, "list":main_list, "default":50, "unit":"m", + "range":Vector3(2, 200, 1), "flags":ALLOW_LARGER|ADD_SPACER }) + + add_setting({ "name":"strength", "type":SettingType.SLIDER, "list":main_list, "default":10, + "unit":"%", "range":Vector3(1, 100, 1), "flags":ALLOW_LARGER }) + + add_setting({ "name":"enable", "type":SettingType.CHECKBOX, "list":main_list, "default":true }) + + add_setting({ "name":"height", "type":SettingType.SLIDER, "list":main_list, "default":50, + "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":"roughness", "type":SettingType.SLIDER, "list":main_list, "default":0, + "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":"enable_texture", "label":"Texture", "type":SettingType.CHECKBOX, + "list":main_list, "default":true }) + + 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 + add_setting({ "name":"slope", "type":SettingType.DOUBLE_SLIDER, "list":main_list, + "default":0, "unit":"°", "range":Vector3(0, 180, 1) }) + add_setting({ "name":"gradient_points", "type":SettingType.MULTI_PICKER, "label":"Points", + "list":main_list, "default":Terrain3DEditor.HEIGHT, "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 }) + + 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 }) + + 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_angle", "label":"Fixed Angle (From Y)", "type":SettingType.SLIDER, "list":rotation_list, + "default":0, "unit":"°", "range":Vector3(-85, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS }) + add_setting({ "name":"random_angle", "label":"Random Angle ±", "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) }) + + var spacer: Control = Control.new() + spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL + main_list.add_child(spacer, true) + + ## Advanced Settings Menu + advanced_list = create_submenu(main_list, "Advanced", Layout.VERTICAL) + add_setting({ "name":"automatic_regions", "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) }) + + +func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout) -> Container: + var menu_button: Button = Button.new() + menu_button.set_text(p_button_name) + 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_no_signal.bind(false)) + var panel_style: StyleBox = get_theme_stylebox("panel", "PopupMenu").duplicate() + panel_style.set_content_margin_all(10) + submenu.set("theme_override_styles/panel", panel_style) + submenu.add_to_group("terrain3d_submenus") + + # Pop up menu on hover, hide on exit + menu_button.mouse_entered.connect(_on_show_submenu.bind(true, menu_button)) + submenu.mouse_exited.connect(_on_show_submenu.bind(false, menu_button)) + + var sublist: Container + 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 + + +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) + var in_button: bool = button_rect.has_point(DisplayServer.mouse_get_position()) + var panel: PopupPanel = p_button.get_child(0) + var panel_rect: Rect2 = Rect2(panel.position, panel.size) + var in_panel: bool = panel_rect.has_point(DisplayServer.mouse_get_position()) + if not p_toggled and ( in_button or in_panel ): + return + + # Hide all submenus before possibly enabling the current one + get_tree().call_group("terrain3d_submenus", "set_visible", false) + var popup: PopupPanel = p_button.get_child(0) + var popup_pos: Vector2 = p_button.get_screen_transform().origin + popup.set_visible(p_toggled) + popup_pos.y -= popup.get_size().y + popup.set_position(popup_pos) + + +func add_brushes(p_parent: Control) -> void: + var brush_list: GridContainer = create_submenu(p_parent, "Brush", Layout.GRID) + brush_list.name = "BrushList" + + 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() + var file_name = dir.get_next() + while file_name != "": + if !dir.current_is_dir() and file_name.ends_with(".exr"): + var img: Image = Image.load_from_file(BRUSH_PATH + "/" + file_name) + img = Terrain3DUtil.black_to_alpha(img) + var tex: ImageTexture = ImageTexture.create_from_image(img) + + var btn: Button = Button.new() + btn.set_custom_minimum_size(Vector2.ONE * 100) + btn.set_button_icon(tex) + btn.set_meta("image", img) + btn.set_expand_icon(true) + btn.set_material(_get_brush_preview_material()) + btn.set_toggle_mode(true) + btn.set_button_group(brush_button_group) + btn.mouse_entered.connect(_on_brush_hover.bind(true, btn)) + btn.mouse_exited.connect(_on_brush_hover.bind(false, btn)) + brush_list.add_child(btn, true) + if file_name == DEFAULT_BRUSH: + default_brush_btn = btn + + var lbl: Label = Label.new() + btn.name = file_name.get_basename().to_pascal_case() + btn.add_child(lbl, true) + lbl.text = btn.name + lbl.visible = false + lbl.position.y = 70 + lbl.add_theme_color_override("font_shadow_color", Color.BLACK) + 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) + + settings["brush"] = brush_button_group + + select_brush_button = brush_list.get_parent().get_parent() + # Optionally erase the main brush button text and replace it with the texture +# select_brush_button.set_button_icon(default_brush_btn.get_button_icon()) +# select_brush_button.set_custom_minimum_size(Vector2.ONE * 36) +# select_brush_button.set_icon_alignment(HORIZONTAL_ALIGNMENT_CENTER) +# select_brush_button.set_expand_icon(true) + + +func _on_brush_hover(p_hovering: bool, p_button: Button) -> void: + if p_button.get_child_count() > 0: + var child = p_button.get_child(0) + if child is Label: + if p_hovering: + child.visible = true + else: + child.visible = false + + +func _on_pick(p_type: Terrain3DEditor.Tool) -> void: + emit_signal("picking", p_type, _on_picked) + + +func _on_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3) -> void: + match p_type: + Terrain3DEditor.HEIGHT: + settings["height"].value = p_color.r if not is_nan(p_color.r) else 0 + Terrain3DEditor.COLOR: + settings["color"].color = p_color if not is_nan(p_color.r) else Color.WHITE + Terrain3DEditor.ROUGHNESS: + # 200... -.5 converts 0,1 to -100,100 + settings["roughness"].value = round(200 * (p_color.a - 0.5)) if not is_nan(p_color.r) else 0.499 + Terrain3DEditor.ANGLE: + settings["angle"].value = p_color.r + Terrain3DEditor.SCALE: + settings["scale"].value = p_color.r + _on_setting_changed() + + +func _on_point_pick(p_type: Terrain3DEditor.Tool, p_name: String) -> void: + assert(p_type == Terrain3DEditor.HEIGHT) + 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: + assert(p_type == Terrain3DEditor.HEIGHT) + + var point: Vector3 = p_global_position + point.y = p_color.r + settings[p_name].add_point(point) + _on_setting_changed() + + +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_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") + var p_suffix: String = p_args.get("unit", "") + var p_range: Vector3 = p_args.get("range", Vector3(0, 0, 1)) + var p_minimum: float = p_range.x + 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 pending_children: Array[Control] + + match p_type: + SettingType.CHECKBOX: + var checkbox := CheckBox.new() + 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)) + picker.color = Color.WHITE + picker.edit_alpha = false + picker.get_picker().set_color_mode(ColorPicker.MODE_HSV) + picker.color_changed.connect(_on_setting_changed) + var popup: PopupPanel = picker.get_popup() + popup.mouse_exited.connect(Callable(func(p): p.hide()).bind(popup)) + pending_children.push_back(picker) + control = picker + + SettingType.PICKER: + var button := Button.new() + button.set_v_size_flags(SIZE_SHRINK_CENTER) + button.icon = load(PICKER_ICON) + button.tooltip_text = "Pick value from the Terrain" + button.pressed.connect(_on_pick.bind(p_default)) + pending_children.push_back(button) + control = button + + SettingType.MULTI_PICKER: + var multi_picker: HBoxContainer = MultiPicker.new() + multi_picker.pressed.connect(_on_point_pick.bind(p_default, p_name)) + multi_picker.value_changed.connect(_on_setting_changed) + pending_children.push_back(multi_picker) + control = multi_picker + + SettingType.OPTION: + var option := OptionButton.new() + for i in int(p_maximum): + option.add_item("a", i) + option.selected = p_minimum + option.item_selected.connect(_on_setting_changed) + pending_children.push_back(option) + control = option + + SettingType.SLIDER, SettingType.DOUBLE_SLIDER: + var slider: Control + if p_type == SettingType.SLIDER: + # Create an editable value box + var spin_slider := EditorSpinSlider.new() + spin_slider.set_flat(false) + spin_slider.set_hide_slider(true) + spin_slider.value_changed.connect(_on_setting_changed) + spin_slider.set_max(p_maximum) + spin_slider.set_min(p_minimum) + spin_slider.set_step(p_step) + spin_slider.set_value(p_default) + spin_slider.set_suffix(p_suffix) + spin_slider.set_v_size_flags(SIZE_SHRINK_CENTER) + spin_slider.set_custom_minimum_size(Vector2(75, 0)) + + # Create horizontal slider linked to the above box + slider = HSlider.new() + slider.share(spin_slider) + if p_flags & ALLOW_LARGER: + 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 + var label := Label.new() + label.set_custom_minimum_size(Vector2(75, 0)) + slider = DoubleSlider.new() + slider.label = label + slider.suffix = p_suffix + slider.setting_changed.connect(_on_setting_changed) + pending_children.push_back(slider) + pending_children.push_back(label) + control = slider + + slider.set_max(p_maximum) + slider.set_min(p_minimum) + slider.set_step(p_step) + slider.set_value(p_default) + slider.set_v_size_flags(SIZE_SHRINK_CENTER) + slider.set_custom_minimum_size(Vector2(60, 10)) + + control.name = p_name.to_pascal_case() + settings[p_name] = control + + # Setup button labels + if not (p_flags & NO_LABEL): + # Labels are actually buttons styled to look like labels + var label := Button.new() + label.set("theme_override_styles/normal", get_theme_stylebox("normal", "Label")) + label.set("theme_override_styles/hover", get_theme_stylebox("normal", "Label")) + label.set("theme_override_styles/pressed", get_theme_stylebox("normal", "Label")) + label.set("theme_override_styles/focus", get_theme_stylebox("normal", "Label")) + label.pressed.connect(_on_label_pressed.bind(p_name, p_default)) + if p_label.is_empty(): + label.set_text(p_name.capitalize() + ": ") + else: + label.set_text(p_label.capitalize() + ": ") + pending_children.push_front(label) + + # Add separators to front + if p_flags & ADD_SEPARATOR: + pending_children.push_front(VSeparator.new()) + if p_flags & ADD_SPACER: + var spacer := Control.new() + spacer.set_custom_minimum_size(Vector2(5, 0)) + pending_children.push_front(spacer) + + # Add all children to container and list + for child in pending_children: + container.add_child(child, true) + p_list.add_child(container, true) + + +# If label button is pressed, reset value to default or toggle checkbox +func _on_label_pressed(p_name: String, p_default: Variant) -> void: + var control: Control = settings.get(p_name) + if not control: + return + if control is CheckBox: + set_setting(p_name, !control.button_pressed) + elif p_default != null: + set_setting(p_name, p_default) + + +func get_settings() -> Dictionary: + var dict: Dictionary + for key in settings.keys(): + dict[key] = get_setting(key) + return dict + + +func get_setting(p_setting: String) -> Variant: + var object: Object = settings.get(p_setting) + var value: Variant + if object is Range: + 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) + object.set_custom_minimum_size(Vector2(width, 0)) + elif object is DoubleSlider: + value = Vector2(object.get_min_value(), object.get_max_value()) + elif object is ButtonGroup: + var img: Image = object.get_pressed_button().get_meta("image") + var tex: Texture2D = object.get_pressed_button().get_button_icon() + value = [ img, tex ] + elif object is CheckBox: + value = object.is_pressed() + elif object is ColorPickerButton: + value = object.color + elif object is MultiPicker: + value = object.get_points() + if value == null: + value = 0 + return value + + +func set_setting(p_setting: String, p_value: Variant) -> void: + var object: Object = settings.get(p_setting) + if object is Range: + object.set_value(p_value) + elif object is DoubleSlider: # Expects p_value is Vector2 + object.set_min_value(p_value.x) + object.set_max_value(p_value.y) + 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]: + button.button_pressed = p_value[1] + elif object is CheckBox: + object.button_pressed = p_value + elif object is ColorPickerButton: + object.color = p_value + elif object is MultiPicker: # Expects p_value is PackedVector3Array + object.points = p_value + _on_setting_changed(object) + + +func show_settings(p_settings: PackedStringArray) -> void: + for setting in settings.keys(): + var object: Object = settings[setting] + if object is Control: + if setting in p_settings: + object.get_parent().show() + else: + object.get_parent().hide() + if select_brush_button: + if not "brush" in p_settings: + select_brush_button.hide() + else: + select_brush_button.show() + + +func _on_setting_changed(p_data: Variant = null) -> void: + # If a button was clicked on a submenu + if p_data is Button and p_data.get_parent().get_parent() is PopupPanel: + if p_data.get_parent().name == "BrushList": + # Optionally Set selected brush texture in main brush button +# p_data.get_parent().get_parent().get_parent().set_button_icon(p_data.get_button_icon()) + # Hide popup + p_data.get_parent().get_parent().set_visible(false) + # Hide label + if p_data.get_child_count() > 0: + p_data.get_child(0).visible = false + + emit_signal("setting_changed") + + +func _on_drawable_toggled(p_button_pressed: bool) -> void: + if not p_button_pressed: + settings["gradient_points"].clear() + + +func _get_brush_preview_material() -> ShaderMaterial: + if !brush_preview_material: + brush_preview_material = ShaderMaterial.new() + var shader: Shader = Shader.new() + + var code: String = "shader_type canvas_item;\n" + code += "varying vec4 v_vertex_color;\n" + code += "void vertex() {\n" + code += " v_vertex_color = COLOR;\n" + code += "}\n" + code += "void fragment(){\n" + code += " vec4 tex = texture(TEXTURE, UV);\n" + code += " COLOR.a *= pow(tex.r, 0.666);\n" + code += " COLOR.rgb = v_vertex_color.rgb;\n" + code += "}\n" + + shader.set_code(code) + brush_preview_material.set_shader(shader) + return brush_preview_material + + + +# 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 + break + if p_value - floor(p_value) >= .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: + count += 1 + if p_value*1000 - floor(p_value*1000.) >= .1: + count += 1 + # Negative sign + if p_value < 0: + count += 1 + return count + + +#### Sub Class DoubleSlider + +class DoubleSlider extends Range: + signal setting_changed(Vector2) + var label: Label + var suffix: String + var grabbed: bool = false + var _max_value: float + # TODO Needs to clamp min and max values. Currently allows max slider to go negative. + + func _gui_input(p_event: InputEvent) -> void: + if p_event is InputEventMouseButton: + if p_event.get_button_index() == MOUSE_BUTTON_LEFT: + grabbed = p_event.is_pressed() + set_min_max(p_event.get_position().x) + + if p_event is InputEventMouseMotion: + if grabbed: + set_min_max(p_event.get_position().x) + + + func _notification(p_what: int) -> void: + if p_what == NOTIFICATION_RESIZED: + pass + if p_what == NOTIFICATION_DRAW: + var bg: StyleBox = get_theme_stylebox("slider", "HSlider") + var bg_height: float = bg.get_minimum_size().y + draw_style_box(bg, Rect2(Vector2(0, (size.y - bg_height) / 2), Vector2(size.x, bg_height))) + + var grabber: Texture2D = get_theme_icon("grabber", "HSlider") + var area: StyleBox = get_theme_stylebox("grabber_area", "HSlider") + var h: float = size.y / 2 - grabber.get_size().y / 2 + + var minpos: Vector2 = Vector2((min_value / _max_value) * size.x - grabber.get_size().x / 2, h) + var maxpos: Vector2 = Vector2((max_value / _max_value) * size.x - grabber.get_size().x / 2, h) + + draw_style_box(area, Rect2(Vector2(minpos.x + grabber.get_size().x / 2, (size.y - bg_height) / 2), Vector2(maxpos.x - minpos.x, bg_height))) + + draw_texture(grabber, minpos) + draw_texture(grabber, maxpos) + + + func set_max(p_value: float) -> void: + max_value = p_value + if _max_value == 0: + _max_value = max_value + update_label() + + + func set_min_max(p_xpos: float) -> void: + var