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12 changed files with 347 additions and 206 deletions
@ -0,0 +1,49 @@ |
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#if TOOLS |
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[Tool] |
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public partial class ReceiveInputInEditorPlugin |
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: EditorPlugin |
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{ |
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public override bool _Handles(GodotObject obj) |
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=> true; |
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|
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public override int _Forward3DGuiInput(Camera3D camera, InputEvent ev) |
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{ |
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var root = (Node3D)EditorInterface.Singleton.GetEditedSceneRoot(); |
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var viewport = root.GetViewport(); |
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// Don't know about any negative effect of changing these and leaving them like that. |
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viewport.GuiDisableInput = false; // Re-enable input, required for `PushInput` to work at all. |
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viewport.HandleInputLocally = true; // Let sub-viewport handle its own input, makes `SetInputAsHandled` work as expected? |
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// This will propagate input events into the edited scene, |
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// including regular, GUI, shortcut, unhandled key and unhandled. |
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viewport.PushInput(ev); |
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|
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// Enabling `PhysicsObjectPicking` causes `IsInputHandled()` to always |
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// return true, and object picking isn't immediate anyway, so let's just |
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// do it ourselves. This doesn't support touch input, though. |
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if (!viewport.IsInputHandled() && (ev is InputEventMouse { Position: var mouse })) { |
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// Ray is cast from the editor camera's view. |
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var from = camera.ProjectRayOrigin(mouse); |
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var to = from + camera.ProjectRayNormal(mouse) * camera.Far; |
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|
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// Actual collision is done in the edited scene though. |
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var space = root.GetWorld3D().DirectSpaceState; |
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var query = PhysicsRayQueryParameters3D.Create(from, to); |
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var result = space.IntersectRay(query); |
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// The collider object isn't necessarily a `CollisionObject3D`. |
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var collider = (GodotObject)result.GetValueOrDefault("collider"); |
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if (collider is CollisionObject3D { Visible: true } obj) { |
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var pos = (Vector3)result["position"]; |
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var normal = (Vector3)result["normal"]; |
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var shape = (int)result["shape"]; |
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obj._InputEvent(camera, ev, pos, normal, shape); |
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} |
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} |
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// If any node calls `SetInputAsHandled()`, the event is not passed on to other editor gizmos / plugins. |
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return viewport.IsInputHandled() ? (int)AfterGuiInput.Stop : (int)AfterGuiInput.Pass; |
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} |
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} |
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#endif |
@ -0,0 +1,38 @@ |
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@tool |
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extends EditorPlugin |
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func _handles(obj: Object) -> bool: |
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return true |
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func _forward_3d_gui_input(camera: Camera3D, event: InputEvent) -> int: |
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var root := EditorInterface.get_edited_scene_root() as Node3D |
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var viewport := root.get_viewport() |
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# Don't know about any negative effect of changing these and leaving them like that. |
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viewport.gui_disable_input = false # Re-enable input, required for `push_input` to work at all. |
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viewport.handle_input_locally = true # Let sub-viewport handle its own input, makes `set_input_as_handled` work as expected? |
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# This will propagate input events into the edited scene, |
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# including regular, GUI, shortcut, unhandled key and unhandled. |
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viewport.push_input(event) |
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|
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# Enabling `physics_object_picking` causes `is_input_handled()` to always |
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# return true, and object picking isn't immediate anyway, so let's just |
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# do it ourselves. This doesn't support touch input, though. |
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if !viewport.is_input_handled() and event is InputEventMouse: |
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# Ray is cast from the editor camera's view. |
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var from := camera.project_ray_origin(event.position) |
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var to := from + camera.project_ray_normal(event.position) * camera.far |
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# Actual collision is done in the edited scene though. |
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var space := root.get_world_3d().direct_space_state |
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var query := PhysicsRayQueryParameters3D.create(from, to) |
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var result := space.intersect_ray(query) |
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# The collider object isn't necessarily a `CollisionObject3D`. |
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var obj := result.get("collider") as CollisionObject3D |
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if obj and obj.visible: |
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obj._input_event(camera, event, result["position"], result["normal"], result["shape"]) |
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# If any node calls `set_input_as_handled()`, the event is not passed on to other editor gizmos / plugins. |
