upgrade addons

This commit is contained in:
anyreso 2024-10-16 19:35:26 -04:00
parent 8c2ba0ef2b
commit e268697974
125 changed files with 1706 additions and 1027 deletions

View file

@ -1,119 +1,426 @@
@tool
extends PanelContainer
#class_name Terrain3DAssetDock
signal placement_changed(index: int)
signal resource_changed(resource: Resource, index: int)
signal resource_inspected(resource: Resource)
signal resource_selected
signal confirmation_closed
signal confirmation_confirmed
signal confirmation_canceled
var list: ListContainer
var entries: Array[ListEntry]
var selected_index: int = 0
var focus_style: StyleBox
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"
@onready var placement_option: OptionButton = $VBox/PlacementHBox/Options
@onready var placement_pin: Button = $VBox/PlacementHBox/Pinned
@onready var size_slider: HSlider = $VBox/SizeSlider
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:
placement_option.item_selected.connect(_on_placement_selected)
size_slider.value_changed.connect(_on_slider_changed)
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)
list = ListContainer.new()
list.set_v_size_flags(SIZE_EXPAND_FILL)
list.set_h_size_flags(SIZE_EXPAND_FILL)
$VBox/ScrollContainer.add_child(list)
# Copy theme from the editor, but since its a tool script, avoid saving icon resources in tscn
if EditorScript.new().get_editor_interface().get_edited_scene_root() != self:
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
$VBox/Label.set("theme_override_styles/normal", get_theme_stylebox("bg", "EditorInspectorCategory"))
$VBox/Label.set("theme_override_fonts/font", get_theme_font("bold", "EditorFonts"))
$VBox/Label.set("theme_override_font_sizes/font_size",get_theme_font_size("bold_size", "EditorFonts"))
placement_pin.icon = get_theme_icon("Pin", "EditorIcons")
placement_pin.text = ""
# Setup style for selected assets
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))
if slot != p_slot:
slot = p_slot
placement_opt.selected = slot
save_editor_settings()
plugin.select_terrain()
update_dock(plugin.visible)
func _on_placement_selected(index: int) -> void:
emit_signal("placement_changed", index)
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 list:
list.set_entry_size(value)
if texture_list:
texture_list.set_entry_width(value)
if mesh_list:
mesh_list.set_entry_width(value)
save_editor_settings()
func move_slider(to_side: bool) -> void:
if to_side and size_slider.get_parent() != $VBox:
size_slider.reparent($VBox)
$VBox.move_child(size_slider, 2)
size_slider.custom_minimum_size = Vector2(0, 0)
elif not to_side and size_slider.get_parent() == $VBox:
size_slider.reparent($VBox/PlacementHBox)
$VBox/PlacementHBox.move_child(size_slider, 2)
size_slider.custom_minimum_size = Vector2(300, 10)
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 clear() -> void:
for i in entries:
i.get_parent().remove_child(i)
i.queue_free()
entries.clear()
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 add_item(p_resource: Resource = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
var index: int = entries.size()
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
entry.set_edited_resource(p_resource)
entry.selected.connect(set_selected_index.bind(index))
entry.inspected.connect(notify_resource_inspected)
entry.changed.connect(notify_resource_changed.bind(index))
# 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)
if p_resource:
entry.set_selected(index == selected_index)
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
list.add_child(entry)
entries.push_back(entry)
func set_selected_after_swap(p_old_index: int, p_new_index: int) -> void:
set_selected_index(clamp(p_new_index, 0, entries.size() - 2))
func set_selected_index(p_index: int) -> void:
selected_index = p_index
emit_signal("resource_selected")
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_index)
func get_selected_index() -> int:
return selected_index
func notify_resource_inspected(p_resource: Resource) -> void:
emit_signal("resource_inspected", p_resource)
func notify_resource_changed(p_resource: Resource, p_index: int) -> void:
emit_signal("resource_changed", p_resource, p_index)
if !p_resource:
var last_offset: int = 2
if p_index == entries.size()-2:
last_offset = 3
selected_index = clamp(selected_index, 0, entries.size() - last_offset)
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)
##############################################################
@ -122,18 +429,182 @@ func notify_resource_changed(p_resource: Resource, p_index: int) -> void:
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 set_entry_size(value: float) -> void:
width = clamp(value, 56, 256)
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 index: int = 0
var id: int = 0
var separation: float = 4
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
@ -141,12 +612,13 @@ class ListContainer extends Container:
for c in get_children():
if is_instance_valid(c):
c.size = Vector2(width, width) - Vector2(separation, separation)
c.position = Vector2(index % columns, index / columns) * width + \
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
height = max(height, c.position.y + width)
index += 1
id += 1
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
@ -162,14 +634,18 @@ class ListContainer extends Container:
class ListEntry extends VBoxContainer:
signal hovered()
signal selected()
signal changed(resource: Terrain3DTexture)
signal inspected(resource: Terrain3DTexture)
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Terrain3DTexture
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
@ -180,7 +656,7 @@ class ListEntry extends VBoxContainer:
@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)
@ -213,8 +689,11 @@ class ListEntry extends VBoxContainer:
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
name_label.text = "Add New"
if type == Terrain3DAssets.TYPE_TEXTURE:
name_label.text = "Add Texture"
else:
name_label.text = "Add Mesh"
func _notification(p_what) -> void:
match p_what:
@ -224,22 +703,33 @@ class ListEntry extends VBoxContainer:
draw_style_box(background, rect)
draw_texture(add_icon, (get_size() / 2) - (add_icon.get_size() / 2))
else:
name_label.text = resource.get_name()
self_modulate = resource.get_albedo_color()
var texture: Texture2D = resource.get_albedo_texture()
if texture:
draw_texture_rect(texture, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
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))
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
@ -255,7 +745,10 @@ class ListEntry extends VBoxContainer:
MOUSE_BUTTON_LEFT:
# If `Add new` is clicked
if !resource:
set_edited_resource(Terrain3DTexture.new(), false)
if type == Terrain3DAssets.TYPE_TEXTURE:
set_edited_resource(Terrain3DTextureAsset.new(), false)
else:
set_edited_resource(Terrain3DMeshAsset.new(), false)
edit()
else:
emit_signal("selected")
@ -279,19 +772,38 @@ class ListEntry extends VBoxContainer:
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 Terrain3DTexture:
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)
if res is Texture2D:
var surf: Terrain3DTexture = Terrain3DTexture.new()
surf.set_albedo_texture(res)
set_edited_resource(surf, 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: Terrain3DTexture, p_no_signal: bool = true) -> void:
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
resource.setting_changed.connect(_on_texture_changed)
resource.file_changed.connect(_on_texture_changed)
resource.setting_changed.connect(_on_resource_changed)
resource.file_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
@ -301,7 +813,7 @@ class ListEntry extends VBoxContainer:
emit_signal("changed", resource)
func _on_texture_changed() -> void:
func _on_resource_changed() -> void:
emit_signal("changed", resource)

