new terrain plugin

This commit is contained in:
Nikolai Fesenko
2025-08-13 21:08:35 +02:00
parent 43fb8410c3
commit 85d50d3bd4
221 changed files with 11867 additions and 1 deletions

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Asset Dock for Terrain3D
@tool
extends PanelContainer
signal confirmation_closed
signal confirmation_confirmed
signal confirmation_canceled
const ES_DOCK_SLOT: String = "terrain3d/dock/slot"
const ES_DOCK_TILE_SIZE: String = "terrain3d/dock/tile_size"
const ES_DOCK_FLOATING: String = "terrain3d/dock/floating"
const ES_DOCK_PINNED: String = "terrain3d/dock/always_on_top"
const ES_DOCK_WINDOW_POSITION: String = "terrain3d/dock/window_position"
const ES_DOCK_WINDOW_SIZE: String = "terrain3d/dock/window_size"
const ES_DOCK_TAB: String = "terrain3d/dock/tab"
var texture_list: ListContainer
var mesh_list: ListContainer
var _current_list: ListContainer
var _last_thumb_update_time: int = 0
const MAX_UPDATE_TIME: int = 1000
var placement_opt: OptionButton
var floating_btn: Button
var pinned_btn: Button
var size_slider: HSlider
var box: BoxContainer
var buttons: BoxContainer
var textures_btn: Button
var meshes_btn: Button
var asset_container: ScrollContainer
var confirm_dialog: ConfirmationDialog
var _confirmed: bool = false
# Used only for editor, so change to single visible/hiddden
enum {
HIDDEN = -1,
SIDEBAR = 0,
BOTTOM = 1,
WINDOWED = 2,
}
var state: int = HIDDEN
enum {
POS_LEFT_UL = 0,
POS_LEFT_BL = 1,
POS_LEFT_UR = 2,
POS_LEFT_BR = 3,
POS_RIGHT_UL = 4,
POS_RIGHT_BL = 5,
POS_RIGHT_UR = 6,
POS_RIGHT_BR = 7,
POS_BOTTOM = 8,
POS_MAX = 9,
}
var slot: int = POS_RIGHT_BR
var _initialized: bool = false
var plugin: EditorPlugin
var window: Window
var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN
func initialize(p_plugin: EditorPlugin) -> void:
if p_plugin:
plugin = p_plugin
_godot_last_state = plugin.godot_editor_window.mode
placement_opt = $Box/Buttons/PlacementOpt
pinned_btn = $Box/Buttons/Pinned
floating_btn = $Box/Buttons/Floating
floating_btn.owner = null
size_slider = $Box/Buttons/SizeSlider
size_slider.owner = null
box = $Box
buttons = $Box/Buttons
textures_btn = $Box/Buttons/TexturesBtn
meshes_btn = $Box/Buttons/MeshesBtn
asset_container = $Box/ScrollContainer
texture_list = ListContainer.new()
texture_list.plugin = plugin
texture_list.type = Terrain3DAssets.TYPE_TEXTURE
asset_container.add_child(texture_list)
mesh_list = ListContainer.new()
mesh_list.plugin = plugin
mesh_list.type = Terrain3DAssets.TYPE_MESH
mesh_list.visible = false
asset_container.add_child(mesh_list)
_current_list = texture_list
load_editor_settings()
# Connect signals
resized.connect(update_layout)
textures_btn.pressed.connect(_on_textures_pressed)
meshes_btn.pressed.connect(_on_meshes_pressed)
placement_opt.item_selected.connect(set_slot)
floating_btn.pressed.connect(make_dock_float)
pinned_btn.toggled.connect(_on_pin_changed)
pinned_btn.visible = ( window != null )
size_slider.value_changed.connect(_on_slider_changed)
plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
meshes_btn.add_theme_font_size_override("font_size", 16 * EditorInterface.get_editor_scale())
textures_btn.add_theme_font_size_override("font_size", 16 * EditorInterface.get_editor_scale())
_initialized = true
update_dock()
update_layout()
func _ready() -> void:
if not _initialized:
return
# Setup styles
set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
# Avoid saving icon resources in tscn when editing w/ a tool script
if EditorInterface.get_edited_scene_root() != self:
pinned_btn.icon = get_theme_icon("Pin", "EditorIcons")
pinned_btn.text = ""
floating_btn.icon = get_theme_icon("MakeFloating", "EditorIcons")
floating_btn.text = ""
update_thumbnails()
confirm_dialog = ConfirmationDialog.new()
add_child(confirm_dialog)
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): _confirmed = true; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_confirmed") )
confirm_dialog.canceled.connect(func(): _confirmed = false; \
emit_signal("confirmation_closed"); \
emit_signal("confirmation_canceled") )
func get_current_list() -> ListContainer:
return _current_list
## Dock placement
func set_slot(p_slot: int) -> void:
p_slot = clamp(p_slot, 0, POS_MAX-1)
if slot != p_slot:
slot = p_slot
placement_opt.selected = slot
save_editor_settings()
plugin.select_terrain()
update_dock()
func remove_dock(p_force: bool = false) -> void:
if state == SIDEBAR:
plugin.remove_control_from_docks(self)
state = HIDDEN
elif state == BOTTOM:
plugin.remove_control_from_bottom_panel(self)
state = HIDDEN
# If windowed and destination is not window or final exit, otherwise leave
elif state == WINDOWED and p_force and window:
var parent: Node = get_parent()
if parent:
parent.remove_child(self)
plugin.godot_editor_window.mouse_entered.disconnect(_on_godot_window_entered)
plugin.godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered)
plugin.godot_editor_window.focus_exited.disconnect(_on_godot_focus_exited)
window.hide()
window.queue_free()
window = null
floating_btn.button_pressed = false
floating_btn.visible = true
pinned_btn.visible = false
placement_opt.visible = true
state = HIDDEN
update_dock() # return window to side/bottom
func update_dock() -> void:
if not _initialized or window:
return
update_assets()
# Move dock to new destination
remove_dock()
# Sidebar
if slot < POS_BOTTOM:
state = SIDEBAR
plugin.add_control_to_dock(slot, self)
# Bottom
elif slot == POS_BOTTOM:
state = BOTTOM
plugin.add_control_to_bottom_panel(self, "Terrain3D")
plugin.make_bottom_panel_item_visible(self)
func update_layout() -> void:
if not _initialized:
return
# Detect if we have a new window from Make floating, grab it so we can free it properly
if not window and get_parent() and get_parent().get_parent() is Window:
window = get_parent().get_parent()
make_dock_float()
return # Will call this function again upon display
var size_parent: Control = size_slider.get_parent()
# Vertical layout in window / sidebar
if window or slot < POS_BOTTOM:
box.vertical = true
buttons.vertical = false
if size.x >= 500 and size_parent != buttons:
size_slider.reparent(buttons)
buttons.move_child(size_slider, 3)
elif size.x < 500 and size_parent != box:
size_slider.reparent(box)
box.move_child(size_slider, 1)
floating_btn.reparent(buttons)
buttons.move_child(floating_btn, 4)
# Wide layout on bottom bar
else:
size_slider.reparent(buttons)
buttons.move_child(size_slider, 3)
floating_btn.reparent(box)
box.vertical = false
buttons.vertical = true
save_editor_settings()
func update_thumbnails() -> void:
if not is_instance_valid(plugin.terrain):
return
if _current_list.type == Terrain3DAssets.TYPE_MESH and \
Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME:
plugin.terrain.assets.create_mesh_thumbnails()
_last_thumb_update_time = Time.get_ticks_msec()
for mesh_asset in mesh_list.entries:
mesh_asset.queue_redraw()
## Dock Button handlers
func _on_pin_changed(toggled: bool) -> void:
if window:
window.always_on_top = pinned_btn.button_pressed
save_editor_settings()
func _on_slider_changed(value: float) -> void:
if texture_list:
texture_list.set_entry_width(value)
if mesh_list:
mesh_list.set_entry_width(value)
save_editor_settings()
func _on_textures_pressed() -> void:
_current_list = texture_list
texture_list.update_asset_list()
texture_list.visible = true
mesh_list.visible = false
textures_btn.button_pressed = true
meshes_btn.button_pressed = false
texture_list.set_selected_id(texture_list.selected_id)
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
save_editor_settings()
func _on_meshes_pressed() -> void:
_current_list = mesh_list
mesh_list.update_asset_list()
mesh_list.visible = true
texture_list.visible = false
meshes_btn.button_pressed = true
textures_btn.button_pressed = false
mesh_list.set_selected_id(mesh_list.selected_id)
if plugin.is_terrain_valid():
EditorInterface.edit_node(plugin.terrain)
update_thumbnails()
save_editor_settings()
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
if p_tool == Terrain3DEditor.INSTANCER:
_on_meshes_pressed()
elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
_on_textures_pressed()
## Update Dock Contents
func update_assets() -> void:
if not _initialized:
return
# Verify signals to individual lists
if plugin.is_terrain_valid() and plugin.terrain.assets:
if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
plugin.terrain.assets.textures_changed.connect(texture_list.update_asset_list)
if not plugin.terrain.assets.meshes_changed.is_connected(mesh_list.update_asset_list):
plugin.terrain.assets.meshes_changed.connect(mesh_list.update_asset_list)
_current_list.update_asset_list()
## Window Management
func make_dock_float() -> void:
# If not already created (eg from editor panel 'Make Floating' button)
if not window:
remove_dock()
create_window()
state = WINDOWED
visible = true # Asset dock contents are hidden when popping out of the bottom!
