ile-de-test/addons/proton_scatter/plugin.gd

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GDScript3
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2023-10-05 18:02:23 +00:00
@tool
extends EditorPlugin
const ProtonScatter := preload("./src/scatter.gd")
const ProtonScatterShape := preload("./src/scatter_shape.gd")
const ModifierStackPlugin := preload("./src/stack/inspector_plugin/modifier_stack_plugin.gd")
const ScatterGizmoPlugin := preload("./src/scatter_gizmo_plugin.gd")
const ShapeGizmoPlugin := preload("./src/shapes/gizmos_plugin/shape_gizmo_plugin.gd")
const PathPanel := preload("./src/shapes/gizmos_plugin/components/path_panel.tscn")
const ScatterCachePlugin := preload("./src/cache/inspector_plugin/scatter_cache_plugin.gd")
const GIZMO_SETTING := "addons/proton_scatter/always_show_gizmos"
const MAX_PHYSICS_QUERIES_SETTING := "addons/proton_scatter/max_physics_queries_per_frame"
var _modifier_stack_plugin := ModifierStackPlugin.new()
var _scatter_gizmo_plugin := ScatterGizmoPlugin.new()
var _shape_gizmo_plugin := ShapeGizmoPlugin.new()
var _scatter_cache_plugin := ScatterCachePlugin.new()
var _path_panel
var _selected_scatter_group: Array[Node] = []
func _get_plugin_name():
return "ProtonScatter"
func _enter_tree():
_ensure_setting_exists(GIZMO_SETTING, true)
_ensure_setting_exists(MAX_PHYSICS_QUERIES_SETTING, 500)
add_inspector_plugin(_modifier_stack_plugin)
add_inspector_plugin(_scatter_cache_plugin)
_path_panel = PathPanel.instantiate()
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, _path_panel)
_path_panel.visible = false
add_node_3d_gizmo_plugin(_scatter_gizmo_plugin)
_scatter_gizmo_plugin.set_editor_plugin(self)
add_node_3d_gizmo_plugin(_shape_gizmo_plugin)
_shape_gizmo_plugin.set_undo_redo(get_undo_redo())
_shape_gizmo_plugin.set_path_gizmo_panel(_path_panel)
_shape_gizmo_plugin.set_editor_plugin(self)
add_custom_type(
"ProtonScatter",
"Node3D",
preload("./src/scatter.gd"),
preload("./icons/scatter.svg")
)
add_custom_type(
"ScatterItem",
"Node3D",
preload("./src/scatter_item.gd"),
preload("./icons/item.svg")
)
add_custom_type(
"ScatterShape",
"Node3D",
preload("./src/scatter_shape.gd"),
preload("./icons/shape.svg")
)
add_custom_type(
"ScatterCache",
"Node3D",
preload("./src/cache/scatter_cache.gd"),
preload("./icons/cache.svg")
)
var editor_selection = get_editor_interface().get_selection()
editor_selection.selection_changed.connect(_on_selection_changed)
scene_changed.connect(_on_scene_changed)
func _exit_tree():
remove_custom_type("ProtonScatter")
remove_custom_type("ScatterItem")
remove_custom_type("ScatterShape")
remove_custom_type("ScatterCache")
remove_inspector_plugin(_modifier_stack_plugin)
remove_inspector_plugin(_scatter_cache_plugin)
remove_node_3d_gizmo_plugin(_shape_gizmo_plugin)
remove_node_3d_gizmo_plugin(_scatter_gizmo_plugin)
if _path_panel:
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, _path_panel)
_path_panel.queue_free()
_path_panel = null
func _handles(node) -> bool:
return node is ProtonScatterShape
func _forward_3d_gui_input(viewport_camera: Camera3D, event: InputEvent) -> int:
return _shape_gizmo_plugin.forward_3d_gui_input(viewport_camera, event)
func get_custom_selection() -> Array[Node]:
return _selected_scatter_group
func _refresh_scatter_gizmos(nodes: Array[Node]) -> void:
for node in nodes:
if not is_instance_valid(node):
continue
if node is ProtonScatterShape:
_refresh_scatter_gizmos([node.get_parent()])
continue
if node is ProtonScatter:
node.update_gizmos()
for c in node.get_children():
if c is Node3D:
c.update_gizmos()
func _ensure_setting_exists(setting: String, default_value) -> void:
if not ProjectSettings.has_setting(setting):
ProjectSettings.set_setting(setting, default_value)
ProjectSettings.set_initial_value(setting, default_value)
if ProjectSettings.has_method("set_as_basic"): # 4.0 backward compatibility
ProjectSettings.call("set_as_basic", setting, true)
func _on_selection_changed() -> void:
# Clean the gizmos on the previous node selection
_refresh_scatter_gizmos(_selected_scatter_group)
_selected_scatter_group.clear()
# Get the currently selected nodes
var selected = get_editor_interface().get_selection().get_selected_nodes()
_path_panel.selection_changed(selected)
if selected.is_empty():
return
# Update the selected local scatter group.
# If the user selects a shape, the scatter group will contain the ScatterShape,
# all the sibling shapes, and the parent scatter node, even if they are not
# selected. This is required to make their gizmos appear.
for node in selected:
var scatter_node
if node is ProtonScatter:
scatter_node = node
elif node is ProtonScatterShape and is_instance_valid(node):
scatter_node = node.get_parent()
if not is_instance_valid(scatter_node):
continue
_selected_scatter_group.push_back(scatter_node)
scatter_node.undo_redo = get_undo_redo()
scatter_node.editor_plugin = self
for c in scatter_node.get_children():
if c is ProtonScatterShape:
_selected_scatter_group.push_back(c)
_refresh_scatter_gizmos(_selected_scatter_group)
func _on_scene_changed(_scene_root) -> void:
pass