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return AfterGUIInput.AFTER_GUI_INPUT_STOP if viewport.is_input_handled() else AfterGUIInput.AFTER_GUI_INPUT_PASS |
@ -0,0 +1,7 @@ |
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[plugin] |
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name="Receive Input in Editor" |
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description="" |
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author="copygirl" |
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version="" |
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script="ReceiveInputInEditorPlugin.cs" |
@ -1,65 +0,0 @@ |
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#if TOOLS |
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using System.Security.Cryptography.X509Certificates; |
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[Tool] |
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public partial class TerrainPlugin |
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: EditorPlugin |
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{ |
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public override bool _Handles(GodotObject @object) |
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=> @object is Terrain; |
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public override void _EnterTree() |
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{ |
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// Initialization of the plugin goes here. |
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} |
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public override void _ExitTree() |
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{ |
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// Clean-up of the plugin goes here. |
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} |
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Terrain _previousTerrain = null; |
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public override int _Forward3DGuiInput(Camera3D viewportCamera, InputEvent @event) |
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{ |
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if (@event is not InputEventMouse) return (int)AfterGuiInput.Pass; |
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if (!IsInstanceValid(_previousTerrain)) |
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_previousTerrain = null; |
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if (RayCastTerrain(viewportCamera) is var (terrain, pos, normal, shape)) { |
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if (_previousTerrain != terrain) { |
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_previousTerrain?._MouseExit(); |
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terrain._MouseEnter(); |
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_previousTerrain = terrain; |
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} |
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terrain._InputEvent(viewportCamera, @event, pos, normal, shape); |
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return viewportCamera.GetViewport().IsInputHandled() |
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? (int)AfterGuiInput.Stop : (int)AfterGuiInput.Pass; |
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} else { |
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_previousTerrain?._MouseExit(); |
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_previousTerrain = null; |
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return (int)AfterGuiInput.Pass; |
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} |
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} |
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(Terrain Terrain, Vector3 Position, Vector3 Normal, int Shape)? RayCastTerrain(Camera3D camera) |
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{ |
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var viewport = camera.GetViewport(); |
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var mouse = viewport.GetMousePosition(); |
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if (!viewport.GetVisibleRect().HasPoint(mouse)) return null; |
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var from = camera.ProjectRayOrigin(mouse); |
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var to = from + camera.ProjectRayNormal(mouse) * camera.Far; |
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var space = camera.GetWorld3D().DirectSpaceState; |
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var query = new PhysicsRayQueryParameters3D { From = from, To = to }; |
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var result = space.IntersectRay(query); |
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if (result.Count == 0) return null; |
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if ((GodotObject)result["collider"] is not Terrain terrain) return null; |
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return (terrain, (Vector3)result["position"], (Vector3)result["normal"], (int)result["shape"]); |
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} |
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} |
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#endif |
@ -1,7 +0,0 @@ |
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[plugin] |
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name="Terrain Plugin" |
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description="" |
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author="copygirl" |
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version="" |
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script="TerrainPlugin.cs" |
File diff suppressed because one or more lines are too long
@ -0,0 +1,133 @@ |
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[Tool] |
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public partial class Terrain |
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{ |
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bool _unhandledMouseMotion = false; // Used to detect when mouse moves off the terrain. |
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Vector2I? _tileHover = null; // Position of currently hovered tile. |
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bool _isSelecting = false; // Whether left mouse is held down to select tiles. |
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(Vector2I Start, Vector2I End)? _selection = null; |
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public override void _Input(InputEvent ev) |
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{ |
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if (!IsEditing()) return; |
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if (_isSelecting && ev is InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: false }) { |
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_isSelecting = false; |
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GetViewport().SetInputAsHandled(); |
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} |
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if ((ev is InputEventMouseButton { ButtonIndex: var wheel, ShiftPressed: true }) |
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&& (wheel is MouseButton.WheelUp or MouseButton.WheelDown)) |
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{ |
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const float AdjustHeight = 0.5f; |
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var value = (wheel == MouseButton.WheelUp) ? 1.0f : -1.0f; |
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foreach (var tile in GetSelectedTiles()) |
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AdjustTileHeight(tile, value * AdjustHeight); |