pinned_btn.visible = true
floating_btn.visible = false
placement_opt.visible = false
window.title = "Terrain3D Asset Dock"
window.always_on_top = pinned_btn.button_pressed
window.close_requested.connect(remove_dock.bind(true))
window.window_input.connect(_on_window_input)
window.focus_exited.connect(save_editor_settings)
window.mouse_exited.connect(save_editor_settings)
window.size_changed.connect(save_editor_settings)
plugin.godot_editor_window.mouse_entered.connect(_on_godot_window_entered)
plugin.godot_editor_window.focus_entered.connect(_on_godot_focus_entered)
plugin.godot_editor_window.focus_exited.connect(_on_godot_focus_exited)
plugin.godot_editor_window.grab_focus()
update_assets()
save_editor_settings()
func create_window() -> void:
window = Window.new()
window.wrap_controls = true
var mc := MarginContainer.new()
mc.set_anchors_preset(PRESET_FULL_RECT, false)
mc.add_child(self)
window.add_child(mc)
window.set_transient(false)
window.set_size(plugin.get_setting(ES_DOCK_WINDOW_SIZE, Vector2i(512, 512)))
window.set_position(plugin.get_setting(ES_DOCK_WINDOW_POSITION, Vector2i(704, 284)))
plugin.add_child(window)
window.show()
func clamp_window_position() -> void:
if window and window.visible:
var bounds: Vector2i
if EditorInterface.get_editor_settings().get_setting("interface/editor/single_window_mode"):
bounds = EditorInterface.get_base_control().size
else:
bounds = DisplayServer.screen_get_position(window.current_screen)
bounds += DisplayServer.screen_get_size(window.current_screen)
var margin: int = 40
window.position.x = clamp(window.position.x, -window.size.x + 2*margin, bounds.x - margin)
window.position.y = clamp(window.position.y, 25, bounds.y - margin)
func _on_window_input(event: InputEvent) -> void:
# Capture CTRL+S when doc focused to save scene
if event is InputEventKey and event.keycode == KEY_S and event.pressed and event.is_command_or_control_pressed():
save_editor_settings()
EditorInterface.save_scene()
func _on_godot_window_entered() -> void:
if is_instance_valid(window) and window.has_focus():
plugin.godot_editor_window.grab_focus()
func _on_godot_focus_entered() -> void:
# If asset dock is windowed, and Godot was minimized, and now is not, restore asset dock window
if is_instance_valid(window):
if _godot_last_state == Window.MODE_MINIMIZED and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED:
window.show()
_godot_last_state = plugin.godot_editor_window.mode
plugin.godot_editor_window.grab_focus()
func _on_godot_focus_exited() -> void:
if is_instance_valid(window) and plugin.godot_editor_window.mode == Window.MODE_MINIMIZED:
window.hide()
_godot_last_state = plugin.godot_editor_window.mode
## Manage Editor Settings
func load_editor_settings() -> void:
floating_btn.button_pressed = plugin.get_setting(ES_DOCK_FLOATING, false)
pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
size_slider.value = plugin.get_setting(ES_DOCK_TILE_SIZE, 83)
_on_slider_changed(size_slider.value)
set_slot(plugin.get_setting(ES_DOCK_SLOT, POS_BOTTOM))
if floating_btn.button_pressed:
make_dock_float()
# TODO Don't save tab until thumbnail generation more reliable
#if plugin.get_setting(ES_DOCK_TAB, 0) == 1:
# _on_meshes_pressed()
func save_editor_settings() -> void:
if not _initialized:
return
clamp_window_position()
plugin.set_setting(ES_DOCK_SLOT, slot)
plugin.set_setting(ES_DOCK_TILE_SIZE, size_slider.value)
plugin.set_setting(ES_DOCK_FLOATING, floating_btn.button_pressed)
plugin.set_setting(ES_DOCK_PINNED, pinned_btn.button_pressed)
# TODO Don't save tab until thumbnail generation more reliable
# plugin.set_setting(ES_DOCK_TAB, 0 if _current_list == texture_list else 1)
if window:
plugin.set_setting(ES_DOCK_WINDOW_SIZE, window.size)
plugin.set_setting(ES_DOCK_WINDOW_POSITION, window.position)
##############################################################
## class ListContainer
##############################################################
class ListContainer extends Container:
var plugin: EditorPlugin
var type := Terrain3DAssets.TYPE_TEXTURE
var entries: Array[ListEntry]
var selected_id: int = 0
var height: float = 0
var width: float = 83
var focus_style: StyleBox
func _ready() -> void:
set_v_size_flags(SIZE_EXPAND_FILL)
set_h_size_flags(SIZE_EXPAND_FILL)
func clear() -> void:
for e in entries:
e.get_parent().remove_child(e)
e.queue_free()
entries.clear()
func update_asset_list() -> void:
clear()
# Grab terrain
var t: Terrain3D
if plugin.is_terrain_valid():
t = plugin.terrain
elif is_instance_valid(plugin._last_terrain) and plugin.is_terrain_valid(plugin._last_terrain):
t = plugin._last_terrain
else:
return
if not t.assets:
return
if type == Terrain3DAssets.TYPE_TEXTURE:
var texture_count: int = t.assets.get_texture_count()
for i in texture_count:
var texture: Terrain3DTextureAsset = t.assets.get_texture(i)
add_item(texture)
if texture_count < Terrain3DAssets.MAX_TEXTURES:
add_item()
else:
var mesh_count: int = t.assets.get_mesh_count()
for i in mesh_count:
var mesh: Terrain3DMeshAsset = t.assets.get_mesh_asset(i)
add_item(mesh, t.assets)
if mesh_count < Terrain3DAssets.MAX_MESHES:
add_item()
if selected_id >= mesh_count or selected_id < 0:
set_selected_id(0)
func add_item(p_resource: Resource = null, p_assets: Terrain3DAssets = null) -> void:
var entry: ListEntry = ListEntry.new()
entry.focus_style = focus_style
var id: int = entries.size()
entry.set_edited_resource(p_resource)
entry.hovered.connect(_on_resource_hovered.bind(id))
entry.selected.connect(set_selected_id.bind(id))
entry.inspected.connect(_on_resource_inspected)
entry.changed.connect(_on_resource_changed.bind(id))
entry.type = type
entry.asset_list = p_assets
add_child(entry)
entries.push_back(entry)
if p_resource:
entry.set_selected(id == selected_id)
if not p_resource.id_changed.is_connected(set_selected_after_swap):
p_resource.id_changed.connect(set_selected_after_swap)
func _on_resource_hovered(p_id: int):
if type == Terrain3DAssets.TYPE_MESH:
if plugin.terrain:
plugin.terrain.assets.create_mesh_thumbnails(p_id)
func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
func set_selected_id(p_id: int) -> void:
selected_id = p_id
for i in entries.size():
var entry: ListEntry = entries[i]
entry.set_selected(i == selected_id)
plugin.select_terrain()
# Select Paint tool if clicking a texture
if type == Terrain3DAssets.TYPE_TEXTURE and \
not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
if paint_btn:
paint_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
if instancer_btn:
instancer_btn.set_pressed(true)
plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
# Update editor with selected brush
plugin.ui._on_setting_changed()
func _on_resource_inspected(p_resource: Resource) -> void:
await get_tree().create_timer(.01).timeout
EditorInterface.edit_resource(p_resource)
func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
if not p_resource:
var asset_dock: Control = get_parent().get_parent().get_parent()
if type == Terrain3DAssets.TYPE_TEXTURE:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this texture?"
else:
asset_dock.confirm_dialog.dialog_text = "Are you sure you want to clear this mesh and delete all instances?"
asset_dock.confirm_dialog.popup_centered()
await asset_dock.confirmation_closed
if not asset_dock._confirmed:
update_asset_list()
return
if not plugin.is_terrain_valid():
plugin.select_terrain()
await get_tree().create_timer(.01).timeout
if plugin.is_terrain_valid():
if type == Terrain3DAssets.TYPE_TEXTURE:
plugin.terrain.get_assets().set_texture(p_id, p_resource)
else:
plugin.terrain.get_assets().set_mesh_asset(p_id, p_resource)
await get_tree().create_timer(.01).timeout
plugin.terrain.assets.create_mesh_thumbnails(p_id)
# If removing an entry, clear inspector
if not p_resource:
EditorInterface.inspect_object(null)
# If null resource, remove last
if not p_resource:
var last_offset: int = 2
if p_id == entries.size()-2:
last_offset = 3
set_selected_id(clamp(selected_id, 0, entries.size() - last_offset))
func get_selected_id() -> int:
return selected_id
func set_entry_width(value: float) -> void:
width = clamp(value, 66, 230)
redraw()
func get_entry_width() -> float:
return width
func redraw() -> void:
height = 0
var id: int = 0
var separation: float = 4
var columns: int = 3
columns = clamp(size.x / width, 1, 100)
for c in get_children():
if is_instance_valid(c):
c.size = Vector2(width, width) - Vector2(separation, separation)
c.position = Vector2(id % columns, id / columns) * width + \
Vector2(separation / columns, separation / columns)
height = max(height, c.position.y + width)
id += 1
# Needed to enable ScrollContainer scroll bar
func _get_minimum_size() -> Vector2:
return Vector2(0, height)
func _notification(p_what) -> void:
if p_what == NOTIFICATION_SORT_CHILDREN:
redraw()
##############################################################
## class ListEntry
##############################################################
class ListEntry extends VBoxContainer:
signal hovered()
signal selected()
signal changed(resource: Resource)
signal inspected(resource: Resource)
var resource: Resource
var type := Terrain3DAssets.TYPE_TEXTURE
var _thumbnail: Texture2D
var drop_data: bool = false
var is_hovered: bool = false
var is_selected: bool = false
var asset_list: Terrain3DAssets
@onready var button_row := HBoxContainer.new()
@onready var button_clear := TextureButton.new()
@onready var button_edit := TextureButton.new()
@onready var spacer := Control.new()
@onready var button_enabled := TextureButton.new()
@onready var clear_icon: Texture2D = get_theme_icon("Close", "EditorIcons")
@onready var edit_icon: Texture2D = get_theme_icon("Edit", "EditorIcons")
@onready var enabled_icon: Texture2D = get_theme_icon("GuiVisibilityVisible", "EditorIcons")
@onready var disabled_icon: Texture2D = get_theme_icon("GuiVisibilityHidden", "EditorIcons")
var name_label: Label
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
func _ready() -> void:
setup_buttons()
setup_label()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
func setup_buttons() -> void:
var icon_size: Vector2 = Vector2(12, 12)
var margin_container := MarginContainer.new()
margin_container.mouse_filter = Control.MOUSE_FILTER_PASS
margin_container.add_theme_constant_override("margin_top", 5)
margin_container.add_theme_constant_override("margin_left", 5)
margin_container.add_theme_constant_override("margin_right", 5)
add_child(margin_container)
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button_row.alignment = BoxContainer.ALIGNMENT_CENTER
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
margin_container.add_child(button_row)
if type == Terrain3DAssets.TYPE_MESH:
button_enabled.set_texture_normal(enabled_icon)
button_enabled.set_texture_pressed(disabled_icon)
button_enabled.set_custom_minimum_size(icon_size)
button_enabled.set_h_size_flags(Control.SIZE_SHRINK_END)
button_enabled.set_visible(resource != null)
button_enabled.toggle_mode = true
button_enabled.mouse_filter = Control.MOUSE_FILTER_PASS
button_enabled.pressed.connect(enable)
button_row.add_child(button_enabled)
button_edit.set_texture_normal(edit_icon)
button_edit.set_custom_minimum_size(icon_size)
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
button_edit.set_visible(resource != null)
button_edit.mouse_filter = Control.MOUSE_FILTER_PASS
button_edit.pressed.connect(edit)
button_row.add_child(button_edit)
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
button_row.add_child(spacer)
button_clear.set_texture_normal(clear_icon)
button_clear.set_custom_minimum_size(icon_size)
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
button_clear.set_visible(resource != null)
button_clear.mouse_filter = Control.MOUSE_FILTER_PASS
button_clear.pressed.connect(clear)
button_row.add_child(button_clear)
func setup_label() -> void:
name_label = Label.new()
add_child(name_label, true)
name_label.visible = false
name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
name_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
name_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
name_label.add_theme_color_override("font_color", Color.WHITE)
name_label.add_theme_color_override("font_shadow_color", Color.BLACK)
name_label.add_theme_constant_override("shadow_offset_x", 1.)
