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

@ -7,15 +7,25 @@ const TransformChangedNotifier: Script = preload("res://addons/terrain_3d/utils/
const CHILD_HELPER_NAME: StringName = &"TransformChangedSignaller"
const CHILD_HELPER_PATH: NodePath = ^"TransformChangedSignaller"
var _editor_interface = null
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() or not _editor_interface:
if not Engine.is_editor_hint():
return
child_entered_tree.disconnect(_on_child_entered_tree)
@ -26,23 +36,13 @@ func _exit_tree() -> void:
func editor_setup(p_plugin) -> void:
if _editor_interface:
return
_editor_interface = p_plugin.get_editor_interface()
_undo_redo = p_plugin.get_undo_redo()
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 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] = _editor_interface.get_edited_scene_root().find_children("", "Terrain3D")
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
@ -74,14 +74,21 @@ func _on_child_entered_tree(p_node: Node) -> void:
helper = TransformChangedNotifier.new()
helper.name = CHILD_HELPER_NAME
p_node.add_child(helper, true, INTERNAL_MODE_BACK)
helper.transform_changed.connect(_on_child_transform_changed.bind(p_node))
assert(p_node.has_node(CHILD_HELPER_PATH))
var id: int = p_node.get_instance_id()
if not _offsets.has(id):
_update_child_offset(p_node)
else:
_update_child_position(p_node)
# 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:
@ -90,12 +97,15 @@ func _on_child_exiting_tree(p_node: Node) -> void:
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 = _editor_interface.get_selection()
var editor_sel = EditorInterface.get_selection()
return editor_sel.get_transformable_selected_nodes().has(p_node)
@ -129,19 +139,20 @@ func _on_child_transform_changed(p_node: Node3D) -> void:
# 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_property(self, &"_ignore_transform_change", true)
_undo_redo.add_undo_property(self, &"_ignore_transform_change", true)
_undo_redo.add_do_property(p_node, &"global_position", new_position)
_undo_redo.add_undo_property(p_node, &"global_position", old_position)
_undo_redo.add_do_method(self, &"_set_offset", p_node.get_instance_id(), new_offset)
_undo_redo.add_undo_method(self, &"_set_offset", p_node.get_instance_id(), old_offset)
_undo_redo.add_do_property(self, &"_ignore_transform_change", false)
_undo_redo.add_undo_property(self, &"_ignore_transform_change", false)
_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(p_id: int, p_offset: Vector3) -> void:
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