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

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# Copyright © 2023 Kasper Arnklit Frandsen - MIT License
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# See `LICENSE.md` included in the source distribution for details.
@tool
extends EditorPlugin
const WaterHelperMethods = preload("./water_helper_methods.gd")
const WaterSystem = preload("./water_system_manager.gd")
const RiverManager = preload("./river_manager.gd")
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const WaterfallManager = preload("./waterfall_manager.gd")
const WaterfallConfiguration = preload("./waterfall_configuration.gd")
const RiverGizmo = preload("./gui/river_gizmo.gd")
const WaterfallGizmo = preload("./gui/waterfall_gizmo.gd")
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const InspectorPlugin = preload("./inspector_plugin.gd")
const ProgressWindow = preload("./gui/progress_window.tscn")
const RiverControls = preload("./gui/river_controls.gd")
var river_gizmo: RiverGizmo = RiverGizmo.new()
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var waterfall_gizmo: WaterfallGizmo = WaterfallGizmo.new()
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var gradient_inspector: InspectorPlugin = InspectorPlugin.new()
var _river_controls = preload("./gui/river_controls.tscn").instantiate()
var _water_system_controls = preload("./gui/water_system_controls.tscn").instantiate()
var _edited_node = null
var _progress_window = null
var _editor_selection : EditorSelection = null
var _heightmap_renderer = null
var _mode := "select"
var constraint: int = RiverControls.CONSTRAINTS.NONE
var local_editing := false
func _enter_tree() -> void:
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add_custom_type("River", "Node3D",RiverManager, preload("./icons/river.svg"))
add_custom_type("Waterfall", "Node3D", WaterfallManager, preload("./icons/river.svg"))
add_custom_type("WaterfallConfiguration", "Resource", WaterfallConfiguration, preload("./icons/river.svg"))
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add_custom_type("WaterSystem", "Node3D", preload("./water_system_manager.gd"), preload("./icons/system.svg"))
add_custom_type("Buoyant", "Node3D", preload("./buoyant_manager.gd"), preload("./icons/buoyant.svg"))
add_node_3d_gizmo_plugin(river_gizmo)
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add_node_3d_gizmo_plugin(waterfall_gizmo)
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add_inspector_plugin(gradient_inspector)
river_gizmo.editor_plugin = self
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waterfall_gizmo.editor_plugin = self
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_river_controls.connect("mode", Callable(self, "_on_mode_change"))
_river_controls.connect("options", Callable(self, "_on_option_change"))
_progress_window = ProgressWindow.instantiate()
_river_controls.add_child(_progress_window)
_editor_selection = get_editor_interface().get_selection()
_editor_selection.connect("selection_changed", Callable(self, "_on_selection_change"))
scene_changed.connect(_on_scene_changed)
scene_closed.connect(_on_scene_closed)
func _on_generate_flowmap_pressed() -> void:
_edited_node.bake_texture()
func _on_generate_mesh_pressed() -> void:
_edited_node.spawn_mesh()
func _on_debug_view_changed(index : int) -> void:
_edited_node.set_debug_view(index)
func _on_generate_system_maps_pressed() -> void:
_edited_node.generate_system_maps()
func _exit_tree() -> void:
remove_custom_type("River")
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remove_custom_type("Waterfall")
remove_custom_type("WaterfallConfiguration")
remove_custom_type("WaterSystem")
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remove_custom_type("Buoyant")
remove_node_3d_gizmo_plugin(river_gizmo)
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remove_node_3d_gizmo_plugin(waterfall_gizmo)
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remove_inspector_plugin(gradient_inspector)
_river_controls.disconnect("mode", Callable(self, "_on_mode_change"))
_river_controls.disconnect("options", Callable(self, "_on_option_change"))