name_label.add_theme_constant_override("shadow_offset_y", 1.)
name_label.add_theme_font_size_override("font_size", 15)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
name_label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
if type == Terrain3DAssets.TYPE_TEXTURE:
name_label.text = "Add Texture"
else:
name_label.text = "Add Mesh"
func _notification(p_what) -> void:
match p_what:
NOTIFICATION_DRAW:
# Hide spacer if icons are crowding small textures
spacer.visible = size.x > 70 or type == Terrain3DAssets.TYPE_TEXTURE
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
if !resource:
draw_style_box(background, rect)
draw_texture(add_icon, (get_size() / 2) - (add_icon.get_size() / 2))
else:
if type == Terrain3DAssets.TYPE_TEXTURE:
name_label.text = (resource as Terrain3DTextureAsset).get_name()
self_modulate = resource.get_albedo_color()
_thumbnail = resource.get_albedo_texture()
if _thumbnail:
draw_texture_rect(_thumbnail, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
else:
name_label.text = (resource as Terrain3DMeshAsset).get_name()
var id: int = (resource as Terrain3DMeshAsset).get_id()
_thumbnail = resource.get_thumbnail()
if _thumbnail:
draw_texture_rect(_thumbnail, rect, false)
texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS
else:
draw_rect(rect, Color(.15, .15, .15, 1.))
button_enabled.set_pressed_no_signal(!resource.is_enabled())
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x/10)
if drop_data:
draw_style_box(focus_style, rect)
if is_hovered:
draw_rect(rect, Color(1, 1, 1, 0.2))
if is_selected:
draw_style_box(focus_style, rect)
NOTIFICATION_MOUSE_ENTER:
is_hovered = true
name_label.visible = true
emit_signal("hovered")
queue_redraw()
NOTIFICATION_MOUSE_EXIT:
is_hovered = false
name_label.visible = false
drop_data = false
queue_redraw()
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
if p_event.is_pressed():
match p_event.get_button_index():
MOUSE_BUTTON_LEFT:
# If `Add new` is clicked
if !resource:
if type == Terrain3DAssets.TYPE_TEXTURE:
set_edited_resource(Terrain3DTextureAsset.new(), false)
else:
set_edited_resource(Terrain3DMeshAsset.new(), false)
edit()
else:
emit_signal("selected")
MOUSE_BUTTON_RIGHT:
if resource:
edit()
MOUSE_BUTTON_MIDDLE:
if resource:
clear()
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
drop_data = false
if typeof(p_data) == TYPE_DICTIONARY:
if p_data.files.size() == 1:
queue_redraw()
drop_data = true
return drop_data
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
if typeof(p_data) == TYPE_DICTIONARY:
var res: Resource = load(p_data.files[0])
if res is Texture2D and type == Terrain3DAssets.TYPE_TEXTURE:
var ta := Terrain3DTextureAsset.new()
if resource is Terrain3DTextureAsset:
ta.id = resource.id
ta.set_albedo_texture(res)
set_edited_resource(ta, false)
resource = ta
elif res is Terrain3DTextureAsset and type == Terrain3DAssets.TYPE_TEXTURE:
if resource is Terrain3DTextureAsset:
res.id = resource.id
set_edited_resource(res, false)
elif res is PackedScene and type == Terrain3DAssets.TYPE_MESH:
var ma := Terrain3DMeshAsset.new()
if resource is Terrain3DMeshAsset:
ma.id = resource.id
set_edited_resource(ma, false)
ma.set_scene_file(res)
resource = ma
elif res is Terrain3DMeshAsset and type == Terrain3DAssets.TYPE_MESH:
if resource is Terrain3DMeshAsset:
res.id = resource.id
set_edited_resource(res, false)
emit_signal("selected")
emit_signal("inspected", resource)
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
resource = p_res
if resource:
resource.setting_changed.connect(_on_resource_changed)
resource.file_changed.connect(_on_resource_changed)
if resource is Terrain3DMeshAsset:
resource.instancer_setting_changed.connect(_on_resource_changed)
if button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if !p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed() -> void:
queue_redraw()
emit_signal("changed", resource)
func set_selected(value: bool) -> void:
is_selected = value
queue_redraw()
func clear() -> void:
if resource:
set_edited_resource(null, false)
func edit() -> void:
emit_signal("selected")
emit_signal("inspected", resource)
func enable() -> void:
if resource is Terrain3DMeshAsset:
resource.set_enabled(!resource.is_enabled())

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uid://bgoifepft1hjw

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[gd_scene load_steps=2 format=3 uid="uid://dkb6hii5e48m2"]
[ext_resource type="Script" path="res://addons/terrain_3d/src/asset_dock.gd" id="1_e23pg"]
[node name="Terrain3D" type="PanelContainer"]
custom_minimum_size = Vector2(256, 95)
offset_right = 766.0
offset_bottom = 100.0
script = ExtResource("1_e23pg")
[node name="Box" type="BoxContainer" parent="."]
layout_mode = 2
size_flags_vertical = 3
vertical = true
[node name="Buttons" type="BoxContainer" parent="Box"]
layout_mode = 2
[node name="TexturesBtn" type="Button" parent="Box/Buttons"]
custom_minimum_size = Vector2(80, 30)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
theme_override_font_sizes/font_size = 16
toggle_mode = true
button_pressed = true
text = "Textures"
[node name="MeshesBtn" type="Button" parent="Box/Buttons"]
custom_minimum_size = Vector2(80, 30)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
theme_override_font_sizes/font_size = 16
toggle_mode = true
text = "Meshes"
[node name="PlacementOpt" type="OptionButton" parent="Box/Buttons"]
custom_minimum_size = Vector2(80, 30)
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 0
selected = 7
item_count = 9
popup/item_0/text = "Left_UL"
popup/item_1/text = "Left_BL"
popup/item_1/id = 1
popup/item_2/text = "Left_UR"
popup/item_2/id = 2
popup/item_3/text = "Left_BR"
popup/item_3/id = 3
popup/item_4/text = "Right_UL"
popup/item_4/id = 4
popup/item_5/text = "Right_BL "
popup/item_5/id = 5
popup/item_6/text = "Right_UR"
popup/item_6/id = 6
popup/item_7/text = "Right_BR"
popup/item_7/id = 7
popup/item_8/text = "Bottom"
popup/item_8/id = 8
[node name="SizeSlider" type="HSlider" parent="Box/Buttons"]
custom_minimum_size = Vector2(80, 10)
layout_mode = 2
size_flags_horizontal = 3
min_value = 66.0
max_value = 230.0
value = 83.0
[node name="Floating" type="Button" parent="Box/Buttons"]
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 0
tooltip_text = "Pop this dock out to a floating window."
toggle_mode = true
text = "F"
flat = true
[node name="Pinned" type="Button" parent="Box/Buttons"]
layout_mode = 2
size_flags_horizontal = 0
size_flags_vertical = 0
tooltip_text = "Make this window \"Always on top\"."
toggle_mode = true
text = "P"
flat = true
[node name="ScrollContainer" type="ScrollContainer" parent="Box"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# DoubleSlider for Terrain3D
# Should work for other UIs
@tool
class_name DoubleSlider
extends Control
signal value_changed(Vector2)
var label: Label
var suffix: String
var grabbed_handle: int = 0 # -1 left, 0 none, 1 right
var min_value: float = 0.0
var max_value: float = 100.0
var step: float = 1.0
var range := Vector2(0, 100)
var display_scale: float = 1.
var position_x: float = 0.
var minimum_x: float = 60.