mid_value_normalized: float = ((max_value + min_value) / 2.0) / _max_value + var mid_value: float = size.x * mid_value_normalized + var min_active: bool = p_xpos < mid_value + var xpos_ranged: float = snappedf((p_xpos / size.x) * _max_value, step) + + if min_active: + min_value = xpos_ranged + else: + max_value = xpos_ranged + + min_value = clamp(min_value, 0, max_value - 10) + max_value = clamp(max_value, min_value + 10, _max_value) + + update_label() + emit_signal("setting_changed", Vector2(min_value, max_value)) + queue_redraw() + + + func update_label() -> void: + if label: + label.set_text(str(min_value) + suffix + "/" + str(max_value) + suffix) diff --git a/addons/terrain_3d/src/toolbar.gd b/addons/terrain_3d/src/toolbar.gd new file mode 100644 index 0000000..4128400 --- /dev/null +++ b/addons/terrain_3d/src/toolbar.gd @@ -0,0 +1,77 @@ +extends VBoxContainer + + +signal tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) + +const ICON_REGION_ADD: String = "res://addons/terrain_3d/icons/region_add.svg" +const ICON_REGION_REMOVE: String = "res://addons/terrain_3d/icons/region_remove.svg" +const ICON_HEIGHT_ADD: String = "res://addons/terrain_3d/icons/height_add.svg" +const ICON_HEIGHT_SUB: String = "res://addons/terrain_3d/icons/height_sub.svg" +const ICON_HEIGHT_MUL: String = "res://addons/terrain_3d/icons/height_mul.svg" +const ICON_HEIGHT_DIV: String = "res://addons/terrain_3d/icons/height_div.svg" +const ICON_HEIGHT_FLAT: String = "res://addons/terrain_3d/icons/height_flat.svg" +const ICON_HEIGHT_SLOPE: String = "res://addons/terrain_3d/icons/height_slope.svg" +const ICON_HEIGHT_SMOOTH: String = "res://addons/terrain_3d/icons/height_smooth.svg" +const ICON_PAINT_TEXTURE: String = "res://addons/terrain_3d/icons/texture_paint.svg" +const ICON_SPRAY_TEXTURE: String = "res://addons/terrain_3d/icons/texture_spray.svg" +const ICON_COLOR: String = "res://addons/terrain_3d/icons/color_paint.svg" +const ICON_WETNESS: String = "res://addons/terrain_3d/icons/wetness.svg" +const ICON_AUTOSHADER: String = "res://addons/terrain_3d/icons/autoshader.svg" +const ICON_HOLES: String = "res://addons/terrain_3d/icons/holes.svg" +const ICON_NAVIGATION: String = "res://addons/terrain_3d/icons/navigation.svg" +const ICON_INSTANCER: String = "res://addons/terrain_3d/icons/multimesh.svg" + +var tool_group: ButtonGroup = ButtonGroup.new() + + +func _init() -> void: + set_custom_minimum_size(Vector2(20, 0)) + + +func _ready() -> void: + tool_group.connect("pressed", _on_tool_selected) + + add_tool_button(Terrain3DEditor.REGION, Terrain3DEditor.ADD, "Add Region", load(ICON_REGION_ADD), tool_group) + add_tool_button(Terrain3DEditor.REGION, Terrain3DEditor.SUBTRACT, "Remove Region", load(ICON_REGION_REMOVE), tool_group) + add_child(HSeparator.new()) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.ADD, "Raise", load(ICON_HEIGHT_ADD), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.SUBTRACT, "Lower", load(ICON_HEIGHT_SUB), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.MULTIPLY, "Expand (Away from 0)", load(ICON_HEIGHT_MUL), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.DIVIDE, "Reduce (Towards 0)", load(ICON_HEIGHT_DIV), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.REPLACE, "Flatten", load(ICON_HEIGHT_FLAT), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.GRADIENT, "Slope", load(ICON_HEIGHT_SLOPE), tool_group) + add_tool_button(Terrain3DEditor.HEIGHT, Terrain3DEditor.AVERAGE, "Smooth", load(ICON_HEIGHT_SMOOTH), tool_group) + add_child(HSeparator.new()) + add_tool_button(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE, "Paint Base Texture", load(ICON_PAINT_TEXTURE), tool_group) + add_tool_button(Terrain3DEditor.TEXTURE, Terrain3DEditor.ADD, "Spray Overlay Texture", load(ICON_SPRAY_TEXTURE), tool_group) + add_tool_button(Terrain3DEditor.AUTOSHADER, Terrain3DEditor.REPLACE, "Autoshader", load(ICON_AUTOSHADER), tool_group) + add_child(HSeparator.new()) + add_tool_button(Terrain3DEditor.COLOR, Terrain3DEditor.REPLACE, "Paint Color", load(ICON_COLOR), tool_group) + add_tool_button(Terrain3DEditor.ROUGHNESS, Terrain3DEditor.REPLACE, "Paint Wetness", load(ICON_WETNESS), tool_group) + add_child(HSeparator.new()) + add_tool_button(Terrain3DEditor.HOLES, Terrain3DEditor.REPLACE, "Create Holes", load(ICON_HOLES), tool_group) + add_tool_button(Terrain3DEditor.NAVIGATION, Terrain3DEditor.REPLACE, "Paint Navigable Area", load(ICON_NAVIGATION), tool_group) + add_tool_button(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD, "Instance Meshes", load(ICON_INSTANCER), tool_group) + + var buttons: Array[BaseButton] = tool_group.get_buttons() + buttons[0].set_pressed(true) + + +func add_tool_button(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation, + p_tip: String, p_icon: Texture2D, p_group: ButtonGroup) -> void: + + var button: Button = Button.new() + button.set_name(p_tip.to_pascal_case()) + button.set_meta("Tool", p_tool) + button.set_meta("Operation", p_operation) + button.set_tooltip_text(p_tip) + button.set_button_icon(p_icon) + button.set_button_group(p_group) + button.set_flat(true) + button.set_toggle_mode(true) + button.set_h_size_flags(SIZE_SHRINK_END) + add_child(button) + + +func _on_tool_selected(p_button: BaseButton) -> void: + emit_signal("tool_changed", p_button.get_meta("Tool", -1), p_button.get_meta("Operation", -1)) diff --git a/addons/terrain_3d/src/ui.gd b/addons/terrain_3d/src/ui.gd