_editor_selection.disconnect("selection_changed", Callable(self, "_on_selection_change"))
disconnect("scene_changed", Callable(self, "_on_scene_changed"));
disconnect("scene_closed", Callable(self, "_on_scene_closed"));
_hide_river_control_panel()
_hide_water_system_control_panel()
func _handles(node):
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return node is RiverManager or node is WaterfallManager or node is WaterSystem
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# TODO - I think this was commented out for 4.0 conversion and isn't needed anymore
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#func _edit(node):
# print("edit(), node is: ", node)
# if node is RiverManager:
# _show_river_control_panel()
# _edited_node = node as RiverManager
# if node is WaterSystem:
# _show_water_system_control_panel()
# _edited_node = node as WaterSystem
func _on_selection_change() -> void:
_editor_selection = get_editor_interface().get_selection()
var selected = _editor_selection.get_selected_nodes()
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_hide_water_system_control_panel()
_hide_river_control_panel()
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if len(selected) == 0:
return
if selected[0] is RiverManager:
_show_river_control_panel()
_edited_node = selected[0] as RiverManager
_river_controls.menu.debug_view_menu_selected = _edited_node.debug_view
if not _edited_node.is_connected("progress_notified", Callable(self, "_river_progress_notified")):
_edited_node.connect("progress_notified", Callable(self, "_river_progress_notified"))
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elif selected[0] is WaterfallManager:
_edited_node = selected[0] as WaterfallManager
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elif selected[0] is WaterSystem:
_show_water_system_control_panel()
_edited_node = selected[0] as WaterSystem
else:
_edited_node = null
func _on_scene_changed(scene_root) -> void:
_hide_river_control_panel()
_hide_water_system_control_panel()
func _on_scene_closed(_value) -> void:
_hide_river_control_panel()
_hide_water_system_control_panel()
func _on_mode_change(mode) -> void:
_mode = mode
func _on_option_change(option, value) -> void:
if option == "constraint":
constraint = value
if constraint == RiverControls.CONSTRAINTS.COLLIDERS:
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# WaterHelperMethods.reset_all_colliders(_edited_node.get_tree().root)
# TODO - figure out if this is needed any more
pass
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elif option == "local_mode":
local_editing = value
func _forward_3d_gui_input(camera: Camera3D, event: InputEvent) -> int:
if not _edited_node:
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return AFTER_GUI_INPUT_PASS
if _edited_node is RiverManager:
return _forward_3d_gui_input_river(camera, event)
elif _edited_node is WaterfallManager:
return AFTER_GUI_INPUT_PASS
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return AFTER_GUI_INPUT_PASS
func _forward_3d_gui_input_river(camera: Camera3D, event: InputEvent) -> int:
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var global_transform: Transform3D = _edited_node.transform
if _edited_node.is_inside_tree():
global_transform = _edited_node.get_global_transform()
var global_inverse: Transform3D = global_transform.affine_inverse()
if (event is InputEventMouseButton) and (event.button_index == MOUSE_BUTTON_LEFT):
var ray_from = camera.project_ray_origin(event.position)
var ray_dir = camera.project_ray_normal(event.position)
var g1 = global_inverse * (ray_from)
var g2 = global_inverse * (ray_from + ray_dir * 4096)
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# Iterate through points to find closest segment
var curve_points = _edited_node.get_curve_points()
var closest_distance = 4096.0
var closest_segment = -1
for point in curve_points.size() -1:
var p1 = curve_points[point]
var p2 = curve_points[point + 1]
var result = Geometry3D.get_closest_points_between_segments(p1, p2, g1, g2)
var dist = result[0].distance_to(result[1])
if dist < closest_distance:
closest_distance = dist