func _ready() -> void:
# Setup Display Scale
# 0 auto, 1 75%, 2 100%, 3 125%, 4 150%, 5 175%, 6 200%, 7 custom
var es: EditorSettings = EditorInterface.get_editor_settings()
var ds: int = es.get_setting("interface/editor/display_scale")
if ds == 0:
ds = 2
elif ds == 7:
display_scale = es.get_setting("interface/editor/custom_display_scale")
else:
display_scale = float(ds + 2) * .25
update_label()
func set_min(p_value: float) -> void:
min_value = p_value
if range.x <= min_value:
range.x = min_value
set_value(range)
update_label()
func get_min() -> float:
return min_value
func set_max(p_value: float) -> void:
max_value = p_value
if range.y == 0 or range.y >= max_value:
range.y = max_value
set_value(range)
update_label()
func get_max() -> float:
return max_value
func set_step(p_step: float) -> void:
step = p_step
func get_step() -> float:
return step
func set_value(p_range: Vector2) -> void:
range.x = clamp(p_range.x, min_value, max_value)
range.y = clamp(p_range.y, min_value, max_value)
if range.y < range.x:
var tmp: float = range.x
range.x = range.y
range.y = tmp
update_label()
emit_signal("value_changed", Vector2(range.x, range.y))
queue_redraw()
func get_value() -> Vector2:
return range
func update_label() -> void:
if label:
label.set_text(str(range.x) + suffix + "/" + str(range.y) + suffix)
if position_x == 0:
position_x = label.position.x
else:
label.position.x = position_x + 5 * display_scale
label.custom_minimum_size.x = minimum_x + 5 * display_scale
func _get_handle() -> int:
return 1
func _gui_input(p_event: InputEvent) -> void:
if p_event is InputEventMouseButton:
var button: int = p_event.get_button_index()
if button in [ MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN ]:
if p_event.is_pressed():
var mid_point = (range.x + range.y) / 2.0
var xpos: float = p_event.get_position().x * 2.0
if xpos >= mid_point:
grabbed_handle = 1
else:
grabbed_handle = -1
match button:
MOUSE_BUTTON_LEFT:
set_slider(p_event.get_position().x)
MOUSE_BUTTON_WHEEL_DOWN:
set_slider(-1., true)
MOUSE_BUTTON_WHEEL_UP:
set_slider(1., true)
else:
grabbed_handle = 0
if p_event is InputEventMouseMotion:
if grabbed_handle != 0:
set_slider(p_event.get_position().x)
func set_slider(p_xpos: float, p_relative: bool = false) -> void:
if grabbed_handle == 0:
return
var xpos_step: float = clamp(snappedf((p_xpos / size.x) * max_value, step), min_value, max_value)
if(grabbed_handle < 0):
if p_relative:
range.x += p_xpos
else:
range.x = xpos_step
else:
if p_relative:
range.y += p_xpos
else:
range.y = xpos_step
set_value(range)
func _notification(p_what: int) -> void:
if p_what == NOTIFICATION_DRAW:
# Draw background bar
var bg: StyleBox = get_theme_stylebox("slider", "HSlider")
var bg_height: float = bg.get_minimum_size().y
var mid_y: float = (size.y - bg_height) / 2.0
draw_style_box(bg, Rect2(Vector2(0, mid_y), Vector2(size.x, bg_height)))
# Draw foreground bar
var handle: Texture2D = get_theme_icon("grabber", "HSlider")
var area: StyleBox = get_theme_stylebox("grabber_area", "HSlider")
var startx: float = (range.x / max_value) * size.x
var endx: float = (range.y / max_value) * size.x
draw_style_box(area, Rect2(Vector2(startx, mid_y), Vector2(endx - startx, bg_height)))
# Draw handles, slightly in so they don't get on the outside edges
var handle_pos: Vector2
handle_pos.x = clamp(startx - handle.get_size().x/2, -10, size.x)
handle_pos.y = clamp(endx - handle.get_size().x/2, 0, size.x - 10)
draw_texture(handle, Vector2(handle_pos.x, -mid_y - 10 * (display_scale - 1.)))
draw_texture(handle, Vector2(handle_pos.y, -mid_y - 10 * (display_scale - 1.)))
update_label()

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Editor Plugin for Terrain3D
@tool
extends EditorPlugin
# Includes
const UI: Script = preload("res://addons/terrain_3d/src/ui.gd")
const RegionGizmo: Script = preload("res://addons/terrain_3d/src/region_gizmo.gd")
const ASSET_DOCK: String = "res://addons/terrain_3d/src/asset_dock.tscn"
var modifier_ctrl: bool
var modifier_alt: bool
var modifier_shift: bool
var _last_modifiers: int = 0
var _input_mode: int = 0 # -1: camera move, 0: none, 1: operating
var rmb_release_time: int = 0
var _use_meta: bool = false
var terrain: Terrain3D
var _last_terrain: Terrain3D
var nav_region: NavigationRegion3D
var editor: Terrain3DEditor
var editor_settings: EditorSettings
var ui: Node # Terrain3DUI see Godot #75388
var asset_dock: PanelContainer
var region_gizmo: RegionGizmo
var current_region_position: Vector2
var mouse_global_position: Vector3 = Vector3.ZERO
var godot_editor_window: Window # The Godot Editor window
func _init() -> void:
if OS.get_name() == "macOS":
_use_meta = true
# Get the Godot Editor window. Structure is root:Window/EditorNode/Base Control
godot_editor_window = EditorInterface.get_base_control().get_parent().get_parent()
godot_editor_window.focus_entered.connect(_on_godot_focus_entered)
func _enter_tree() -> void:
editor = Terrain3DEditor.new()
setup_editor_settings()
ui = UI.new()
ui.plugin = self
add_child(ui)
region_gizmo = RegionGizmo.new()
scene_changed.connect(_on_scene_changed)
asset_dock = load(ASSET_DOCK).instantiate()
asset_dock.initialize(self)
func _exit_tree() -> void:
asset_dock.remove_dock(true)
asset_dock.queue_free()
ui.queue_free()
editor.free()
scene_changed.disconnect(_on_scene_changed)
godot_editor_window.focus_entered.disconnect(_on_godot_focus_entered)
func _on_godot_focus_entered() -> void:
_read_input()
ui.update_decal()
## EditorPlugin selection function call chain isn't consistent. Here's the map of calls:
## Assume we handle Terrain3D and NavigationRegion3D
# Click Terrain3D: _handles(Terrain3D), _make_visible(true), _edit(Terrain3D)
# Deselect: _make_visible(false), _edit(null)
# Click other node: _handles(OtherNode)
# Click NavRegion3D: _handles(NavReg3D), _make_visible(true), _edit(NavReg3D)
# Click NavRegion3D, Terrain3D: _handles(Terrain3D), _edit(Terrain3D)
# Click Terrain3D, NavRegion3D: _handles(NavReg3D), _edit(NavReg3D)
func _handles(p_object: Object) -> bool:
if p_object is Terrain3D:
return true
elif p_object is NavigationRegion3D and is_instance_valid(_last_terrain):
return true
# Terrain3DObjects requires access to EditorUndoRedoManager. The only way to make sure it
# always has it, is to pass it in here. _edit is NOT called if the node is cut and pasted.
elif p_object is Terrain3DObjects:
p_object.editor_setup(self)
elif p_object is Node3D and p_object.get_parent() is Terrain3DObjects:
p_object.get_parent().editor_setup(self)
return false
func _make_visible(p_visible: bool, p_redraw: bool = false) -> void:
if p_visible and is_selected():
ui.set_visible(true)
asset_dock.update_dock()
else:
ui.set_visible(false)
func _edit(p_object: Object) -> void:
if !p_object:
_clear()
if p_object is Terrain3D:
if p_object == terrain:
return
terrain = p_object
_last_terrain = terrain
terrain.set_plugin(self)
terrain.set_editor(editor)
editor.set_terrain(terrain)
region_gizmo.set_node_3d(terrain)
terrain.add_gizmo(region_gizmo)
ui.set_visible(true)
terrain.set_meta("_edit_lock_", true)
# Get alerted when a new asset list is loaded
if not terrain.assets_changed.is_connected(asset_dock.update_assets):
terrain.assets_changed.connect(asset_dock.update_assets)
asset_dock.update_assets()
# Get alerted when the region map changes
if not terrain.data.region_map_changed.is_connected(update_region_grid):
terrain.data.region_map_changed.connect(update_region_grid)
update_region_grid()
else:
_clear()
if is_terrain_valid(_last_terrain):
if p_object is NavigationRegion3D:
ui.set_visible(true, true)
nav_region = p_object
else:
nav_region = null
func _clear() -> void:
if is_terrain_valid():
if terrain.data.region_map_changed.is_connected(update_region_grid):
terrain.data.region_map_changed.disconnect(update_region_grid)
terrain.clear_gizmos()
terrain = null
editor.set_terrain(null)
ui.clear_picking()
region_gizmo.clear()
func _forward_3d_gui_input(p_viewport_camera: Camera3D, p_event: InputEvent) -> AfterGUIInput:
if not is_terrain_valid():
return AFTER_GUI_INPUT_PASS
var continue_input: AfterGUIInput = _read_input(p_event)
if continue_input != AFTER_GUI_INPUT_CUSTOM:
return continue_input
ui.update_decal()
