@tool # https://www.youtube.com/watch?v=Y7JG63IuaWs extends EditorPlugin const HTerrain = preload("../hterrain.gd") const HTerrainDetailLayer = preload("../hterrain_detail_layer.gd") const HTerrainData = preload("../hterrain_data.gd") const HTerrainMesher = preload("../hterrain_mesher.gd") const HTerrainTextureSet = preload("../hterrain_texture_set.gd") const HT_PreviewGenerator = preload("./preview_generator.gd") const HT_TerrainPainter = preload("./brush/terrain_painter.gd") const HT_BrushDecal = preload("./brush/decal.gd") const HT_Util = preload("../util/util.gd") const HT_EditorUtil = preload("./util/editor_util.gd") const HT_LoadTextureDialog = preload("./load_texture_dialog.gd") const HT_GlobalMapBaker = preload("./globalmap_baker.gd") const HT_ImageFileCache = preload("../util/image_file_cache.gd") const HT_Logger = preload("../util/logger.gd") const HT_EditPanel = preload("./panel.gd") const HT_GeneratorDialog = preload("./generator/generator_dialog.gd") const HT_TextureSetEditor = preload("./texture_editor/set_editor/texture_set_editor.gd") const HT_TextureSetImportEditor = \ preload("./texture_editor/set_editor/texture_set_import_editor.gd") const HT_ProgressWindow = preload("./progress_window.gd") const HT_EditPanelScene = preload("./panel.tscn") const HT_ProgressWindowScene = preload("./progress_window.tscn") const HT_GeneratorDialogScene = preload("./generator/generator_dialog.tscn") const HT_ImportDialogScene = preload("./importer/importer_dialog.tscn") const HT_GenerateMeshDialogScene = preload("./generate_mesh_dialog.tscn") const HT_ResizeDialogScene = preload("./resize_dialog/resize_dialog.tscn") const HT_ExportImageDialogScene = preload("./exporter/export_image_dialog.tscn") const HT_TextureSetEditorScene = preload("./texture_editor/set_editor/texture_set_editor.tscn") const HT_TextureSetImportEditorScene = \ preload("./texture_editor/set_editor/texture_set_import_editor.tscn") const HT_AboutDialogScene = preload("./about/about_dialog.tscn") const DOCUMENTATION_URL = "https://hterrain-plugin.readthedocs.io/en/latest" const MENU_IMPORT_MAPS = 0 const MENU_GENERATE = 1 const MENU_BAKE_GLOBALMAP = 2 const MENU_RESIZE = 3 const MENU_UPDATE_EDITOR_COLLIDER = 4 const MENU_GENERATE_MESH = 5 const MENU_EXPORT_HEIGHTMAP = 6 const MENU_LOOKDEV = 7 const MENU_DOCUMENTATION = 8 const MENU_ABOUT = 9 # TODO Rename _terrain var _node : HTerrain = null # GUI var _panel : HT_EditPanel = null var _toolbar : Container = null var _toolbar_brush_buttons := {} var _generator_dialog : HT_GeneratorDialog = null # TODO Rename _import_terrain_dialog var _import_dialog = null var _export_image_dialog = null # This window is only used for operations not triggered by an existing dialog. # In Godot it has been solved by automatically reparenting the dialog: # https://github.com/godotengine/godot/pull/71209 # But `get_exclusive_child()` is not exposed. So dialogs triggering a progress # dialog may need their own child instance... var _progress_window : HT_ProgressWindow = null var _generate_mesh_dialog = null var _preview_generator : HT_PreviewGenerator = null var _resize_dialog = null var _about_dialog = null var _menu_button : MenuButton var _lookdev_menu : PopupMenu var _texture_set_editor : HT_TextureSetEditor = null var _texture_set_import_editor : HT_TextureSetImportEditor = null var _globalmap_baker : HT_GlobalMapBaker = null var _terrain_had_data_previous_frame := false var _image_cache : HT_ImageFileCache var _terrain_painter : HT_TerrainPainter = null var _brush_decal : HT_BrushDecal = null var _mouse_pressed := false #var _pending_paint_action = null var _pending_paint_commit := false var _logger := HT_Logger.get_for(self) func get_icon(icon_name: String) -> Texture2D: return HT_EditorUtil.load_texture( "res://addons/zylann.hterrain/tools/icons/icon_" + icon_name + ".svg", _logger) func _enter_tree(): _logger.debug("HTerrain plugin Enter tree") var dpi_scale = get_editor_interface().get_editor_scale() _logger.debug(str("DPI scale: ", dpi_scale)) add_custom_type("HTerrain", "Node3D", HTerrain, get_icon("heightmap_node")) add_custom_type("HTerrainDetailLayer", "Node3D", HTerrainDetailLayer, get_icon("detail_layer_node")) add_custom_type("HTerrainData", "Resource", HTerrainData, get_icon("heightmap_data")) # TODO Proper texture add_custom_type("HTerrainTextureSet", "Resource", HTerrainTextureSet, null) _preview_generator = HT_PreviewGenerator.new() get_editor_interface().get_resource_previewer().add_preview_generator(_preview_generator) _terrain_painter = HT_TerrainPainter.new() _terrain_painter.set_brush_size(5) _terrain_painter.get_brush().size_changed.connect(_on_brush_size_changed) add_child(_terrain_painter) _brush_decal = HT_BrushDecal.new() _brush_decal.set_size(_terrain_painter.get_brush_size()) _image_cache = HT_ImageFileCache.new("user://temp_hterrain_image_cache") var editor_interface := get_editor_interface() var base_control := editor_interface.get_base_control() _panel = HT_EditPanelScene.instantiate() HT_Util.apply_dpi_scale(_panel, dpi_scale) _panel.hide() add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, _panel) # Apparently _ready() still isn't called at this point... _panel.call_deferred("set_terrain_painter", _terrain_painter) _panel.call_deferred("setup_dialogs", base_control) _panel.set_undo_redo(get_undo_redo()) _panel.set_image_cache(_image_cache) _panel.detail_selected.connect(_on_detail_selected) _panel.texture_selected.connect(_on_texture_selected) _panel.detail_list_changed.connect(_update_brush_buttons_availability) _panel.edit_texture_pressed.connect(_on_Panel_edit_texture_pressed) _panel.import_textures_pressed.connect(_on_Panel_import_textures_pressed) _toolbar = HBoxContainer.new() add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, _toolbar) _toolbar.hide() var menu := MenuButton.new() menu.set_text("Terrain") menu.get_popup().add_item("Import maps...", MENU_IMPORT_MAPS) menu.get_popup().add_item("Generate...", MENU_GENERATE) menu.get_popup().add_item("Resize...", MENU_RESIZE) menu.get_popup().add_item("Bake global map", MENU_BAKE_GLOBALMAP) menu.get_popup().add_separator() menu.get_popup().add_item("Update Editor Collider", MENU_UPDATE_EDITOR_COLLIDER) menu.get_popup().add_separator() menu.get_popup().add_item("Generate mesh (heavy)", MENU_GENERATE_MESH) menu.get_popup().add_separator() menu.get_popup().add_item("Export heightmap", MENU_EXPORT_HEIGHTMAP) menu.get_popup().add_separator() _lookdev_menu = PopupMenu.new() _lookdev_menu.name = "LookdevMenu" _lookdev_menu.about_to_popup.connect(_on_lookdev_menu_about_to_show) _lookdev_menu.id_pressed.connect(_on_lookdev_menu_id_pressed) menu.get_popup().add_child(_lookdev_menu) menu.get_popup().add_submenu_item("Lookdev", _lookdev_menu.name, MENU_LOOKDEV) menu.get_popup().id_pressed.connect(_menu_item_selected) menu.get_popup().add_separator() menu.get_popup().add_item("Documentation", MENU_DOCUMENTATION) menu.get_popup().add_item("About HTerrain...", MENU_ABOUT) _toolbar.add_child(menu) _menu_button = menu var mode_icons := {} mode_icons[HT_TerrainPainter.MODE_RAISE] = get_icon("heightmap_raise") mode_icons[HT_TerrainPainter.MODE_LOWER] = get_icon("heightmap_lower") mode_icons[HT_TerrainPainter.MODE_SMOOTH] = get_icon("heightmap_smooth") mode_icons[HT_TerrainPainter.MODE_FLATTEN] = get_icon("heightmap_flatten") mode_icons[HT_TerrainPainter.MODE_SPLAT] = get_icon("heightmap_paint") mode_icons[HT_TerrainPainter.MODE_COLOR] = get_icon("heightmap_color") mode_icons[HT_TerrainPainter.MODE_DETAIL] = get_icon("grass") mode_icons[HT_TerrainPainter.MODE_MASK] = get_icon("heightmap_mask") mode_icons[HT_TerrainPainter.MODE_LEVEL] = get_icon("heightmap_level") mode_icons[HT_TerrainPainter.MODE_ERODE] = get_icon("heightmap_erode") var mode_tooltips := {} mode_tooltips[HT_TerrainPainter.MODE_RAISE] = "Raise height" mode_tooltips[HT_TerrainPainter.MODE_LOWER] = "Lower height" mode_tooltips[HT_TerrainPainter.MODE_SMOOTH] = "Smooth height" mode_tooltips[HT_TerrainPainter.MODE_FLATTEN] = "Flatten (flatten to a specific height)" mode_tooltips[HT_TerrainPainter.MODE_SPLAT] = "Texture paint" mode_tooltips[HT_TerrainPainter.MODE_COLOR] = "Color paint" mode_tooltips[HT_TerrainPainter.MODE_DETAIL] = "Grass paint" mode_tooltips[HT_TerrainPainter.MODE_MASK] = "Cut holes" mode_tooltips[HT_TerrainPainter.MODE_LEVEL] = "Level (smoothly flattens to average)" mode_tooltips[HT_TerrainPainter.MODE_ERODE] = "Erode" _toolbar.add_child(VSeparator.new()) # I want modes to be in that order in the GUI var ordered_brush_modes := [ HT_TerrainPainter.MODE_RAISE, HT_TerrainPainter.MODE_LOWER, HT_TerrainPainter.MODE_SMOOTH, HT_TerrainPainter.MODE_LEVEL, HT_TerrainPainter.MODE_FLATTEN, HT_TerrainPainter.MODE_ERODE, HT_TerrainPainter.MODE_SPLAT, HT_TerrainPainter.MODE_COLOR, HT_TerrainPainter.MODE_DETAIL, HT_TerrainPainter.MODE_MASK ] var mode_group := ButtonGroup.new() for mode in ordered_brush_modes: var button := Button.new() button.flat = true button.icon = mode_icons[mode] button.tooltip_text = mode_tooltips[mode] button.set_toggle_mode(true) button.set_button_group(mode_group) if mode == _terrain_painter.get_mode(): button.button_pressed = true button.pressed.connect(_on_mode_selected.bind(mode)) _toolbar.add_child(button) _toolbar_brush_buttons[mode] = button _generator_dialog = HT_GeneratorDialogScene.instantiate() _generator_dialog.set_image_cache(_image_cache) _generator_dialog.set_undo_redo(get_undo_redo()) base_control.add_child(_generator_dialog) _generator_dialog.apply_dpi_scale(dpi_scale) _import_dialog = HT_ImportDialogScene.instantiate() _import_dialog.permanent_change_performed.connect(_on_permanent_change_performed) HT_Util.apply_dpi_scale(_import_dialog, dpi_scale) base_control.add_child(_import_dialog) _progress_window = HT_ProgressWindowScene.instantiate() base_control.add_child(_progress_window) _generate_mesh_dialog = HT_GenerateMeshDialogScene.instantiate() _generate_mesh_dialog.generate_selected.connect(_on_GenerateMeshDialog_generate_selected) HT_Util.apply_dpi_scale(_generate_mesh_dialog, dpi_scale) base_control.add_child(_generate_mesh_dialog) _resize_dialog = HT_ResizeDialogScene.instantiate() _resize_dialog.permanent_change_performed.connect(_on_permanent_change_performed) HT_Util.apply_dpi_scale(_resize_dialog, dpi_scale) base_control.add_child(_resize_dialog) _globalmap_baker = HT_GlobalMapBaker.new() _globalmap_baker.progress_notified.connect(_progress_window.handle_progress) _globalmap_baker.permanent_change_performed.connect(_on_permanent_change_performed) add_child(_globalmap_baker) _export_image_dialog = HT_ExportImageDialogScene.instantiate() HT_Util.apply_dpi_scale(_export_image_dialog, dpi_scale) base_control.add_child(_export_image_dialog) # Need to call deferred because in the