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if (_selection != null) |
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UpdateMeshAndShape(); |
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NotifyPropertyListChanged(); |
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GetViewport().SetInputAsHandled(); |
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} |
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if (ev is InputEventMouseMotion) |
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_unhandledMouseMotion = true; |
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} |
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public override void _InputEvent(Camera3D camera, InputEvent ev, Vector3 position, Vector3 normal, int shapeIdx) |
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{ |
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if (!IsEditing()) return; |
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var localPos = ToLocal(position); |
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var tilePos = ToTilePos(localPos); |
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if (ev is InputEventMouseButton { ButtonIndex: MouseButton.Left, Pressed: true }) { |
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_selection = (tilePos, tilePos); |
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_isSelecting = true; |
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GetViewport().SetInputAsHandled(); |
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} |
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if (ev is InputEventMouseMotion) { |
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_unhandledMouseMotion = false; |
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_tileHover = tilePos; |
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if (_isSelecting) _selection = _selection.Value with { End = tilePos }; |
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} |
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} |
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public override void _Process(double delta) |
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{ |
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if (!IsEditing()) { |
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_tileHover = null; |
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_selection = null; |
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_isSelecting = false; |
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} |
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if (_unhandledMouseMotion) |
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_tileHover = null; |
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if ((_tileHover != null) || (_selection != null)) { |
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var mesh = GetOrCreateMesh("EditToolMesh"); |
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mesh.ClearSurfaces(); |
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mesh.SurfaceBegin(Mesh.PrimitiveType.Lines); |
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void AddLine(Vector3 start, Vector3 end) { |
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mesh.SurfaceAddVertex(start); |
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mesh.SurfaceAddVertex(end); |
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} |
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void AddQuad(Vector3 topLeft, Vector3 topRight, |
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Vector3 bottomLeft, Vector3 bottomRight) { |
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AddLine(topLeft , topRight ); |
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AddLine(topRight , bottomRight); |
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AddLine(bottomRight, bottomLeft ); |
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AddLine(bottomLeft , topLeft ); |
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} |
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if (_tileHover is Vector2I hover) { |
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var corners = GetGridCorners(hover); |
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var margin = 0.1f; |
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mesh.SurfaceSetColor(Colors.Black); |
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AddQuad( |
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corners.TopLeft + new Vector3(-margin, 0, -margin), |
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corners.TopRight + new Vector3(+margin, 0, -margin), |
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corners.BottomLeft + new Vector3(-margin, 0, +margin), |
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corners.BottomRight + new Vector3(+margin, 0, +margin) |
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); |
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} |
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mesh.SurfaceSetColor(Colors.Blue); |
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foreach (var tilePos in GetSelectedTiles()) { |
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var corners = GetGridCorners(tilePos); |
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AddQuad(corners.TopLeft, corners.TopRight, corners.BottomLeft, corners.BottomRight); |
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} |
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mesh.SurfaceEnd(); |
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mesh.SurfaceSetMaterial(0, _editToolMaterial); |
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} else { |
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var meshInstance = (MeshInstance3D)GetNodeOrNull("EditToolMesh"); |
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var mesh = (ImmediateMesh)meshInstance?.Mesh; |
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mesh?.ClearSurfaces(); |
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} |
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} |
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bool IsEditing() |
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{ |
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if (Engine.IsEditorHint()) { |
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var selection = EditorInterface.Singleton.GetSelection(); |
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return selection.GetSelectedNodes().Contains(this); |
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} else { |
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return false; |
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} |
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} |
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IEnumerable<Vector2I> GetSelectedTiles() |
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{ |
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if (_selection is not (Vector2I start, Vector2I end)) yield break; |
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// Ensure start.X/Y is smaller than end.X/Y. |
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(start, end) = (new(Min(start.X, end.X), Min(start.Y, end.Y)), |
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new(Max(start.X, end.X), Max(start.Y, end.Y))); |
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// Go over all tiles in the range and yield each one. |
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for (var x = start.X; x <= end.X; x++) |
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for (var y = start.Y; y <= end.Y; y++) |
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yield return new(x, y); |
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} |
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} |
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