## Setup active camera & viewport
# Always update this for all inputs, as the mouse position can move without
# necessarily being a InputEventMouseMotion object. get_intersection() also
# returns the last frame position, and should be updated more frequently.
# Snap terrain to current camera
terrain.set_camera(p_viewport_camera)
# Detect if viewport is set to half_resolution
# Structure is: Node3DEditorViewportContainer/Node3DEditorViewport(4)/SubViewportContainer/SubViewport/Camera3D
var editor_vpc: SubViewportContainer = p_viewport_camera.get_parent().get_parent()
var full_resolution: bool = false if editor_vpc.stretch_shrink == 2 else true
## Get mouse location on terrain
# Project 2D mouse position to 3D position and direction
var vp_mouse_pos: Vector2 = editor_vpc.get_local_mouse_position()
var mouse_pos: Vector2 = vp_mouse_pos if full_resolution else vp_mouse_pos / 2
var camera_pos: Vector3 = p_viewport_camera.project_ray_origin(mouse_pos)
var camera_dir: Vector3 = p_viewport_camera.project_ray_normal(mouse_pos)
# If region tool, grab mouse position without considering height
if editor.get_tool() == Terrain3DEditor.REGION:
var t = -Vector3(0, 1, 0).dot(camera_pos) / Vector3(0, 1, 0).dot(camera_dir)
mouse_global_position = (camera_pos + t * camera_dir)
else:
#Else look for intersection with terrain
var intersection_point: Vector3 = terrain.get_intersection(camera_pos, camera_dir, true)
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
return AFTER_GUI_INPUT_PASS
mouse_global_position = intersection_point
## Handle mouse movement
if p_event is InputEventMouseMotion:
if _input_mode != -1: # Not cam rotation
## Update region highlight
var region_position: Vector2 = ( Vector2(mouse_global_position.x, mouse_global_position.z) \
/ (terrain.get_region_size() * terrain.get_vertex_spacing()) ).floor()
if current_region_position != region_position:
current_region_position = region_position
update_region_grid()
if _input_mode > 0 and editor.is_operating():
# Inject pressure - Relies on C++ set_brush_data() using same dictionary instance
ui.brush_data["mouse_pressure"] = p_event.pressure
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
if p_event is InputEventMouseButton and _input_mode > 0:
if p_event.is_pressed():
# If picking
if ui.is_picking():
ui.pick(mouse_global_position)
if not ui.operation_builder or not ui.operation_builder.is_ready():
return AFTER_GUI_INPUT_STOP
if modifier_ctrl and editor.get_tool() == Terrain3DEditor.HEIGHT:
var height: float = terrain.data.get_height(mouse_global_position)
ui.brush_data["height"] = height
ui.tool_settings.set_setting("height", height)
# If adjusting regions
if editor.get_tool() == Terrain3DEditor.REGION:
# Skip regions that already exist or don't
var has_region: bool = terrain.data.has_regionp(mouse_global_position)
var op: int = editor.get_operation()
if ( has_region and op == Terrain3DEditor.ADD) or \
( not has_region and op == Terrain3DEditor.SUBTRACT ):
return AFTER_GUI_INPUT_STOP
# If an automatic operation is ready to go (e.g. gradient)
if ui.operation_builder and ui.operation_builder.is_ready():
ui.operation_builder.apply_operation(editor, mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
# Mouse clicked, start editing
editor.start_operation(mouse_global_position)
editor.operate(mouse_global_position, p_viewport_camera.rotation.y)
return AFTER_GUI_INPUT_STOP
# _input_apply released, save undo data
elif editor.is_operating():
editor.stop_operation()
return AFTER_GUI_INPUT_STOP
return AFTER_GUI_INPUT_PASS
func _read_input(p_event: InputEvent = null) -> AfterGUIInput:
## Determine if user is moving camera or applying
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or \
p_event is InputEventMouseButton and p_event.is_released() and \
p_event.get_button_index() == MOUSE_BUTTON_LEFT:
_input_mode = 1
else:
_input_mode = 0
match get_setting("editors/3d/navigation/navigation_scheme", 0):
2, 1: # Modo, Maya
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
( Input.is_key_pressed(KEY_ALT) and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) ):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
( Input.is_key_pressed(KEY_ALT) and p_event.get_button_index() == MOUSE_BUTTON_LEFT )):
rmb_release_time = Time.get_ticks_msec()
0, _: # Godot
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or \
Input.is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE):
_input_mode = -1
if p_event is InputEventMouseButton and p_event.is_released() and \
( p_event.get_button_index() == MOUSE_BUTTON_RIGHT or \
p_event.get_button_index() == MOUSE_BUTTON_MIDDLE ):
rmb_release_time = Time.get_ticks_msec()
if _input_mode < 0:
# Camera is moving, skip input
return AFTER_GUI_INPUT_PASS
## Determine modifiers pressed
modifier_shift = Input.is_key_pressed(KEY_SHIFT)
# Editor responds to modifier_ctrl so we must register touchscreen Invert
if _use_meta:
modifier_ctrl = Input.is_key_pressed(KEY_META) || ui.inverted_input
else:
modifier_ctrl = Input.is_key_pressed(KEY_CTRL) || ui.inverted_input
# Keybind enum: Alt,Space,Meta,Capslock
var alt_key: int
match get_setting("terrain3d/config/alt_key_bind", 0):
3: alt_key = KEY_CAPSLOCK
2: alt_key = KEY_META
1: alt_key = KEY_SPACE
0, _: alt_key = KEY_ALT
modifier_alt = Input.is_key_pressed(alt_key)
var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2
## Process Hotkeys
if p_event is InputEventKey and \
current_mods == 0 and \
p_event.is_pressed() and \
not p_event.is_echo() and \
consume_hotkey(p_event.keycode):
# Hotkey found, consume event, and stop input processing
EditorInterface.get_editor_viewport_3d().set_input_as_handled()
return AFTER_GUI_INPUT_STOP
# Brush data is cleared on set_tool, or clicking textures in the asset dock
# Update modifiers if changed or missing
if _last_modifiers != current_mods or not ui.brush_data.has("modifier_shift"):
_last_modifiers = current_mods
ui.brush_data["modifier_shift"] = modifier_shift
ui.brush_data["modifier_ctrl"] = modifier_ctrl
ui.brush_data["modifier_alt"] = modifier_alt
ui.set_active_operation()
## Continue processing input
return AFTER_GUI_INPUT_CUSTOM
# Returns true if hotkey matches and operation triggered
func consume_hotkey(keycode: int) -> bool:
match keycode:
KEY_1:
terrain.material.set_show_region_grid(!terrain.material.get_show_region_grid())
KEY_2:
terrain.material.set_show_instancer_grid(!terrain.material.get_show_instancer_grid())
KEY_3:
terrain.material.set_show_vertex_grid(!terrain.material.get_show_vertex_grid())
KEY_4:
terrain.material.set_show_contours(!terrain.material.get_show_contours())
KEY_E:
ui.toolbar.get_button("AddRegion").set_pressed(true)
KEY_R:
ui.toolbar.get_button("Raise").set_pressed(true)
KEY_H:
ui.toolbar.get_button("Height").set_pressed(true)
KEY_S:
ui.toolbar.get_button("Slope").set_pressed(true)
KEY_C:
ui.toolbar.get_button("PaintColor").set_pressed(true)
KEY_N:
ui.toolbar.get_button("PaintNavigableArea").set_pressed(true)
KEY_I:
ui.toolbar.get_button("InstanceMeshes").set_pressed(true)
KEY_X:
ui.toolbar.get_button("AddHoles").set_pressed(true)
KEY_W:
ui.toolbar.get_button("PaintWetness").set_pressed(true)
KEY_B:
ui.toolbar.get_button("PaintTexture").set_pressed(true)
KEY_V:
ui.toolbar.get_button("SprayTexture").set_pressed(true)
KEY_A:
ui.toolbar.get_button("PaintAutoshader").set_pressed(true)
_:
return false
return true
func update_region_grid() -> void:
if not region_gizmo:
return
region_gizmo.set_hidden(not ui.visible)
if is_terrain_valid():
region_gizmo.show_rect = editor.get_tool() == Terrain3DEditor.REGION
region_gizmo.use_secondary_color = editor.get_operation() == Terrain3DEditor.SUBTRACT
region_gizmo.region_position = current_region_position
region_gizmo.region_size = terrain.get_region_size() * terrain.get_vertex_spacing()
region_gizmo.grid = terrain.get_data().get_region_locations()
terrain.update_gizmos()
return
region_gizmo.show_rect = false
region_gizmo.region_size = 1024
region_gizmo.grid = [Vector2i.ZERO]
func _on_scene_changed(scene_root: Node) -> void:
if not scene_root:
return
for node in scene_root.find_children("", "Terrain3DObjects"):
node.editor_setup(self)
asset_dock.update_assets()
await get_tree().create_timer(2).timeout
asset_dock.update_thumbnails()
func is_terrain_valid(p_terrain: Terrain3D = null) -> bool:
var t: Terrain3D
if p_terrain:
t = p_terrain
else:
t = terrain
if is_instance_valid(t) and t.is_inside_tree() and t.data:
return true
return false
func is_selected() -> bool:
var selected: Array[Node] = EditorInterface.get_selection().get_selected_nodes()
for node in selected:
if ( is_instance_valid(_last_terrain) and node.get_instance_id() == _last_terrain.get_instance_id() ) or \
node is Terrain3D:
return true
return false
func select_terrain() -> void:
if is_instance_valid(_last_terrain) and is_terrain_valid(_last_terrain) and not is_selected():
var es: EditorSelection = EditorInterface.get_selection()
es.clear()
es.add_node(_last_terrain)
## Editor Settings
func setup_editor_settings() -> void:
editor_settings = EditorInterface.get_editor_settings()
if not editor_settings.has_setting("terrain3d/config/alt_key_bind"):
editor_settings.set("terrain3d/config/alt_key_bind", 0)
var property_info = {
"name": "terrain3d/config/alt_key_bind",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Alt,Space,Meta,Capslock"
}
editor_settings.add_property_info(property_info)
func set_setting(p_str: String, p_value: Variant) -> void:
editor_settings.set_setting(p_str, p_value)
func get_setting(p_str: String, p_default: Variant) -> Variant:
if editor_settings.has_setting(p_str):
return editor_settings.get_setting(p_str)
else:
return p_default
func has_setting(p_str: String) -> bool:
return editor_settings.has_setting(p_str)
func erase_setting(p_str: String) -> void:
editor_settings.erase(p_str)

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Gradient Operation Builder for Terrain3D
extends "res://addons/terrain_3d/src/operation_builder.gd"
