@tool extends EditorPlugin #class_name Terrain3DEditorPlugin Cannot be named until Godot #75388 # Includes const UI: Script = preload("res://addons/terrain_3d/src/ui.gd") const RegionGizmo: Script = preload("res://addons/terrain_3d/src/region_gizmo.gd") const ASSET_DOCK: String = "res://addons/terrain_3d/src/asset_dock.tscn" var modifier_ctrl: bool var modifier_alt: bool var modifier_shift: bool var _last_modifiers: int = 0 var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating var terrain: Terrain3D var _last_terrain: Terrain3D var nav_region: NavigationRegion3D var editor: Terrain3DEditor var editor_settings: EditorSettings var ui: Node # Terrain3DUI see Godot #75388 var asset_dock: PanelContainer var region_gizmo: RegionGizmo var current_region_position: Vector2 var mouse_global_position: Vector3 = Vector3.ZERO var godot_editor_window: Window # The Godot Editor window func _init() -> void: # Get the Godot Editor window. Structure is root:Window/EditorNode/Base Control godot_editor_window = EditorInterface.get_base_control().get_parent().get_parent() godot_editor_window.focus_entered.connect(_on_godot_focus_entered) func _enter_tree() -> void: editor = Terrain3DEditor.new() setup_editor_settings() ui = UI.new() ui.plugin = self add_child(ui) region_gizmo = RegionGizmo.new() scene_changed.connect(_on_scene_changed) asset_dock = load(ASSET_DOCK).instantiate() asset_dock.initialize(self) func _exit_tree() -> void: asset_dock.remove_dock(true) asset_dock.queue_free() ui.queue_free() editor.free() scene_changed.disconnect(_on_scene_changed) godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered) func _on_godot_focus_entered() -> void: _read_input() ui.update_decal() ## EditorPlugin selection function call chain isn't consistent. Here's the map of calls: ## Assume we handle Terrain3D and NavigationRegion3D # Click Terrain3D: _handles(Terrain3D), _make_visible(true), _edit(Terrain3D) # Deselect: _make_visible(false), _edit(null) # Click other node: _handles(OtherNode) # Click NavRegion3D: _handles(NavReg3D), _make_visible(true), _edit(NavReg3D) # Click NavRegion3D, Terrain3D: _handles(Terrain3D), _edit(Terrain3D) # Click Terrain3D, NavRegion3D: _handles(NavReg3D), _edit(NavReg3D) func _handles(p_object: Object) -> bool: if p_object is Terrain3D: return true elif p_object is NavigationRegion3D and is_instance_valid(_last_terrain): return true # Terrain3DObjects requires access to EditorUndoRedoManager. The only way to make sure it # always has it, is to pass it in here. _edit is NOT called if the node is cut and pasted. elif p_object is Terrain3DObjects: p_object.editor_setup(self) elif p_object is Node3D and p_object.get_parent() is Terrain3DObjects: p_object.get_parent().editor_setup(self) return false func _make_visible(p_visible: bool, p_redraw: bool = false) -> void: if p_visible and is_selected(): ui.set_visible(true) asset_dock.update_dock() else: ui.set_visible(false) func _edit(p_object: Object) -> void: if !p_object: _clear() if p_object is Terrain3D: if p_object == terrain: return terrain = p_object _last_terrain = terrain terrain.set_plugin(self) terrain.set_editor(editor) editor.set_terrain(terrain) region_gizmo.set_node_3d(terrain) terrain.add_gizmo(region_gizmo) ui.set_visible(true) terrain.set_meta("_edit_lock_", true) # Deprecated 0.9.3 - Remove 1.0 if terrain.storage: ui.terrain_menu.directory_setup.directory_setup_popup() # Get alerted when a new asset list is loaded if not terrain.assets_changed.is_connected(asset_dock.update_assets): terrain.assets_changed.connect(asset_dock.update_assets) asset_dock.update_assets() # Get alerted when the region map changes if not terrain.data.region_map_changed.is_connected(update_region_grid): terrain.data.region_map_changed.connect(update_region_grid) update_region_grid() else: _clear() if is_terrain_valid(_last_terrain): if p_object is NavigationRegion3D: ui.set_visible(true, true) nav_region = p_object else: nav_region = null func _clear() -> void: if is_terrain_valid(): if terrain.data.region_map_changed.is_connected(update_region_grid): terrain.data.region_map_changed.disconnect(update_region_grid) terrain.clear_gizmos() terrain = null editor.set_terrain(null) ui.clear_picking() region_gizmo.clear() func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) -> int: if not is_terrain_valid(): return AFTER_GUI_INPUT_PASS _read_input(p_event) ## Handle mouse movement if p_event is InputEventMouseMotion: ## Setup active camera & viewport # Snap terrain to current camera terrain.set_camera(p_viewport_camera) # Detect if viewport is set to half_resolution # Structure is: Node3DEditorViewportContainer/Node3DEditorViewport(4)/SubViewportContainer/SubViewport/Camera3D var editor_vpc: SubViewportContainer = p_viewport_camera.get_parent().get_parent() var full_resolution: bool = false if editor_vpc.stretch_shrink == 2 else true ## Get mouse location on terrain # Project 2D mouse position to 3D position and direction var mouse_pos: Vector2 = p_event.position if full_resolution else p_event.position/2 var camera_pos: Vector3 = p_viewport_camera.project_ray_origin(mouse_pos) var camera_dir: Vector3 = p_viewport_camera.project_ray_normal(mouse_pos) # If region tool, grab mouse position without considering height if editor.get_tool() == Terrain3DEditor.REGION: var t = -Vector3(0, 1, 0).dot(camera_pos) / Vector3(0, 1, 0).dot(camera_dir) mouse_global_position = (camera_pos + t * camera_dir) else: # Else look for intersection with terrain var intersection_point: Vector3 = terrain.get_intersection(camera_pos, camera_dir) if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan return AFTER_GUI_INPUT_STOP mouse_global_position = intersection_point ui.update_decal() if _input_mode != -1: # Not cam rotation ## Update region highlight var region_position: Vector2 = ( Vector2(mouse_global_position.x, mouse_global_position.z) \ / (terrain.get_region_size() * terrain.get_vertex_spacing()) ).floor() if current_region_position != region_position: current_region_position = region_position update_region_grid() if _input_mode > 0 and editor.is_operating(): # Inject pressure - Relies on C++ set_brush_data() using same dictionary instance ui.brush_data["mouse_pressure"] = p_event.pressure editor.operate(mouse_global_position, p_viewport_camera.rotation.y) return AFTER_GUI_INPUT_STOP return AFTER_GUI_INPUT_PASS ui.update_decal() if p_event is InputEventMouseButton and _input_mode > 0: if p_event.is_pressed(): # If picking if ui.is_picking(): ui.pick(mouse_global_position) if not ui.operation_builder or not ui.operation_builder.is_ready(): return AFTER_GUI_INPUT_STOP # If adjusting regions if editor.get_tool() == Terrain3DEditor.REGION: # Skip regions that already exist or don't var has_region: bool = terrain.data.has_regionp(mouse_global_position) var op: int = editor.get_operation() if ( has_region and op == Terrain3DEditor.ADD) or \ ( not has_region and op == Terrain3DEditor.SUBTRACT ): return AFTER_GUI_INPUT_STOP # If an automatic operation is ready to go (e.g. gradient) if ui.operation_builder and ui.operation_builder.is_ready(): ui.operation_builder.apply_operation(editor, mouse_global_position, p_viewport_camera.rotation.y) return AFTER_GUI_INPUT_STOP # Mouse clicked, start editing editor.start_operation(mouse_global_position) editor.operate(mouse_global_position, p_viewport_camera.rotation.y) return AFTER_GUI_INPUT_STOP # _input_apply released, save undo data elif editor.is_operating(): editor.stop_operation() return AFTER_GUI_INPUT_STOP return AFTER_GUI_INPUT_PASS func _read_input(p_event: InputEvent = null) -> void: ## Determine if user is moving camera or applying if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or \ p_event is InputEventMouseButton and p_event.is_released() and \ p_event.get_button_index() == MOUSE_BUTTON_LEFT: _input_mode = 1 else: _input_mode = 0 match get_setting("editors/3d/navigation/navigation_scheme", 0): 2, 1: # Modo, Maya if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \ ( Input.is_key_pressed(KEY_ALT) and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) ): _input_mode = -1 if p_event is InputEventMouseButton and p_event.is_released() and \ ( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \ ( Input.is_key_pressed(KEY_ALT) and p_event.get_button_index() == MOUSE_BUTTON_LEFT )): ui.last_rmb_time = Time.get_ticks_msec() 0, _: # Godot if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \ Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE): _input_mode = -1 if p_event is InputEventMouseButton and p_event.is_released() and \ ( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \ p_event.get_button_index() == MOUSE_BUTTON_MIDDLE ): ui.last_rmb_time = Time.get_ticks_msec() if _input_mode < 0: return ## Determine modifiers pressed modifier_shift = Input.is_key_pressed(KEY_SHIFT) modifier_ctrl = Input.is_key_pressed(KEY_CTRL) # Keybind enum: Alt,Space,Meta,Capslock var alt_key: int match get_setting("terrain3d/config/alt_key_bind", 0): 3: alt_key = KEY_CAPSLOCK 2: alt_key = KEY_META 1: alt_key = KEY_SPACE 0, _: alt_key = KEY_ALT modifier_alt = Input.is_key_pressed(alt_key) # Return if modifiers haven't changed AND brush_data has them; # modifiers disappear from brush_data when clicking asset_dock (Why?) var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2 if _last_modifiers == current_mods and ui.brush_data.has("modifier_shift"): return _last_modifiers = current_mods ui.brush_data["modifier_shift"] = modifier_shift ui.brush_data["modifier_ctrl"] = modifier_ctrl ui.brush_data["modifier_alt"] = modifier_alt ui.update_modifiers() func update_region_grid() -> void: if not region_gizmo: return region_gizmo.set_hidden(not ui.visible) if is_terrain_valid(): region_gizmo.show_rect = editor.get_tool() == Terrain3DEditor.REGION region_gizmo.use_secondary_color = editor.get_operation() == Terrain3DEditor.SUBTRACT region_gizmo.region_position = current_region_position region_gizmo.region_size = terrain.get_region_size() * terrain.get_vertex_spacing() region_gizmo.grid = terrain.get_data().get_region_locations() terrain.update_gizmos() return region_gizmo.show_rect = false region_gizmo.region_size = 1024 region_gizmo.grid = [Vector2i.ZERO] func _on_scene_changed(scene_root: Node) -> void: if not scene_root: return for node in scene_root.find_children("", "Terrain3DObjects"): node.editor_setup(self) asset_dock.update_assets() await get_tree().create_timer(2).timeout asset_dock.update_thumbnails() func is_terrain_valid(p_terrain: Terrain3D = null) -> bool: var t: Terrain3D if p_terrain: t = p_terrain else: t = terrain if is_instance_valid(t) and t.is_inside_tree() and t.data: return true return false func is_selected() -> bool: var selected: Array[Node] = EditorInterface.get_selection().get_selected_nodes() for node in selected: if ( is_instance_valid(_last_terrain) and node.get_instance_id() == _last_terrain.get_instance_id() ) or \ node is Terrain3D: return true return false func select_terrain() -> void: if is_instance_valid(_last_terrain) and is_terrain_valid(_last_terrain) and not is_selected(): var es: EditorSelection = EditorInterface.get_selection() es.clear() es.add_node(_last_terrain) ## Editor Settings func setup_editor_settings() -> void: editor_settings = EditorInterface.get_editor_settings() if not editor_settings.has_setting("terrain3d/config/alt_key_bind"): editor_settings.set("terrain3d/config/alt_key_bind", 0) var property_info = { "name": "terrain3d/config/alt_key_bind", "type": TYPE_INT, "hint": PROPERTY_HINT_ENUM, "hint_string": "Alt,Space,Meta,Capslock" } editor_settings.add_property_info(property_info) _cleanup_old_settings() # Remove or rename old settings func _cleanup_old_settings() -> void: # Rename deprecated settings - Remove in 1.0 var value: Variant var rename_arr := [ "terrain3d/config/dock_slot", "terrain3d/config/dock_tile_size", "terrain3d/config/dock_floating", "terrain3d/config/dock_always_on_top", "terrain3d/config/dock_window_size", "terrain3d/config/dock_window_position", ] for es: String in rename_arr: if editor_settings.has_setting(es): value = editor_settings.get_setting(es) editor_settings.erase(es) editor_settings.set_setting(es.replace("/config/dock_", "/dock/"), value) # Special handling var es: String = "terrain3d/tool_settings/slope" if editor_settings.has_setting(es): value = editor_settings.get_setting(es) if typeof(value) == TYPE_FLOAT: editor_settings.erase(es) func set_setting(p_str: String, p_value: Variant) -> void: editor_settings.set_setting(p_str, p_value) func get_setting(p_str: String, p_default: Variant) -> Variant: if editor_settings.has_setting(p_str): return editor_settings.get_setting(p_str) else: return p_default func has_setting(p_str: String) -> bool: return editor_settings.has_setting(p_str) func erase_setting(p_str: String) -> void: editor_settings.erase(p_str)