closest_segment = point
# Iterate through baked points to find the closest position on the
# curved path
var baked_curve_points = _edited_node.curve.get_baked_points()
var baked_closest_distance = 4096.0
var baked_closest_point = Vector3()
var baked_point_found = false
for baked_point in baked_curve_points.size() - 1:
var p1 = baked_curve_points[baked_point]
var p2 = baked_curve_points[baked_point + 1]
var result = Geometry3D.get_closest_points_between_segments(p1, p2, g1, g2)
var dist = result[0].distance_to(result[1])
if dist < 0.1 and dist < baked_closest_distance:
baked_closest_distance = dist
baked_closest_point = result[0]
baked_point_found = true
# In case we were close enough to a line segment to find a segment,
# but not close enough to the curved line
if not baked_point_found:
closest_segment = -1
# We'll use this closest point to add a point in between if on the line
# and to remove if close to a point
if _mode == "select":
if not event.pressed:
river_gizmo.reset()
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return AFTER_GUI_INPUT_PASS
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if _mode == "add" and not event.pressed:
# if we don't have a point on the line, we'll calculate a point
# based of a plane of the last point of the curve
if closest_segment == -1:
var end_pos = _edited_node.curve.get_point_position(_edited_node.curve.get_point_count() - 1)
var end_pos_global : Vector3 = _edited_node.to_global(end_pos)
var z : Vector3 = _edited_node.curve.get_point_out(_edited_node.curve.get_point_count() - 1).normalized()
var x := z.cross(Vector3.DOWN).normalized()
var y := z.cross(x).normalized()
var _handle_base_transform = Transform3D(
Basis(x, y, z) * global_transform.basis,
end_pos_global
)
var plane := Plane(end_pos_global, end_pos_global + camera.transform.basis.x, end_pos_global + camera.transform.basis.y)
var new_pos
if constraint == RiverControls.CONSTRAINTS.COLLIDERS:
var space_state = _edited_node.get_world_3d().direct_space_state
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var ray_params = PhysicsRayQueryParameters3D.create(ray_from, ray_from + ray_dir * 4096)
var result = space_state.intersect_ray(ray_params)
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if result:
new_pos = result.position
else:
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return AFTER_GUI_INPUT_PASS
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elif constraint == RiverControls.CONSTRAINTS.NONE:
new_pos = plane.intersects_ray(ray_from, ray_from + ray_dir * 4096)
elif constraint in RiverGizmo.AXIS_MAPPING:
var axis: Vector3 = RiverGizmo.AXIS_MAPPING[constraint]
if local_editing:
axis = _handle_base_transform.basis * (axis)
var axis_from = end_pos_global + (axis * RiverGizmo.AXIS_CONSTRAINT_LENGTH)
var axis_to = end_pos_global - (axis * RiverGizmo.AXIS_CONSTRAINT_LENGTH)
var ray_to = ray_from + (ray_dir * RiverGizmo.AXIS_CONSTRAINT_LENGTH)
var result = Geometry3D.get_closest_points_between_segments(axis_from, axis_to, ray_from, ray_to)
new_pos = result[0]
elif constraint in RiverGizmo.PLANE_MAPPING:
var normal: Vector3 = RiverGizmo.PLANE_MAPPING[constraint]
if local_editing:
normal = _handle_base_transform.basis * (normal)
var projected : Vector3 = end_pos_global.project(normal)
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var direction : float = signf(projected.dot(normal))
var distance : float = direction * projected.length()
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plane = Plane(normal, distance)
new_pos = plane.intersects_ray(ray_from, ray_dir)
baked_closest_point = _edited_node.to_local(new_pos)
var ur := get_undo_redo()
ur.create_action("Add River point")
ur.add_do_method(_edited_node, "add_point", baked_closest_point, closest_segment)
ur.add_do_method(_edited_node, "properties_changed")
ur.add_do_method(_edited_node, "set_materials", "i_valid_flowmap", false)
ur.add_do_property(_edited_node, "valid_flowmap", false)
ur.add_do_method(_edited_node, "update_configuration_warnings")
if closest_segment == -1:
ur.add_undo_method(_edited_node, "remove_point", _edited_node.curve.get_point_count()) # remove last
else:
ur.add_undo_method(_edited_node, "remove_point", closest_segment + 1)
ur.add_undo_method(_edited_node, "properties_changed")
ur.add_undo_method(_edited_node, "set_materials", "i_valid_flowmap", _edited_node.valid_flowmap)
ur.add_undo_property(_edited_node, "valid_flowmap", _edited_node.valid_flowmap)
ur.add_undo_method(_edited_node, "update_configuration_warnings")
ur.commit_action()
if _mode == "remove" and not event.pressed:
# A closest_segment of -1 means we didn't press close enough to a
# point for it to be removed
if not closest_segment == -1:
var closest_index = _edited_node.get_closest_point_to(baked_closest_point)
#_edited_node.remove_point(closest_index)
var ur = get_undo_redo()
ur.create_action("Remove River point")
ur.add_do_method(_edited_node, "remove_point", closest_index)
ur.add_do_method(_edited_node, "properties_changed")
ur.add_do_method(_edited_node, "set_materials", "i_valid_flowmap", false)
ur.add_do_property(_edited_node, "valid_flowmap", false)
ur.add_do_method(_edited_node, "update_configuration_warnings")
if closest_index == _edited_node.curve.get_point_count() - 1:
ur.add_undo_method(_edited_node, "add_point", _edited_node.curve.get_point_position(closest_index), -1)
else:
ur.add_undo_method(_edited_node, "add_point", _edited_node.curve.get_point_position(closest_index), closest_index - 1, _edited_node.curve.get_point_out(closest_index), _edited_node.widths[closest_index])
ur.add_undo_method(_edited_node, "properties_changed")
ur.add_undo_method(_edited_node, "set_materials", "i_valid_flowmap", _edited_node.valid_flowmap)
ur.add_undo_property(_edited_node, "valid_flowmap", _edited_node.valid_flowmap)
ur.add_undo_method(_edited_node, "update_configuration_warnings")
ur.commit_action()
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return AFTER_GUI_INPUT_STOP
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elif _edited_node is RiverManager:
# Forward input to river controls. This is cleaner than handling
# the keybindings here as the keybindings need to interact with
# the buttons. Handling it here would expose more private details
# of the controls than needed, instead only the spatial_gui_input()
# method needs to be exposed.
# TODO - so this was returning a bool before? Check this
return _river_controls.spatial_gui_input(event)
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return AFTER_GUI_INPUT_PASS
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func _river_progress_notified(progress : float, message : String) -> void:
if message == "finished":
_progress_window.hide()
else:
if not _progress_window.visible:
_progress_window.popup_centered()
_progress_window.show_progress(message, progress)
func _show_river_control_panel() -> void:
if not _river_controls.get_parent():
add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, _river_controls)
_river_controls.menu.connect("generate_flowmap", Callable(self, "_on_generate_flowmap_pressed"))
_river_controls.menu.connect("generate_mesh", Callable(self, "_on_generate_mesh_pressed"))
_river_controls.menu.connect("debug_view_changed", Callable(self, "_on_debug_view_changed"))
func _hide_river_control_panel() -> void:
if _river_controls.get_parent():
remove_control_from_container(CONTAINER_SPATIAL_EDITOR_MENU, _river_controls)
_river_controls.menu.disconnect("generate_flowmap", Callable(self, "_on_generate_flowmap_pressed"))
_river_controls.menu.disconnect("generate_mesh", Callable(self, "_on_generate_mesh_pressed"))
_river_controls.menu.disconnect("debug_view_changed", Callable(self, "_on_debug_view_changed"))
func _show_water_system_control_panel() -> void:
if not _water_system_controls.get_parent():
add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, _water_system_controls)
_water_system_controls.menu.connect("generate_system_maps", Callable(self, "_on_generate_system_maps_pressed"))
func _hide_water_system_control_panel() -> void:
if _water_system_controls.get_parent():
remove_control_from_container(CONTAINER_SPATIAL_EDITOR_MENU, _water_system_controls)
_water_system_controls.menu.disconnect("generate_system_maps", Callable(self, "_on_generate_system_maps_pressed"))