const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd")
func _get_point_picker() -> MultiPicker:
return tool_settings.settings["gradient_points"]
func _get_brush_size() -> float:
return tool_settings.get_setting("size")
func _is_drawable() -> bool:
return tool_settings.get_setting("drawable")
func is_picking() -> bool:
return not _get_point_picker().all_points_selected()
func pick(p_global_position: Vector3, p_terrain: Terrain3D) -> void:
if not _get_point_picker().all_points_selected():
_get_point_picker().add_point(p_global_position)
func is_ready() -> bool:
return _get_point_picker().all_points_selected() and not _is_drawable()
func apply_operation(p_editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
var points: PackedVector3Array = _get_point_picker().get_points()
assert(points.size() == 2)
assert(not _is_drawable())
var brush_size: float = _get_brush_size()
assert(brush_size > 0.0)
var start: Vector3 = points[0]
var end: Vector3 = points[1]
p_editor.start_operation(start)
var dir: Vector3 = (end - start).normalized()
var pos: Vector3 = start
while dir.dot(end - pos) > 0.0:
p_editor.operate(pos, p_camera_direction)
pos += dir * brush_size * 0.2
p_editor.stop_operation()
_get_point_picker().clear()

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Multipicker for Terrain3D
extends HBoxContainer
signal pressed
signal value_changed
const ICON_PICKER_CHECKED: String = "res://addons/terrain_3d/icons/picker_checked.svg"
const MAX_POINTS: int = 2
var icon_picker: Texture2D
var icon_picker_checked: Texture2D
var points: PackedVector3Array
var picking_index: int = -1
func _enter_tree() -> void:
icon_picker = get_theme_icon("ColorPick", "EditorIcons")
icon_picker_checked = load(ICON_PICKER_CHECKED)
points.resize(MAX_POINTS)
for i in range(MAX_POINTS):
var button := Button.new()
button.icon = icon_picker
button.tooltip_text = "Pick point on the Terrain"
button.set_meta(&"point_index", i)
button.pressed.connect(_on_button_pressed.bind(i))
add_child(button)
_update_buttons()
func _on_button_pressed(button_index: int) -> void:
points[button_index] = Vector3.ZERO
picking_index = button_index
_update_buttons()
pressed.emit()
func _update_buttons() -> void:
for child in get_children():
if child is Button:
_update_button(child)
func _update_button(button: Button) -> void:
var index: int = button.get_meta(&"point_index")
if points[index] != Vector3.ZERO:
button.icon = icon_picker_checked
else:
button.icon = icon_picker
func clear() -> void:
points.fill(Vector3.ZERO)
_update_buttons()
value_changed.emit()
func all_points_selected() -> bool:
return points.count(Vector3.ZERO) == 0
func add_point(p_value: Vector3) -> void:
if points.has(p_value):
return
# If manually selecting a point individually
if picking_index != -1:
points[picking_index] = p_value
picking_index = -1
else:
# Else picking a sequence of points (non-drawable)
for i in range(MAX_POINTS):
if points[i] == Vector3.ZERO:
points[i] = p_value
break
_update_buttons()
value_changed.emit()
func get_points() -> PackedVector3Array:
return points

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Operation Builder for Terrain3D
extends RefCounted
const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd")
var tool_settings: ToolSettings
func is_picking() -> bool:
return false
func pick(p_global_position: Vector3, p_terrain: Terrain3D) -> void:
pass
func is_ready() -> bool:
return false
func apply_operation(editor: Terrain3DEditor, p_global_position: Vector3, p_camera_direction: float) -> void:
pass

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Editor Region Gizmos for Terrain3D
extends EditorNode3DGizmo
var material: StandardMaterial3D
var selection_material: StandardMaterial3D
var region_position: Vector2
var region_size: float
var grid: Array[Vector2i]
var use_secondary_color: bool = false
var show_rect: bool = true
var main_color: Color = Color.GREEN_YELLOW
var secondary_color: Color = Color.RED
var grid_color: Color = Color.WHITE
var border_color: Color = Color.BLUE
func _init() -> void:
material = StandardMaterial3D.new()
material.set_flag(BaseMaterial3D.FLAG_DISABLE_DEPTH_TEST, true)
material.set_flag(BaseMaterial3D.FLAG_ALBEDO_FROM_VERTEX_COLOR, true)
material.set_shading_mode(BaseMaterial3D.SHADING_MODE_UNSHADED)
material.set_albedo(Color.WHITE)
selection_material = material.duplicate()
selection_material.set_render_priority(0)
func _redraw() -> void:
clear()
var rect_position = region_position * region_size
if show_rect:
var modulate: Color = main_color if !use_secondary_color else secondary_color
if abs(region_position.x) > Terrain3DData.REGION_MAP_SIZE*.5 or abs(region_position.y) > Terrain3DData.REGION_MAP_SIZE*.5:
modulate = Color.GRAY
draw_rect(Vector2(region_size,region_size)*.5 + rect_position, region_size, selection_material, modulate)
for pos in grid:
var grid_tile_position = Vector2(pos) * region_size
if show_rect and grid_tile_position == rect_position:
# Skip this one, otherwise focused region borders are not always visible due to draw order
continue
draw_rect(Vector2(region_size,region_size)*.5 + grid_tile_position, region_size, material, grid_color)
draw_rect(Vector2.ZERO, region_size * Terrain3DData.REGION_MAP_SIZE, material, border_color)
func draw_rect(p_pos: Vector2, p_size: float, p_material: StandardMaterial3D, p_modulate: Color) -> void:
var lines: PackedVector3Array = [
Vector3(-1, 0, -1),
Vector3(-1, 0, 1),
Vector3(1, 0, 1),
Vector3(1, 0, -1),
Vector3(-1, 0, 1),
Vector3(1, 0, 1),
Vector3(1, 0, -1),
Vector3(-1, 0, -1),
]
for i in lines.size():
lines[i] = ((lines[i] / 2.0) * p_size) + Vector3(p_pos.x, 0, p_pos.y)
add_lines(lines, p_material, false, p_modulate)

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Tool settings bar for Terrain3D
extends PanelContainer
signal picking(type: Terrain3DEditor.Tool, callback: Callable)
signal setting_changed(setting: Variant)
enum Layout {
HORIZONTAL,
VERTICAL,
GRID,
}
enum SettingType {
CHECKBOX,
COLOR_SELECT,
DOUBLE_SLIDER,
OPTION,
PICKER,
MULTI_PICKER,
SLIDER,
LABEL,
TYPE_MAX,
}
const MultiPicker: Script = preload("res://addons/terrain_3d/src/multi_picker.gd")
const DEFAULT_BRUSH: String = "circle0.exr"
const BRUSH_PATH: String = "res://addons/terrain_3d/brushes"
const ES_TOOL_SETTINGS: String = "terrain3d/tool_settings/"
# Add settings flags
const NONE: int = 0x0
const ALLOW_LARGER: int = 0x1
const ALLOW_SMALLER: int = 0x2
const ALLOW_OUT_OF_BOUNDS: int = 0x3 # LARGER|SMALLER
const NO_LABEL: int = 0x4
const ADD_SEPARATOR: int = 0x8 # Add a vertical line before this entry
const ADD_SPACER: int = 0x10 # Add a space before this entry
const NO_SAVE: int = 0x20 # Don't save this in EditorSettings
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var brush_preview_material: ShaderMaterial
var select_brush_button: Button
var selected_brush_imgs: Array
var main_list: HFlowContainer
var advanced_list: VBoxContainer
var height_list: VBoxContainer
var scale_list: VBoxContainer
var rotation_list: VBoxContainer
var color_list: VBoxContainer
var settings: Dictionary = {}
func _ready() -> void:
# Remove old editor settings
for setting in ["lift_floor", "flatten_peaks", "lift_flatten", "automatic_regions"]:
plugin.erase_setting(ES_TOOL_SETTINGS + setting)
# Setup buttons
main_list = HFlowContainer.new()
add_child(main_list, true)
add_brushes(main_list)
add_setting({ "name":"instructions", "label":"Click the terrain to add a region. CTRL+Click to remove. Or select another tool on the left.",
"type":SettingType.LABEL, "list":main_list, "flags":NO_LABEL|NO_SAVE })
add_setting({ "name":"size", "type":SettingType.SLIDER, "list":main_list, "default":20, "unit":"m",
"range":Vector3(0.1, 200, 1), "flags":ALLOW_LARGER|ADD_SPACER })
add_setting({ "name":"strength", "type":SettingType.SLIDER, "list":main_list, "default":33,
"unit":"%", "range":Vector3(1, 100, 1), "flags":ALLOW_LARGER })
add_setting({ "name":"height", "type":SettingType.SLIDER, "list":main_list, "default":20,
"unit":"m", "range":Vector3(-500, 500, 0.1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"height_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.HEIGHT, "flags":NO_LABEL })
add_setting({ "name":"color", "type":SettingType.COLOR_SELECT, "list":main_list,
"default":Color.WHITE, "flags":ADD_SEPARATOR })
add_setting({ "name":"color_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.COLOR, "flags":NO_LABEL })
add_setting({ "name":"roughness", "type":SettingType.SLIDER, "list":main_list, "default":-65,
"unit":"%", "range":Vector3(-100, 100, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"roughness_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ROUGHNESS, "flags":NO_LABEL })
add_setting({ "name":"enable_texture", "label":"Texture", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"texture_filter", "label":"Texture Filter", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SEPARATOR })
add_setting({ "name":"margin", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"", "range":Vector3(-50, 50, 1), "flags":ALLOW_OUT_OF_BOUNDS })
# Slope painting filter
add_setting({ "name":"slope", "type":SettingType.DOUBLE_SLIDER, "list":main_list, "default":Vector2(0, 90),
"unit":"°", "range":Vector3(0, 90, 1), "flags":ADD_SEPARATOR })
add_setting({ "name":"enable_angle", "label":"Angle", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"angle", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(0, 337.5, 22.5), "flags":NO_LABEL })
add_setting({ "name":"angle_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.ANGLE, "flags":NO_LABEL })
add_setting({ "name":"dynamic_angle", "label":"Dynamic", "type":SettingType.CHECKBOX,
"list":main_list, "default":false, "flags":ADD_SPACER })
add_setting({ "name":"enable_scale", "label":"Scale", "type":SettingType.CHECKBOX,
"list":main_list, "default":true, "flags":ADD_SEPARATOR })
add_setting({ "name":"scale", "label":"±", "type":SettingType.SLIDER, "list":main_list, "default":0,