new file mode 100644 index 0000000..bc6df8a --- /dev/null +++ b/addons/terrain_3d/src/ui.gd @@ -0,0 +1,387 @@ +extends Node +#class_name Terrain3DUI Cannot be named until Godot #75388 + + +# Includes +const Toolbar: Script = preload("res://addons/terrain_3d/src/toolbar.gd") +const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd") +const TerrainTools: Script = preload("res://addons/terrain_3d/src/terrain_tools.gd") +const OperationBuilder: Script = preload("res://addons/terrain_3d/src/operation_builder.gd") +const GradientOperationBuilder: Script = preload("res://addons/terrain_3d/src/gradient_operation_builder.gd") +const COLOR_RAISE := Color.WHITE +const COLOR_LOWER := Color.BLACK +const COLOR_SMOOTH := Color(0.5, 0, .1) +const COLOR_EXPAND := Color.ORANGE +const COLOR_REDUCE := Color.BLUE_VIOLET +const COLOR_FLATTEN := Color(0., 0.32, .4) +const COLOR_SLOPE := Color.YELLOW +const COLOR_PAINT := Color.FOREST_GREEN +const COLOR_SPRAY := Color.SEA_GREEN +const COLOR_ROUGHNESS := Color.ROYAL_BLUE +const COLOR_AUTOSHADER := Color.DODGER_BLUE +const COLOR_HOLES := Color.BLACK +const COLOR_NAVIGATION := Color.REBECCA_PURPLE +const COLOR_INSTANCER := Color.CRIMSON +const COLOR_PICK_COLOR := Color.WHITE +const COLOR_PICK_HEIGHT := Color.DARK_RED +const COLOR_PICK_ROUGH := Color.ROYAL_BLUE + +const RING1: String = "res://addons/terrain_3d/brushes/ring1.exr" +@onready var ring_texture := ImageTexture.create_from_image(Terrain3DUtil.black_to_alpha(Image.load_from_file(RING1))) + +var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors +var toolbar: Toolbar +var toolbar_settings: ToolSettings +var terrain_tools: TerrainTools +var setting_has_changed: bool = false +var visible: bool = false +var picking: int = Terrain3DEditor.TOOL_MAX +var picking_callback: Callable +var decal: Decal +var decal_timer: Timer +var gradient_decals: Array[Decal] +var brush_data: Dictionary +var operation_builder: OperationBuilder + + +func _enter_tree() -> void: + toolbar = Toolbar.new() + toolbar.hide() + toolbar.connect("tool_changed", _on_tool_changed) + + toolbar_settings = ToolSettings.new() + toolbar_settings.connect("setting_changed", _on_setting_changed) + toolbar_settings.connect("picking", _on_picking) + toolbar_settings.hide() + + terrain_tools = TerrainTools.new() + terrain_tools.plugin = plugin + terrain_tools.hide() + + plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, toolbar) + plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, toolbar_settings) + plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, terrain_tools) + + _on_tool_changed(Terrain3DEditor.REGION, Terrain3DEditor.ADD) + + decal = Decal.new() + add_child(decal) + decal_timer = Timer.new() + decal_timer.wait_time = .5 + decal_timer.one_shot = true + decal_timer.timeout.connect(Callable(func(node): + if node: + get_tree().create_tween().tween_property(node, "albedo_mix", 0.0, 0.15)).bind(decal)) + add_child(decal_timer) + + +func _exit_tree() -> void: + plugin.remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, toolbar) + plugin.remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, toolbar_settings) + toolbar.queue_free() + toolbar_settings.queue_free() + terrain_tools.queue_free() + decal.queue_free() + decal_timer.queue_free() + for gradient_decal in gradient_decals: + gradient_decal.queue_free() + gradient_decals.clear() + + +func set_visible(p_visible: bool) -> void: + visible = p_visible + terrain_tools.set_visible(p_visible) + toolbar.set_visible(p_visible) + toolbar_settings.set_visible(p_visible) + update_decal() + + +func set_menu_visibility(p_list: Control, p_visible: bool) -> void: + if p_list: + p_list.get_parent().get_parent().visible = p_visible + + +func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void: + clear_picking() + set_menu_visibility(toolbar_settings.advanced_list, true) + set_menu_visibility(toolbar_settings.scale_list, false) + set_menu_visibility(toolbar_settings.rotation_list, false) + set_menu_visibility(toolbar_settings.height_list, false) + set_menu_visibility(toolbar_settings.color_list, false) + + # Select which settings to show. Options in tool_settings.gd:_ready + var to_show: PackedStringArray = [] + + match p_tool: + Terrain3DEditor.HEIGHT: + to_show.push_back("brush") + to_show.push_back("size") + to_show.push_back("strength") + if p_operation == Terrain3DEditor.REPLACE: + to_show.push_back("height") + to_show.push_back("height_picker") + if p_operation == Terrain3DEditor.GRADIENT: + to_show.push_back("gradient_points") + to_show.push_back("drawable") + + Terrain3DEditor.TEXTURE: + to_show.push_back("brush") + to_show.push_back("size") + to_show.push_back("enable_texture") + if p_operation == Terrain3DEditor.ADD: + to_show.push_back("strength") + to_show.push_back("enable_angle") + to_show.push_back("angle") + to_show.push_back("angle_picker") + to_show.push_back("dynamic_angle") + to_show.push_back("enable_scale") + to_show.push_back("scale") + to_show.push_back("scale_picker") + + Terrain3DEditor.COLOR: + to_show.push_back("brush") + to_show.push_back("size") + to_show.push_back("strength") + to_show.push_back("color") + to_show.push_back("color_picker") + + Terrain3DEditor.ROUGHNESS: + to_show.push_back("brush") + to_show.push_back("size") + to_show.push_back("strength") + to_show.push_back("roughness") + to_show.push_back("roughness_picker") + + Terrain3DEditor.AUTOSHADER, Terrain3DEditor.HOLES, Terrain3DEditor.NAVIGATION: + to_show.push_back("brush") + to_show.push_back("size") + to_show.push_back("enable") + + Terrain3DEditor.INSTANCER: + to_show.push_back("size") + to_show.push_back("strength") + to_show.push_back("enable") + set_menu_visibility(toolbar_settings.height_list, true) + to_show.push_back("height_offset") + to_show.push_back("random_height") + set_menu_visibility(toolbar_settings.scale_list, true) + to_show.push_back("fixed_scale") + to_show.push_back("random_scale") + set_menu_visibility(toolbar_settings.rotation_list, true) + to_show.push_back("fixed_spin") + to_show.push_back("random_spin") + to_show.push_back("fixed_angle") + to_show.push_back("random_angle") + to_show.push_back("align_to_normal") + set_menu_visibility(toolbar_settings.color_list, true) + to_show.push_back("vertex_color") + to_show.push_back("random_darken") + to_show.push_back("random_hue") + + _: + pass + + # Advanced menu settings + to_show.push_back("automatic_regions") + to_show.push_back("align_to_view") + to_show.push_back("show_cursor_while_painting") + to_show.push_back("gamma") + to_show.push_back("jitter") + toolbar_settings.show_settings(to_show) + + operation_builder = null + if p_operation == Terrain3DEditor.GRADIENT: + operation_builder = GradientOperationBuilder.new() + operation_builder.tool_settings = toolbar_settings + + if plugin.editor: + plugin.editor.set_tool(p_tool) + plugin.editor.set_operation(p_operation) + + _on_setting_changed() + plugin.update_region_grid() + + +func _on_setting_changed() -> void: + if not plugin.asset_dock: + return + brush_data = toolbar_settings.get_settings() + brush_data["asset_id"] = plugin.asset_dock.get_current_list().get_selected_id() + update_decal() + plugin.editor.set_brush_data(brush_data) + + +func update_decal() -> void: + var mouse_buttons: int = Input.get_mouse_button_mask() + if not visible or \ + not plugin.terrain or \ + brush_data.is_empty() or \ + mouse_buttons & MOUSE_BUTTON_RIGHT or \ + (mouse_buttons & MOUSE_BUTTON_LEFT and not brush_data["show_cursor_while_painting"]) or \ + plugin.editor.get_tool() == Terrain3DEditor.REGION: + decal.visible = false + for gradient_decal in gradient_decals: + gradient_decal.visible = false + return + else: + # Wait for cursor to recenter after right-click before revealing + # See https://github.com/godotengine/godot/issues/70098 + await get_tree().create_timer(.05).timeout + decal.visible = true + + decal.size = Vector3.ONE * brush_data["size"] + if brush_data["align_to_view"]: + var cam: Camera3D = plugin.terrain.get_camera(); + if (cam): + decal.rotation.y = cam.rotation.y + else: + decal.rotation.y = 0 + + # Set texture and color + if picking != Terrain3DEditor.TOOL_MAX: + decal.texture_albedo = ring_texture + decal.size = Vector3.ONE * 10. * plugin.terrain.get_mesh_vertex_spacing() + match picking: + Terrain3DEditor.HEIGHT: + decal.modulate = COLOR_PICK_HEIGHT + Terrain3DEditor.COLOR: + decal.modulate = COLOR_PICK_COLOR + Terrain3DEditor.ROUGHNESS: + decal.modulate = COLOR_PICK_ROUGH + decal.modulate.a = 1.0 + else: + decal.texture_albedo = brush_data["brush"][1] + match plugin.editor.get_tool(): + Terrain3DEditor.HEIGHT: + match plugin.editor.get_operation(): + Terrain3DEditor.ADD: + decal.modulate = COLOR_RAISE + Terrain3DEditor.SUBTRACT: + decal.modulate = COLOR_LOWER + Terrain3DEditor.MULTIPLY: + decal.modulate = COLOR_EXPAND + Terrain3DEditor.DIVIDE: + decal.modulate = COLOR_REDUCE + Terrain3DEditor.REPLACE: + decal.modulate = COLOR_FLATTEN + Terrain3DEditor.AVERAGE: + decal.modulate = COLOR_SMOOTH + Terrain3DEditor.GRADIENT: + decal.modulate = COLOR_SLOPE + _: + decal.modulate = Color.WHITE + decal.modulate.a = max(.3, brush_data["strength"] * .01) + Terrain3DEditor.TEXTURE: + match plugin.editor.get_operation(): + Terrain3DEditor.REPLACE: + decal.modulate = COLOR_PAINT + decal.modulate.a = 1.0 + Terrain3DEditor.ADD: + decal.modulate = COLOR_SPRAY + decal.modulate.a = max(.3, brush_data["strength"] * .01) + _: + decal.modulate = Color.WHITE + Terrain3DEditor.COLOR: + decal.modulate = brush_data["color"].srgb_to_linear()*.5 + decal.modulate.a = max(.3, brush_data["strength"] * .01) + Terrain3DEditor.ROUGHNESS: + decal.modulate = COLOR_ROUGHNESS + decal.modulate.a = max(.3, brush_data["strength"] * .01) + Terrain3DEditor.AUTOSHADER: + decal.modulate = COLOR_AUTOSHADER + decal.modulate.a = 1.0 + Terrain3DEditor.HOLES: + decal.modulate = COLOR_HOLES + decal.modulate.a = 1.0 + Terrain3DEditor.NAVIGATION: + decal.modulate = COLOR_NAVIGATION + decal.modulate.a = 1.0 + Terrain3DEditor.INSTANCER: + decal.texture_albedo = ring_texture + decal.modulate = COLOR_INSTANCER + decal.modulate.a = 1.0 + _: + decal.modulate = Color.WHITE + decal.modulate.a = max(.3, brush_data["strength"] * .01) + decal.size.y = max(1000, decal.size.y) + decal.albedo_mix = 1.0 + decal.cull_mask = 1 << ( plugin.terrain.get_mouse_layer() - 1 ) + decal_timer.start() + + for gradient_decal in gradient_decals: + gradient_decal.visible = false + + if plugin.editor.get_operation() == Terrain3DEditor.GRADIENT: + var index := 0 + for point in brush_data["gradient_points"]: + if point != Vector3.ZERO: + var point_decal: Decal = _get_gradient_decal(index) + point_decal.visible = true + point_decal.position = point + index += 1 + + +func _get_gradient_decal(index: int) -> Decal: + if gradient_decals.size() > index: + return gradient_decals[index] + + var gradient_decal := Decal.new() + gradient_decal = Decal.new() + gradient_decal.texture_albedo = ring_texture + gradient_decal.modulate = COLOR_SLOPE + gradient_decal.size = Vector3.ONE * 10. * plugin.terrain.get_mesh_vertex_spacing() + gradient_decal.size.y = 1000. + gradient_decal.cull_mask = decal.cull_mask + add_child(gradient_decal) + + gradient_decals.push_back(gradient_decal) + return gradient_decal + + +func set_decal_rotation(p_rot: float) -> void: + decal.rotation.y = p_rot + + +func _on_picking(p_type: int, p_callback: Callable) -> void: + picking = p_type + picking_callback = p_callback + update_decal() + + +func clear_picking() -> void: + picking = Terrain3DEditor.TOOL_MAX + + +func is_picking() -> bool: + if picking != Terrain3DEditor.TOOL_MAX: + return true + + if operation_builder and operation_builder.is_picking(): + return true + + return false + + +func pick(p_global_position: Vector3) -> void: + if picking != Terrain3DEditor.TOOL_MAX: + var color: Color + match picking: + Terrain3DEditor.HEIGHT: + color = plugin.terrain.get_storage().get_pixel(Terrain3DStorage.TYPE_HEIGHT, p_global_position) + Terrain3DEditor.ROUGHNESS: + color = plugin.terrain.get_storage().get_pixel(Terrain3DStorage.TYPE_COLOR, p_global_position) + Terrain3DEditor.COLOR: + color = plugin.terrain.get_storage().get_color(p_global_position) + Terrain3DEditor.ANGLE: + color = Color(plugin.terrain.get_storage().get_angle(p_global_position), 0., 0., 1.) + Terrain3DEditor.SCALE: + color = Color(plugin.terrain.get_storage().get_scale(p_global_position), 0., 0., 1.) + _: + push_error("Unsupported picking type: ", picking) + return + picking_callback.call(picking, color, p_global_position) + picking = Terrain3DEditor.TOOL_MAX + + elif operation_builder and operation_builder.is_picking(): + operation_builder.pick(p_global_position, plugin.terrain) + diff --git a/addons/terrain_3d/terrain.gdextension b/addons/terrain_3d/terrain.gdextension new file mode 100644 index 0000000..d24ffba --- /dev/null +++ b/addons/terrain_3d/terrain.gdextension @@ -0,0 +1,29 @@ +[configuration] + +entry_symbol = "terrain_3d_init" +compatibility_minimum = 4.2 + +[icons] + +Terrain3D = "res://addons/terrain_3d/icons/terrain3d.svg" + +[libraries] + +windows.debug.x86_64 = "res://addons/terrain_3d/bin/libterrain.windows.debug.x86_64.dll" +windows.release.x86_64 = "res://addons/terrain_3d/bin/libterrain.windows.release.x86_64.dll" + +linux.debug.x86_64 = "res://addons/terrain_3d/bin/libterrain.linux.debug.x86_64.so" +linux.release.x86_64 = "res://addons/terrain_3d/bin/libterrain.linux.release.x86_64.so" +linux.debug.arm64 = "res://addons/terrain_3d/bin/libterrain.linux.debug.arm64.so" +linux.release.arm64 = "res://addons/terrain_3d/bin/libterrain.linux.release.arm64.so" +linux.debug.rv64 = "res://addons/terrain_3d/bin/libterrain.linux.debug.rv64.so" +linux.release.rv64 = "res://addons/terrain_3d/bin/libterrain.linux.release.rv64.so" + +macos.debug = "res://addons/terrain_3d/bin/libterrain.macos.debug.framework" +macos.release = "res://addons/terrain_3d/bin/libterrain.macos.release.framework" + +android.debug.arm64 = "res://addons/terrain_3d/bin/libterrain.android.debug.arm64.so" +android.release.arm64 = "res://addons/terrain_3d/bin/libterrain.android.release.arm64.so" + +ios.debug = "res://addons/terrain_3d/bin/libterrain.ios.debug.universal.dylib" +ios.release = "res://addons/terrain_3d/bin/libterrain.ios.release.universal.dylib" \ No newline at end of file diff --git a/addons/terrain_3d/tools/importer.gd b/addons/terrain_3d/tools/importer.gd new file mode 100644 index 0000000..b563844 --- /dev/null +++ b/addons/terrain_3d/tools/importer.gd @@ -0,0 +1,82 @@ +@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 + + +func reset_settings(p_value) -> void: + if p_value: + height_file_name = "" + control_file_name = "" + color_file_name = "" + import_position = Vector3.ZERO + import_offset = 0.0 + import_scale = 1.0 + r16_range = Vector2(0, 1) + r16_size = Vector2i(1024, 1024) + storage = null + material = null + assets = null + + +func reset_terrain(p_value) -> void: + if p_value: + storage = null + + +func update_heights(p_value) -> void: + if p_value and storage: + storage.update_height_range() + + +@export_group("Import File") +@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: Vector3 = Vector3.ZERO +@export var import_scale: float = 1.0 +@export var import_offset: float = 0.0 +@export var r16_range: Vector2 = Vector2(0, 1) +@export var r16_size: Vector2i = Vector2i(1024, 1024) +@export var run_import: bool = false : set = start_import + +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]) + if not storage: + storage = Terrain3DStorage.new() + + var imported_images: Array[Image] + imported_images.resize(Terrain3DStorage.