specific case where you start the editor # with the plugin enabled, _ready won't be called at this point _export_image_dialog.call_deferred("setup_dialogs", base_control) _about_dialog = HT_AboutDialogScene.instantiate() HT_Util.apply_dpi_scale(_about_dialog, dpi_scale) base_control.add_child(_about_dialog) _texture_set_editor = HT_TextureSetEditorScene.instantiate() _texture_set_editor.set_undo_redo(get_undo_redo()) HT_Util.apply_dpi_scale(_texture_set_editor, dpi_scale) base_control.add_child(_texture_set_editor) _texture_set_editor.call_deferred("setup_dialogs", base_control) _texture_set_import_editor = HT_TextureSetImportEditorScene.instantiate() _texture_set_import_editor.set_undo_redo(get_undo_redo()) _texture_set_import_editor.set_editor_file_system( get_editor_interface().get_resource_filesystem()) HT_Util.apply_dpi_scale(_texture_set_import_editor, dpi_scale) base_control.add_child(_texture_set_import_editor) _texture_set_import_editor.call_deferred("setup_dialogs", base_control) _texture_set_editor.import_selected.connect(_on_TextureSetEditor_import_selected) func _exit_tree(): _logger.debug("HTerrain plugin Exit tree") # Make sure we release all references to edited stuff _edit(null) _panel.queue_free() _panel = null _toolbar.queue_free() _toolbar = null _generator_dialog.queue_free() _generator_dialog = null _import_dialog.queue_free() _import_dialog = null _progress_window.queue_free() _progress_window = null _generate_mesh_dialog.queue_free() _generate_mesh_dialog = null _resize_dialog.queue_free() _resize_dialog = null _export_image_dialog.queue_free() _export_image_dialog = null _about_dialog.queue_free() _about_dialog = null _texture_set_editor.queue_free() _texture_set_editor = null _texture_set_import_editor.queue_free() _texture_set_import_editor = null get_editor_interface().get_resource_previewer().remove_preview_generator(_preview_generator) _preview_generator = null # TODO Manual clear cuz it can't do it automatically due to a Godot bug _image_cache.clear() # TODO https://github.com/godotengine/godot/issues/6254#issuecomment-246139694 # This was supposed to be automatic, but was never implemented it seems... remove_custom_type("HTerrain") remove_custom_type("HTerrainDetailLayer") remove_custom_type("HTerrainData") remove_custom_type("HTerrainTextureSet") func _handles(object): return _get_terrain_from_object(object) != null func _edit(object): _logger.debug(str("Edit ", object)) var node = _get_terrain_from_object(object) if _node != null: _node.tree_exited.disconnect(_terrain_exited_scene) _node = node if _node != null: _node.tree_exited.connect(_terrain_exited_scene) _update_brush_buttons_availability() _panel.set_terrain(_node) _generator_dialog.set_terrain(_node) _import_dialog.set_terrain(_node) _terrain_painter.set_terrain(_node) _brush_decal.set_terrain(_node) _generate_mesh_dialog.set_terrain(_node) _resize_dialog.set_terrain(_node) _export_image_dialog.set_terrain(_node) if object is HTerrainDetailLayer: # Auto-select layer for painting if object.is_layer_index_valid(): _panel.set_detail_layer_index(object.get_layer_index()) _on_detail_selected(object.get_layer_index()) _update_toolbar_menu_availability() static func _get_terrain_from_object(object): if object != null and object is Node3D: if not object.is_inside_tree(): return null if object is HTerrain: return object if object is HTerrainDetailLayer and object.get_parent() is HTerrain: return object.get_parent() return null func _update_brush_buttons_availability(): if _node == null: return if _node.get_data() != null: var data = _node.get_data() var has_details = (data.get_map_count(HTerrainData.CHANNEL_DETAIL) > 0) if has_details: var button = _toolbar_brush_buttons[HT_TerrainPainter.MODE_DETAIL] button.disabled = false else: var button = _toolbar_brush_buttons[HT_TerrainPainter.MODE_DETAIL] if button.button_pressed: _select_brush_mode(HT_TerrainPainter.MODE_RAISE) button.disabled = true func _update_toolbar_menu_availability(): var data_available := false if _node != null and _node.get_data() != null: data_available = true var popup : PopupMenu = _menu_button.get_popup() for i in popup.get_item_count(): #var id = popup.get_item_id(i) # Turn off items if there is no data for them to work on if data_available: popup.set_item_disabled(i, false) popup.set_item_tooltip(i, "") else: popup.set_item_disabled(i, true) popup.set_item_tooltip(i, "Terrain has no data") func _make_visible(visible: bool): _panel.set_visible(visible) _toolbar.set_visible(visible) _brush_decal.update_visibility() # TODO Workaround https://github.com/godotengine/godot/issues/6459 # When the user selects another node, # I want the plugin to release its references to the terrain. # This is important because if we don't do that, some modified resources will still be # loaded in memory, so if the user closes the scene and reopens it later, the changes will # still be partially present, and this is not expected. if not visible: _edit(null) # TODO Can't hint return as `Vector2?` because it's nullable func _get_pointed_cell_position(mouse_position: Vector2, p_camera: Camera3D):# -> Vector2: # Need to do an extra conversion in case the editor viewport is in half-resolution mode var viewport := p_camera.get_viewport() var viewport_container : Control = viewport.get_parent() var screen_pos = mouse_position * Vector2(viewport.size) / viewport_container.size var origin = p_camera.project_ray_origin(screen_pos) var dir = p_camera.project_ray_normal(screen_pos) var ray_distance := p_camera.far * 1.2 return _node.cell_raycast(origin, dir, ray_distance) func _forward_3d_gui_input(p_camera: Camera3D, p_event: InputEvent) -> int: if _node == null || _node.get_data() == null: return AFTER_GUI_INPUT_PASS _node._edit_update_viewer_position(p_camera) _panel.set_camera_transform(p_camera.global_transform) var captured_event = false if p_event is InputEventMouseButton: var mb = p_event if mb.button_index == MOUSE_BUTTON_LEFT or mb.button_index == MOUSE_BUTTON_RIGHT: if mb.pressed == false: _mouse_pressed = false # Need to check modifiers before capturing the event, # because they are used in navigation schemes if (not mb.ctrl_pressed) and (not mb.alt_pressed) and mb.button_index == MOUSE_BUTTON_LEFT: if mb.pressed: # TODO Allow to paint on click # TODO `pressure` is not available in button press events # So I have to assume zero to avoid discontinuities with move events #_terrain_painter.paint_input(hit_pos_in_cells, 0.0) _mouse_pressed = true captured_event = true if not _mouse_pressed: # Just finished painting _pending_paint_commit = true _terrain_painter.get_brush().on_paint_end() if _terrain_painter.get_mode() == HT_TerrainPainter.MODE_FLATTEN \ and _terrain_painter.has_meta("pick_height") \ and _terrain_painter.get_meta("pick_height"): _terrain_painter.set_meta("pick_height", false) # Pick height var hit_pos_in_cells = _get_pointed_cell_position(mb.position, p_camera) if hit_pos_in_cells != null: var h = _node.get_data().get_height_at( int(hit_pos_in_cells.x), int(hit_pos_in_cells.y)) _logger.debug("Picking height {0}".format([h])) _terrain_painter.set_flatten_height(h) elif p_event is InputEventMouseMotion: var mm = p_event var hit_pos_in_cells = _get_pointed_cell_position(mm.position, p_camera) if hit_pos_in_cells != null: _brush_decal.set_position(Vector3(hit_pos_in_cells.x, 0, hit_pos_in_cells.y)) if _mouse_pressed: if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT): _terrain_painter.paint_input(hit_pos_in_cells, mm.pressure) captured_event = true # This is in case the data or textures change as the user edits the terrain, # to keep the decal working without having to noodle around with nested signals _brush_decal.update_visibility() if captured_event: return AFTER_GUI_INPUT_STOP return AFTER_GUI_INPUT_PASS func _process(delta: float): if _node == null: return var has_data = (_node.get_data() != null) if _pending_paint_commit: if has_data: if not _terrain_painter.is_operation_pending(): _pending_paint_commit = false if _terrain_painter.has_modified_chunks(): _logger.debug("Paint completed") var changes : Dictionary = _terrain_painter.commit() _paint_completed(changes) else: _pending_paint_commit = false # Poll presence of data resource if has_data != _terrain_had_data_previous_frame: _terrain_had_data_previous_frame = has_data _update_toolbar_menu_availability() func _paint_completed(changes: Dictionary): var time_before = Time.get_ticks_msec() var heightmap_data = _node.get_data() assert(heightmap_data != null) var chunk_positions : Array = changes.chunk_positions # Should not create an UndoRedo action if nothing changed assert(len(chunk_positions) > 0) var changed_maps : Array = changes.maps var action_name := "Modify HTerrainData " for i in len(changed_maps): var mm = changed_maps[i] var map_debug_name := HTerrainData.get_map_debug_name(mm.map_type, mm.map_index) if i > 0: action_name += " and " action_name += map_debug_name var redo_maps := [] var undo_maps := [] var chunk_size := _terrain_painter.get_undo_chunk_size() for map in changed_maps: # Cache images to disk so RAM does not continuously go up (or at least much slower) for chunks in [map.chunk_initial_datas, map.chunk_final_datas]: for i in len(chunks): var im : Image = chunks[i] chunks[i] = _image_cache.save_image(im) redo_maps.append({ "map_type": map.map_type, "map_index": map.map_index, "chunks": map.chunk_final_datas }) undo_maps.append({ "map_type": map.map_type, "map_index": map.map_index, "chunks": map.chunk_initial_datas }) var undo_data := { "chunk_positions": chunk_positions, "chunk_size": chunk_size, "maps": undo_maps } var redo_data := { "chunk_positions": chunk_positions, "chunk_size": chunk_size, "maps": redo_maps } # { # chunk_positions: [Vector2, Vector2, ...] # chunk_size: int # maps: [ # { # map_type: int # map_index: int # chunks: [ # int, int, ... # ] # }, # ... # ] # } var ur := get_undo_redo() ur.create_action(action_name) ur.add_do_method(heightmap_data, "_edit_apply_undo", redo_data, _image_cache) ur.add_undo_method(heightmap_data, "_edit_apply_undo", undo_data, _image_cache) # Small hack here: # commit_actions executes the do method, however terrain modifications are heavy ones, # so we don't really want to re-run an update in every chunk that was modified during painting. # The data is already in its final state, # so we just prevent the resource from applying changes here. heightmap_data._edit_set_disable_apply_undo(true) ur.commit_action() heightmap_data._edit_set_disable_apply_undo(false) var time_spent = Time.get_ticks_msec() - time_before _logger.debug(str(action_name, " | ", len(chunk_positions), " chunks | ", time_spent, " ms")) func _terrain_exited_scene(): _logger.debug("HTerrain exited the scene") _edit(null) func _menu_item_selected(id: int): _logger.debug(str("Menu item selected ", id)) match id: MENU_IMPORT_MAPS: _import_dialog.popup_centered() MENU_GENERATE: _generator_dialog.popup_centered() MENU_BAKE_GLOBALMAP: var data = _node.get_data() if data != null: _globalmap_baker.bake(_node) MENU_RESIZE: _resize_dialog.popup_centered() MENU_UPDATE_EDITOR_COLLIDER: # This is for editor tools to be able to use terrain collision. # It's not automatic because keeping this collider up to date is # expensive, but not too bad IMO because that feature is not often # used in editor for now. # If users complain too much about this, there are ways to improve it: # # 1) When the terrain gets deselected, update the terrain collider # in a thread automatically. This is still expensive but should # be easy to do. # # 2) Bullet actually support modifying the heights dynamically, # as long as we stay within min and max bounds, # so PR a change to the Godot heightmap collider to support passing # a Float Image directly, and make it so the data is in sync # (no CoW plz!!). It's trickier than 1) but almost free. # _node.update_collider() MENU_GENERATE_MESH: if _node != null and _node.get_data() != null: _generate_mesh_dialog.popup_centered() MENU_EXPORT_HEIGHTMAP: if _node != null and _node.get_data() != null: _export_image_dialog.popup_centered() MENU_LOOKDEV: # No actions here, it's a submenu pass MENU_DOCUMENTATION: OS.shell_open(DOCUMENTATION_URL) MENU_ABOUT: _about_dialog.popup_centered() func _on_lookdev_menu_about_to_show(): _lookdev_menu.clear() _lookdev_menu.add_check_item("Disabled") _lookdev_menu.set_item_checked(0, not _node.is_lookdev_enabled()) _lookdev_menu.add_separator() var terrain_data : HTerrainData = _node.get_data() if terrain_data == null: _lookdev_menu.add_item("No terrain data") _lookdev_menu.set_item_disabled(0, true) else: for map_type in HTerrainData.CHANNEL_COUNT: var count := terrain_data.get_map_count(map_type) for map_index in count: var map_name := HTerrainData.get_map_debug_name(map_type, map_index) var lookdev_item_index := _lookdev_menu.get_item_count() _lookdev_menu.add_item(map_name, lookdev_item_index) _lookdev_menu.set_item_metadata(lookdev_item_index, { "map_type": map_type, "map_index": map_index }) func _on_lookdev_menu_id_pressed(id: int): var meta = _lookdev_menu.get_item_metadata(id) if meta == null: _node.set_lookdev_enabled(false) else: _node.set_lookdev_enabled(true) var data : HTerrainData = _node.get_data() var map_texture = data.get_texture(meta.map_type, meta.map_index) _node.set_lookdev_shader_param("u_map", map_texture) _lookdev_menu.set_item_checked(0, not _node.is_lookdev_enabled()) func _on_mode_selected(mode: int): _logger.debug(str("On mode selected ", mode)) _terrain_painter.set_mode(mode) _panel.set_brush_editor_display_mode(mode) func _on_texture_selected(index: int): # Switch to texture paint mode when a texture is selected _select_brush_mode(HT_TerrainPainter.MODE_SPLAT) _terrain_painter.set_texture_index(index) func _on_detail_selected(index: int): # Switch to detail paint mode when a detail item is selected _select_brush_mode(HT_TerrainPainter.MODE_DETAIL) _terrain_painter.set_detail_index(index) func _select_brush_mode(mode: int): _toolbar_brush_buttons[mode].button_pressed = true _on_mode_selected(mode) static func get_size_from_raw_length(flen: int): var side_len = roundf(sqrt(float(flen/2))) return int(side_len) func _on_GenerateMeshDialog_generate_selected(lod: int): var data := _node.get_data() if data == null: _logger.error("Terrain has no data, cannot generate mesh") return var heightmap := data.get_image(HTerrainData.CHANNEL_HEIGHT) var scale := _node.map_scale var mesh := HTerrainMesher.make_heightmap_mesh(heightmap, lod, scale, _logger) var mi := MeshInstance3D.new() mi.name = str(_node.name, "_FullMesh") mi.mesh = mesh mi.transform = _node.transform _node.get_parent().add_child(mi) mi.set_owner(get_editor_interface().get_edited_scene_root()) # TODO Workaround for https://github.com/Zylann/godot_heightmap_plugin/issues/101 func _on_permanent_change_performed(message: String): var data := _node.get_data() if data == null: _logger.error("Terrain has no data, cannot mark it as changed") return var ur := get_undo_redo() ur.create_action(message) ur.add_do_method(data, "_dummy_function") #ur.add_undo_method(data, "_dummy_function") ur.commit_action() func _on_brush_size_changed(size): _brush_decal.set_size(size) func _on_Panel_edit_texture_pressed(index: int): var ts := _node.get_texture_set() _texture_set_editor.set_texture_set(ts) _texture_set_editor.select_slot(index) _texture_set_editor.popup_centered() func _on_TextureSetEditor_import_selected(): _open_texture_set_import_editor() func _on_Panel_import_textures_pressed(): _open_texture_set_import_editor() func _open_texture_set_import_editor(): var ts := _node.get_texture_set() _texture_set_import_editor.set_texture_set(ts) _texture_set_import_editor.popup_centered() ################ # DEBUG LAND # TEST #func _physics_process(delta): # if Input.is_key_pressed(KEY_KP_0): # _debug_spawn_collider_indicators() func _debug_spawn_collider_indicators(): var root = get_editor_interface().get_edited_scene_root() var terrain := HT_Util.find_first_node(root, HTerrain) as HTerrain if terrain == null: return var test_root : Node3D if not terrain.has_node("__DEBUG"): test_root = Node3D.new() test_root.name = "__DEBUG" terrain.add_child(test_root) else: test_root = terrain.get_node("__DEBUG") var space_state := terrain.get_world_3d().direct_space_state var hit_material := StandardMaterial3D.new() hit_material.albedo_color = Color(0, 1, 1) var cube := BoxMesh.new() for zi in 16: for xi in 16: var hit_name := str(xi, "_", zi) var pos := Vector3(xi * 16, 1000, zi * 16) var query := PhysicsRayQueryParameters3D.new() query.from = pos query.to = pos + Vector3(0, -2000, 0) var hit := space_state.intersect_ray(query) var mi : MeshInstance3D if not test_root.has_node(hit_name): mi = MeshInstance3D.new() mi.name = hit_name mi.material_override = hit_material mi.mesh = cube test_root.add_child(mi) else: mi = test_root.get_node(hit_name) if hit.is_empty(): mi.hide() else: mi.show() mi.position = hit.position func _spawn_vertical_bound_boxes(): var data := _node.get_data() # var sy = data._chunked_vertical_bounds_size_y # var sx = data._chunked_vertical_bounds_size_x var mat := StandardMaterial3D.new() mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA mat.albedo_color = Color(1,1,1,0.2) for cy in range(30, 60): for cx in range(30, 60): var vb := data._chunked_vertical_bounds.get_pixel(cx, cy) var minv := vb.r var maxv := vb.g var mi := MeshInstance3D.new() mi.mesh = BoxMesh.new() var cs := HTerrainData.VERTICAL_BOUNDS_CHUNK_SIZE mi.mesh.size = Vector3(cs, maxv - minv, cs) mi.position = Vector3( (float(cx) + 0.5) * cs, minv + mi.mesh.size.y * 0.5, (float(cy) + 0.5) * cs) mi.position *= _node.map_scale mi.scale = _node.map_scale mi.material_override = mat _node.add_child(mi) mi.owner = get_editor_interface().get_edited_scene_root() # if p_event is InputEventKey: # if p_event.pressed == false: # if p_event.scancode == KEY_SPACE and p_event.control: # _spawn_vertical_bound_boxes()