"unit":"%", "range":Vector3(-60, 80, 20), "flags":NO_LABEL })
add_setting({ "name":"scale_picker", "type":SettingType.PICKER, "list":main_list,
"default":Terrain3DEditor.SCALE, "flags":NO_LABEL })
## Slope sculpting brush
add_setting({ "name":"gradient_points", "type":SettingType.MULTI_PICKER, "label":"Points",
"list":main_list, "default":Terrain3DEditor.SCULPT, "flags":ADD_SEPARATOR })
add_setting({ "name":"drawable", "type":SettingType.CHECKBOX, "list":main_list, "default":false,
"flags":ADD_SEPARATOR })
settings["drawable"].toggled.connect(_on_drawable_toggled)
## Instancer
height_list = create_submenu(main_list, "Height", Layout.VERTICAL)
add_setting({ "name":"height_offset", "type":SettingType.SLIDER, "list":height_list, "default":0,
"unit":"m", "range":Vector3(-10, 10, 0.05), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_height", "label":"Random Height ±", "type":SettingType.SLIDER,
"list":height_list, "default":0, "unit":"m", "range":Vector3(0, 10, 0.05),
"flags":ALLOW_OUT_OF_BOUNDS })
scale_list = create_submenu(main_list, "Scale", Layout.VERTICAL)
add_setting({ "name":"fixed_scale", "type":SettingType.SLIDER, "list":scale_list, "default":100,
"unit":"%", "range":Vector3(1, 1000, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_scale", "label":"Random Scale ±", "type":SettingType.SLIDER, "list":scale_list,
"default":20, "unit":"%", "range":Vector3(0, 99, 1), "flags":ALLOW_OUT_OF_BOUNDS })
rotation_list = create_submenu(main_list, "Rotation", Layout.VERTICAL)
add_setting({ "name":"fixed_spin", "label":"Fixed Spin (Around Y)", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_spin", "type":SettingType.SLIDER, "list":rotation_list, "default":360,
"unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"fixed_tilt", "label":"Fixed Tilt", "type":SettingType.SLIDER, "list":rotation_list,
"default":0, "unit":"°", "range":Vector3(-85, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"random_tilt", "label":"Random Tilt ±", "type":SettingType.SLIDER, "list":rotation_list,
"default":10, "unit":"°", "range":Vector3(0, 85, 1), "flags":ALLOW_OUT_OF_BOUNDS })
add_setting({ "name":"align_to_normal", "type":SettingType.CHECKBOX, "list":rotation_list, "default":false })
color_list = create_submenu(main_list, "Color", Layout.VERTICAL)
add_setting({ "name":"vertex_color", "type":SettingType.COLOR_SELECT, "list":color_list,
"default":Color.WHITE })
add_setting({ "name":"random_hue", "label":"Random Hue Shift ±", "type":SettingType.SLIDER,
"list":color_list, "default":0, "unit":"°", "range":Vector3(0, 360, 1) })
add_setting({ "name":"random_darken", "type":SettingType.SLIDER, "list":color_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
#add_setting({ "name":"blend_mode", "type":SettingType.OPTION, "list":color_list, "default":0,
#"range":Vector3(0, 3, 1) })
if DisplayServer.is_touchscreen_available():
add_setting({ "name":"invert", "label":"Invert", "type":SettingType.CHECKBOX, "list":main_list, "default":false, "flags":ADD_SEPARATOR })
var spacer: Control = Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
main_list.add_child(spacer, true)
## Advanced Settings Menu
advanced_list = create_submenu(main_list, "", Layout.VERTICAL, false)
add_setting({ "name":"auto_regions", "label":"Add regions while sculpting", "type":SettingType.CHECKBOX,
"list":advanced_list, "default":true })
add_setting({ "name":"align_to_view", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
add_setting({ "name":"show_cursor_while_painting", "type":SettingType.CHECKBOX, "list":advanced_list,
"default":true })
advanced_list.add_child(HSeparator.new(), true)
add_setting({ "name":"gamma", "type":SettingType.SLIDER, "list":advanced_list, "default":1.0,
"unit":"γ", "range":Vector3(0.1, 2.0, 0.01) })
add_setting({ "name":"jitter", "type":SettingType.SLIDER, "list":advanced_list, "default":50,
"unit":"%", "range":Vector3(0, 100, 1) })
add_setting({ "name":"crosshair_threshold", "type":SettingType.SLIDER, "list":advanced_list, "default":16.,
"unit":"m", "range":Vector3(0, 200, 1) })
func create_submenu(p_parent: Control, p_button_name: String, p_layout: Layout, p_hover_pop: bool = true) -> Container:
var menu_button: Button = Button.new()
if p_button_name.is_empty():
menu_button.icon = get_theme_icon("GuiTabMenuHl", "EditorIcons")
else:
menu_button.set_text(p_button_name)
menu_button.set_toggle_mode(true)
menu_button.set_v_size_flags(SIZE_SHRINK_CENTER)
menu_button.toggled.connect(_on_show_submenu.bind(menu_button))
var submenu: PopupPanel = PopupPanel.new()
submenu.popup_hide.connect(menu_button.set_pressed.bind(false))
var panel_style: StyleBox = get_theme_stylebox("panel", "PopupMenu").duplicate()
panel_style.set_content_margin_all(10)
submenu.set("theme_override_styles/panel", panel_style)
submenu.add_to_group("terrain3d_submenus")
# Pop up menu on hover, hide on exit
if p_hover_pop:
menu_button.mouse_entered.connect(_on_show_submenu.bind(true, menu_button))
submenu.mouse_entered.connect(func(): submenu.set_meta("mouse_entered", true))
submenu.mouse_exited.connect(func():
# On mouse_exit, hide popup unless LineEdit focused
var focused_element: Control = submenu.gui_get_focus_owner()
if not focused_element is LineEdit:
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
return
focused_element.focus_exited.connect(func():
# Close submenu once lineedit loses focus
if not submenu.get_meta("mouse_entered"):
_on_show_submenu(false, menu_button)
submenu.set_meta("mouse_entered", false)
)
)
var sublist: Container
match(p_layout):
Layout.GRID:
sublist = GridContainer.new()
Layout.VERTICAL:
sublist = VBoxContainer.new()
Layout.HORIZONTAL, _:
sublist = HBoxContainer.new()
p_parent.add_child(menu_button, true)
menu_button.add_child(submenu, true)
submenu.add_child(sublist, true)
return sublist
func _on_show_submenu(p_toggled: bool, p_button: Button) -> void:
# Don't show if mouse already down (from painting)
if p_toggled and Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
return
# Hide menu if mouse is not in button or panel
var button_rect: Rect2 = Rect2(p_button.get_screen_transform().origin, p_button.get_global_rect().size)
var in_button: bool = button_rect.has_point(DisplayServer.mouse_get_position())
var popup: PopupPanel = p_button.get_child(0)
var popup_rect: Rect2 = Rect2(popup.position, popup.size)
var in_popup: bool = popup_rect.has_point(DisplayServer.mouse_get_position())
if not p_toggled and ( in_button or in_popup ):
return
# Hide all submenus before possibly enabling the current one
get_tree().call_group("terrain3d_submenus", "set_visible", false)
popup.set_visible(p_toggled)
var popup_pos: Vector2 = p_button.get_screen_transform().origin
popup_pos.y -= popup.size.y
if popup.get_child_count()>0 and popup.get_child(0) == advanced_list:
popup_pos.x -= popup.size.x - p_button.size.x
popup.set_position(popup_pos)
func add_brushes(p_parent: Control) -> void:
var brush_list: GridContainer = create_submenu(p_parent, "Brush", Layout.GRID)
brush_list.name = "BrushList"
var brush_button_group: ButtonGroup = ButtonGroup.new()
brush_button_group.pressed.connect(_on_setting_changed)
var default_brush_btn: Button
var dir: DirAccess = DirAccess.open(BRUSH_PATH)
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if !dir.current_is_dir() and file_name.ends_with(".exr"):
var img: Image = Image.load_from_file(BRUSH_PATH + "/" + file_name)
var thumbimg: Image = img.duplicate()
img.convert(Image.FORMAT_RF)
if thumbimg.get_width() != 100 and thumbimg.get_height() != 100:
thumbimg.resize(100, 100, Image.INTERPOLATE_CUBIC)
thumbimg = Terrain3DUtil.black_to_alpha(thumbimg)
thumbimg.convert(Image.FORMAT_LA8)
var thumbtex: ImageTexture = ImageTexture.create_from_image(thumbimg)
var brush_btn: Button = Button.new()
brush_btn.set_custom_minimum_size(Vector2.ONE * 100)
brush_btn.set_button_icon(thumbtex)
brush_btn.set_meta("image", img)
brush_btn.set_expand_icon(true)
brush_btn.set_material(_get_brush_preview_material())
brush_btn.set_toggle_mode(true)
brush_btn.set_button_group(brush_button_group)
brush_btn.mouse_entered.connect(_on_brush_hover.bind(true, brush_btn))
brush_btn.mouse_exited.connect(_on_brush_hover.bind(false, brush_btn))
brush_list.add_child(brush_btn, true)
if file_name == DEFAULT_BRUSH:
default_brush_btn = brush_btn
var lbl: Label = Label.new()
brush_btn.name = file_name.get_basename().to_pascal_case()
brush_btn.add_child(lbl, true)
lbl.text = brush_btn.name
lbl.visible = false
lbl.position.y = 70
lbl.add_theme_color_override("font_shadow_color", Color.BLACK)
lbl.add_theme_constant_override("shadow_offset_x", 1)
lbl.add_theme_constant_override("shadow_offset_y", 1)
lbl.add_theme_font_size_override("font_size", 16)
file_name = dir.get_next()
brush_list.columns = sqrt(brush_list.get_child_count()) + 2
if not default_brush_btn:
default_brush_btn = brush_button_group.get_buttons()[0]
default_brush_btn.set_pressed(true)
_generate_brush_texture(default_brush_btn)
settings["brush"] = brush_button_group
select_brush_button = brush_list.get_parent().get_parent()
# Optionally erase the main brush button text and replace it with the texture
select_brush_button.set_text("")
select_brush_button.set_button_icon(default_brush_btn.get_button_icon())
select_brush_button.set_custom_minimum_size(Vector2.ONE * 36)
select_brush_button.set_icon_alignment(HORIZONTAL_ALIGNMENT_CENTER)
select_brush_button.set_expand_icon(true)
func _on_brush_hover(p_hovering: bool, p_button: Button) -> void:
if p_button.get_child_count() > 0:
var child = p_button.get_child(0)
if child is Label:
if p_hovering:
child.visible = true
else:
child.visible = false
func _on_pick(p_type: Terrain3DEditor.Tool) -> void:
emit_signal("picking", p_type, _on_picked)
func _on_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3) -> void:
match p_type:
Terrain3DEditor.HEIGHT:
settings["height"].value = p_color.r if not is_nan(p_color.r) else 0.