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) + min_max = Terrain3DUtil.get_min_max(img) + imported_images[Terrain3DStorage.TYPE_HEIGHT] = img + if control_file_name: + img = Terrain3DUtil.load_image(control_file_name, ResourceLoader.CACHE_MODE_IGNORE) + imported_images[Terrain3DStorage.TYPE_CONTROL] = img + if color_file_name: + img = Terrain3DUtil.load_image(color_file_name, ResourceLoader.CACHE_MODE_IGNORE) + imported_images[Terrain3DStorage.TYPE_COLOR] = img + if assets.get_texture_count() == 0: + material.show_checkered = false + material.show_colormap = true + storage.import_images(imported_images, import_position, import_offset, import_scale) + print("Terrain3DImporter: Import finished") + + +@export_group("Export File") +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 + +func start_export(p_value: bool) -> void: + var err: int = storage.export_image(file_name_out, map_type) + print("Terrain3DImporter: Export error status: ", err, " ", error_string(err)) + diff --git a/addons/terrain_3d/tools/importer.tscn b/addons/terrain_3d/tools/importer.tscn new file mode 100644 index 0000000..cfa152c --- /dev/null +++ b/addons/terrain_3d/tools/importer.tscn @@ -0,0 +1,16 @@ +[gd_scene load_steps=5 format=3 uid="uid://blaieaqp413k7"] + +[ext_resource type="Script" path="res://addons/terrain_3d/tools/importer.gd" id="1_60b8f"] + +[sub_resource type="Terrain3DStorage" id="Terrain3DStorage_rmuvl"] + +[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_cjpaa"] +show_checkered = true + +[sub_resource type="Terrain3DAssets" id="Terrain3DAssets_gbxcd"] + +[node name="Importer" type="Terrain3D"] +storage = SubResource("Terrain3DStorage_rmuvl") +material = SubResource("Terrain3DMaterial_cjpaa") +assets = SubResource("Terrain3DAssets_gbxcd") +script = ExtResource("1_60b8f") diff --git a/addons/terrain_3d/utils/terrain_3d_objects.gd b/addons/terrain_3d/utils/terrain_3d_objects.gd new file mode 100644 index 0000000..55d338b --- /dev/null +++ b/addons/terrain_3d/utils/terrain_3d_objects.gd @@ -0,0 +1,187 @@ +@tool +extends Node3D +class_name Terrain3DObjects + +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 _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) + + +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) + + +func editor_setup(p_plugin) -> void: + _undo_redo = p_plugin.get_undo_redo() + + +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] = 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.storage and not terrain.storage.maps_edited.is_connected(_on_maps_edited): + terrain.storage.maps_edited.connect(_on_maps_edited) + + return terrain + + +func _get_terrain_height(p_global_position: Vector3) -> float: + var terrain: Terrain3D = get_terrain() + if not terrain or not terrain.storage: + return 0.0 + var height: float = terrain.storage.get_height(p_global_position) + if is_nan(height): + return 0.0 + return height + + +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) + + +func _setup_child_signal(p_node: Node, helper: TransformChangedNotifier) -> void: + if not p_node.is_inside_tree(): + 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) + + +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: + helper.transform_changed.disconnect(_on_child_transform_changed) + p_node.remove_child(helper) + helper.queue_free() + + _offsets.erase(p_node.get_instance_id()) + + +func _is_node_selected(p_node: Node) -> bool: + var editor_sel = EditorInterface.get_selection() + return editor_sel.get_transformable_selected_nodes().has(p_node) + + +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) + var new_position: Vector3 = p_node.global_position + if old_position.is_equal_approx(new_position): + 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.commit_action() + + +func _set_offset_and_position(p_id: int, p_offset: Vector3, p_position: Vector3) -> void: + 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 + _ignore_transform_change = false + + +# Overwrite current offset stored for node with its current Y position relative to the terrain +func _update_child_offset(p_node: Node3D) -> void: + var position: Vector3 = global_transform * p_node.position + var h: float = _get_terrain_height(position) + var offset: Vector3 = position - Vector3(0, h, 0) + _offsets[p_node.get_instance_id()] = offset + + +# Overwrite node's current position with terrain height + stored offset for this node +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()] + var new_position: Vector3 = global_transform.inverse() * (offset + Vector3(0, h, 0)) + if not p_node.position.is_equal_approx(new_position): + p_node.position = new_position + + +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): + _update_child_position(node) diff --git a/addons/terrain_3d/utils/transform_changed_notifier.gd b/addons/terrain_3d/utils/transform_changed_notifier.gd new file mode 100644 index 0000000..4b8c586 --- /dev/null +++ b/addons/terrain_3d/utils/transform_changed_notifier.gd @@ -0,0 +1,14 @@ +@tool +extends Node3D + +signal transform_changed + + +func _ready() -> void: + assert(Engine.is_editor_hint()) + set_notify_transform(true) + + +func _notification(what: int) -> void: + if what == NOTIFICATION_TRANSFORM_CHANGED: + transform_changed.emit() diff --git a/project.godot b/project.godot index fa15416..47bc775 100644 --- a/project.godot +++ b/project.godot @@ -10,10 +10,11 @@ config_version=5 [application] -config/name="Gfolf2" +config/name="GFOLF 2" +config/description="GFOLF: Combat Golf Action" +run/main_scene="res://levels/test_level.tscn" config/features=PackedStringArray("4.2", "Forward Plus") run/max_fps=60 -config/icon="res://icon.svg" [debug] @@ -37,4 +38,4 @@ movie_writer/movie_file="demos/demo.avi" [editor_plugins] -enabled=PackedStringArray("res://addons/format_on_save/plugin.cfg", "res://addons/gdlint_plugin/plugin.cfg") +enabled=PackedStringArray("res://addons/format_on_save/plugin.cfg", "res://addons/gdlint_plugin/plugin.cfg", "res://addons/terrain_3d/plugin.cfg")