View file

@ -3,26 +3,45 @@
[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, 136)
offset_right = 256.0
offset_bottom = 128.0
custom_minimum_size = Vector2(256, 95)
offset_right = 766.0
offset_bottom = 100.0
script = ExtResource("1_e23pg")
[node name="VBox" type="VBoxContainer" parent="."]
[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="PlacementHBox" type="HBoxContainer" parent="VBox"]
layout_mode = 2
[node name="Label" type="Label" parent="VBox/PlacementHBox"]
layout_mode = 2
text = "Dock Position: "
[node name="Options" type="OptionButton" parent="VBox/PlacementHBox"]
[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 = 5
selected = 7
popup/item_0/text = "Left_UL"
popup/item_0/id = 0
popup/item_1/text = "Left_BL"
@ -42,28 +61,33 @@ popup/item_7/id = 7
popup/item_8/text = "Bottom"
popup/item_8/id = 8
[node name="Pinned" type="Button" parent="VBox/PlacementHBox"]
[node name="SizeSlider" type="HSlider" parent="Box/Buttons"]
custom_minimum_size = Vector2(80, 10)
layout_mode = 2
tooltip_text = "Keep panel visible even if Terrain3D is not selected. Useful for keeping dock floating."
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="Label" type="Label" parent="VBox"]
layout_mode = 2
theme_override_font_sizes/font_size = 16
text = "Textures"
horizontal_alignment = 1
vertical_alignment = 1
[node name="SizeSlider" type="HSlider" parent="VBox"]
custom_minimum_size = Vector2(100, 10)
layout_mode = 2
min_value = 56.0
max_value = 256.0
value = 83.0
[node name="ScrollContainer" type="ScrollContainer" parent="VBox"]
[node name="ScrollContainer" type="ScrollContainer" parent="Box"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3

View file

@ -193,7 +193,7 @@ func _bake_nav_region_nav_mesh(p_nav_region: NavigationRegion3D) -> void:
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, p_nav_region.global_transform.inverse())
source_geometry_data.add_faces(faces, Transform3D.IDENTITY)
NavigationMeshGenerator.bake_from_source_geometry_data(nav_mesh, source_geometry_data)

View file

@ -5,8 +5,8 @@ signal pressed
signal value_changed
const ICON_PICKER: String = "res://addons/terrain_3d/icons/icon_picker.svg"
const ICON_PICKER_CHECKED: String = "res://addons/terrain_3d/icons/icon_picker_checked.svg"
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

View file

@ -39,6 +39,12 @@ func _enter_tree() -> void:
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:

View file

@ -23,7 +23,7 @@ enum SettingType {
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/icon_picker.svg"
const PICKER_ICON: String = "res://addons/terrain_3d/icons/picker.svg"
# Add settings flags
const NONE: int = 0x0
@ -103,6 +103,41 @@ func _ready() -> void:
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
@ -135,10 +170,10 @@ func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout)
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))
menu_button.mouse_exited.connect(_on_show_submenu.bind(false, menu_button))
submenu.mouse_exited.connect(_on_show_submenu.bind(false, menu_button))
var sublist: Container
@ -171,6 +206,8 @@ func _on_show_submenu(p_toggled: bool, p_button: Button) -> void:
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)
@ -326,6 +363,7 @@ func add_setting(p_args: Dictionary) -> void:
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))
@ -361,7 +399,6 @@ func add_setting(p_args: Dictionary) -> void:
spin_slider.set_step(p_step)
spin_slider.set_value(p_default)
spin_slider.set_suffix(p_suffix)
spin_slider.set_h_size_flags(SIZE_SHRINK_CENTER)
spin_slider.set_v_size_flags(SIZE_SHRINK_CENTER)
spin_slider.set_custom_minimum_size(Vector2(75, 0))
@ -378,8 +415,6 @@ func add_setting(p_args: Dictionary) -> void:
else: # DOUBLE_SLIDER
var label := Label.new()
label.set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER)
label.set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER)
label.set_custom_minimum_size(Vector2(75, 0))
slider = DoubleSlider.new()
slider.label = label
@ -394,7 +429,6 @@ func add_setting(p_args: Dictionary) -> void:
slider.set_step(p_step)
slider.set_value(p_default)
slider.set_v_size_flags(SIZE_SHRINK_CENTER)
slider.set_h_size_flags(SIZE_SHRINK_END | SIZE_EXPAND)
slider.set_custom_minimum_size(Vector2(60, 10))
control.name = p_name.to_pascal_case()

View file

@ -3,22 +3,23 @@ extends VBoxContainer
signal tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation)
const ICON_REGION_ADD: String = "res://addons/terrain_3d/icons/icon_map_add.svg"
const ICON_REGION_REMOVE: String = "res://addons/terrain_3d/icons/icon_map_remove.svg"
const ICON_HEIGHT_ADD: String = "res://addons/terrain_3d/icons/icon_height_add.svg"
const ICON_HEIGHT_SUB: String = "res://addons/terrain_3d/icons/icon_height_sub.svg"
const ICON_HEIGHT_MUL: String = "res://addons/terrain_3d/icons/icon_height_mul.svg"
const ICON_HEIGHT_DIV: String = "res://addons/terrain_3d/icons/icon_height_div.svg"
const ICON_HEIGHT_FLAT: String = "res://addons/terrain_3d/icons/icon_height_flat.svg"
const ICON_HEIGHT_SLOPE: String = "res://addons/terrain_3d/icons/icon_height_slope.svg"
const ICON_HEIGHT_SMOOTH: String = "res://addons/terrain_3d/icons/icon_height_smooth.svg"
const ICON_PAINT_TEXTURE: String = "res://addons/terrain_3d/icons/icon_brush.svg"
const ICON_SPRAY_TEXTURE: String = "res://addons/terrain_3d/icons/icon_spray.svg"
const ICON_COLOR: String = "res://addons/terrain_3d/icons/icon_color.svg"
const ICON_WETNESS: String = "res://addons/terrain_3d/icons/icon_wetness.svg"
const ICON_AUTOSHADER: String = "res://addons/terrain_3d/icons/icon_terrain_material.svg"
const ICON_HOLES: String = "res://addons/terrain_3d/icons/icon_holes.svg"
const ICON_NAVIGATION: String = "res://addons/terrain_3d/icons/icon_navigation.svg"
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()
@ -31,7 +32,7 @@ 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, "Delete Region", load(ICON_REGION_REMOVE), 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)
@ -50,6 +51,7 @@ func _ready() -> void:
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)

View file

@ -21,6 +21,7 @@ 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
@ -95,8 +96,18 @@ func set_visible(p_visible: bool) -> void:
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 = []
@ -146,6 +157,27 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
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
@ -174,8 +206,7 @@ func _on_setting_changed() -> void:
if not plugin.asset_dock:
return
brush_data = toolbar_settings.get_settings()
brush_data["strength"] /= 100.0
brush_data["texture_index"] = plugin.asset_dock.get_selected_index()
brush_data["asset_id"] = plugin.asset_dock.get_current_list().get_selected_id()
update_decal()
plugin.editor.set_brush_data(brush_data)
@ -239,7 +270,7 @@ func update_decal() -> void:
decal.modulate = COLOR_SLOPE
_:
decal.modulate = Color.WHITE
decal.modulate.a = max(.3, brush_data["strength"])
decal.modulate.a = max(.3, brush_data["strength"] * .01)
Terrain3DEditor.TEXTURE:
match plugin.editor.get_operation():
Terrain3DEditor.REPLACE:
@ -247,15 +278,15 @@ func update_decal() -> void:
decal.modulate.a = 1.0
Terrain3DEditor.ADD:
decal.modulate = COLOR_SPRAY
decal.modulate.a = max(.3, brush_data["strength"])
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"])
decal.modulate.a = max(.3, brush_data["strength"] * .01)
Terrain3DEditor.ROUGHNESS:
decal.modulate = COLOR_ROUGHNESS
decal.modulate.a = max(.3, brush_data["strength"])
decal.modulate.a = max(.3, brush_data["strength"] * .01)
Terrain3DEditor.AUTOSHADER:
decal.modulate = COLOR_AUTOSHADER
decal.modulate.a = 1.0
@ -265,9 +296,13 @@ func update_decal() -> void:
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"])
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 )