Terrain3DEditor.COLOR:
settings["color"].color = p_color if not is_nan(p_color.r) else Color.WHITE
Terrain3DEditor.ROUGHNESS:
# This converts 0,1 to -100,100
# It also quantizes explicitly so picked values matches painted values
settings["roughness"].value = round(200. * float(int(p_color.a * 255.) / 255. - .5)) if not is_nan(p_color.r) else 0.
Terrain3DEditor.ANGLE:
settings["angle"].value = p_color.r
Terrain3DEditor.SCALE:
settings["scale"].value = p_color.r
_on_setting_changed()
func _on_point_pick(p_type: Terrain3DEditor.Tool, p_name: String) -> void:
assert(p_type == Terrain3DEditor.SCULPT)
emit_signal("picking", p_type, _on_point_picked.bind(p_name))
func _on_point_picked(p_type: Terrain3DEditor.Tool, p_color: Color, p_global_position: Vector3, p_name: String) -> void:
assert(p_type == Terrain3DEditor.SCULPT)
var point: Vector3 = p_global_position
point.y = p_color.r
settings[p_name].add_point(point)
_on_setting_changed()
func add_setting(p_args: Dictionary) -> void:
var p_name: StringName = p_args.get("name", "")
var p_label: String = p_args.get("label", "") # Optional replacement for name
var p_type: SettingType = p_args.get("type", SettingType.TYPE_MAX)
var p_list: Control = p_args.get("list")
var p_default: Variant = p_args.get("default")
var p_suffix: String = p_args.get("unit", "")
var p_range: Vector3 = p_args.get("range", Vector3(0, 0, 1))
var p_minimum: float = p_range.x
var p_maximum: float = p_range.y
var p_step: float = p_range.z
var p_flags: int = p_args.get("flags", NONE)
if p_name.is_empty() or p_type == SettingType.TYPE_MAX:
return
var container: HBoxContainer = HBoxContainer.new()
container.set_v_size_flags(SIZE_EXPAND_FILL)
var control: Control # Houses the setting to be saved
var pending_children: Array[Control]
match p_type:
SettingType.LABEL:
var label := Label.new()
label.set_text(p_label)
pending_children.push_back(label)
control = label
SettingType.CHECKBOX:
var checkbox := CheckBox.new()
if !(p_flags & NO_SAVE):
checkbox.set_pressed_no_signal(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
checkbox.toggled.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
else:
checkbox.set_pressed_no_signal(p_default)
checkbox.pressed.connect(_on_setting_changed)
pending_children.push_back(checkbox)
control = checkbox
SettingType.COLOR_SELECT:
var picker := ColorPickerButton.new()
picker.set_custom_minimum_size(Vector2(100, 25))
picker.edit_alpha = false
picker.get_picker().set_color_mode(ColorPicker.MODE_HSV)
if !(p_flags & NO_SAVE):
picker.set_pick_color(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
picker.color_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
else:
picker.set_pick_color(p_default)
picker.color_changed.connect(_on_setting_changed)
pending_children.push_back(picker)
control = picker
SettingType.PICKER:
var button := Button.new()
button.set_v_size_flags(SIZE_SHRINK_CENTER)
button.icon = get_theme_icon("ColorPick", "EditorIcons")
button.tooltip_text = "Pick value from the Terrain"
button.pressed.connect(_on_pick.bind(p_default))
pending_children.push_back(button)
control = button
SettingType.MULTI_PICKER:
var multi_picker: HBoxContainer = MultiPicker.new()
multi_picker.pressed.connect(_on_point_pick.bind(p_default, p_name))
multi_picker.value_changed.connect(_on_setting_changed)
pending_children.push_back(multi_picker)
control = multi_picker
SettingType.OPTION:
var option := OptionButton.new()
for i in int(p_maximum):
option.add_item("a", i)
option.selected = p_minimum
option.item_selected.connect(_on_setting_changed)
pending_children.push_back(option)
control = option
SettingType.SLIDER, SettingType.DOUBLE_SLIDER:
var slider: Control
if p_type == SettingType.SLIDER:
# Create an editable value box
var spin_slider := EditorSpinSlider.new()
spin_slider.set_flat(false)
spin_slider.set_hide_slider(true)
spin_slider.value_changed.connect(_on_setting_changed)
spin_slider.set_max(p_maximum)
spin_slider.set_min(p_minimum)
spin_slider.set_step(p_step)
spin_slider.set_suffix(p_suffix)
spin_slider.set_v_size_flags(SIZE_SHRINK_CENTER)
spin_slider.set_custom_minimum_size(Vector2(65, 0))
# Create horizontal slider linked to the above box
slider = HSlider.new()
slider.share(spin_slider)
if p_flags & ALLOW_LARGER:
slider.set_allow_greater(true)
if p_flags & ALLOW_SMALLER:
slider.set_allow_lesser(true)
pending_children.push_back(slider)
pending_children.push_back(spin_slider)
control = spin_slider
else: # DOUBLE_SLIDER
var label := Label.new()
label.set_custom_minimum_size(Vector2(60, 0))
label.set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER)
slider = DoubleSlider.new()
slider.label = label
slider.suffix = p_suffix
slider.value_changed.connect(_on_setting_changed)
pending_children.push_back(slider)
pending_children.push_back(label)
control = slider
slider.set_min(p_minimum)
slider.set_max(p_maximum)
slider.set_step(p_step)
slider.set_value(p_default)
slider.set_v_size_flags(SIZE_SHRINK_CENTER)
slider.set_custom_minimum_size(Vector2(50, 10))
if !(p_flags & NO_SAVE):
slider.set_value(plugin.get_setting(ES_TOOL_SETTINGS + p_name, p_default))
slider.value_changed.connect( (
func(value, path):
plugin.set_setting(path, value)
).bind(ES_TOOL_SETTINGS + p_name) )
else:
slider.set_value(p_default)
control.name = p_name.to_pascal_case()
settings[p_name] = control
# Setup button labels
if not (p_flags & NO_LABEL):
# Labels are actually buttons styled to look like labels
var label := Button.new()
label.set("theme_override_styles/normal", get_theme_stylebox("normal", "Label"))
label.set("theme_override_styles/hover", get_theme_stylebox("normal", "Label"))
label.set("theme_override_styles/pressed", get_theme_stylebox("normal", "Label"))
label.set("theme_override_styles/focus", get_theme_stylebox("normal", "Label"))
label.pressed.connect(_on_label_pressed.bind(p_name, p_default))
if p_label.is_empty():
label.set_text(p_name.capitalize() + ": ")
else:
label.set_text(p_label.capitalize() + ": ")
pending_children.push_front(label)
# Add separators to front
if p_flags & ADD_SEPARATOR:
pending_children.push_front(VSeparator.new())
if p_flags & ADD_SPACER:
var spacer := Control.new()
spacer.set_custom_minimum_size(Vector2(5, 0))
pending_children.push_front(spacer)
# Add all children to container and list
for child in pending_children:
container.add_child(child, true)
p_list.add_child(container, true)
# If label button is pressed, reset value to default or toggle checkbox
func _on_label_pressed(p_name: String, p_default: Variant) -> void:
var control: Control = settings.get(p_name)
if not control:
return
if control is CheckBox:
set_setting(p_name, !control.button_pressed)
elif p_default != null:
set_setting(p_name, p_default)
func get_settings() -> Dictionary:
var dict: Dictionary
for key in settings.keys():
dict[key] = get_setting(key)
return dict
func get_setting(p_setting: String) -> Variant:
var object: Object = settings.get(p_setting)
var value: Variant
if object is Range:
value = object.get_value()
# Adjust widths of all sliders on update of values
var digits: float = count_digits(value)
var width: float = clamp( (1 + count_digits(value)) * 19., 50, 80) * clamp(EditorInterface.get_editor_scale(), .9, 2)
object.set_custom_minimum_size(Vector2(width, 0))
elif object is DoubleSlider:
value = object.get_value()
elif object is ButtonGroup: # "brush"
value = selected_brush_imgs
elif object is CheckBox:
value = object.is_pressed()
elif object is ColorPickerButton:
value = object.color
elif object is MultiPicker:
value = object.get_points()
if value == null:
value = 0
return value
func set_setting(p_setting: String, p_value: Variant) -> void:
var object: Object = settings.get(p_setting)
if object is DoubleSlider: # Expects p_value is Vector2
object.set_value(p_value)
elif object is Range:
object.set_value(p_value)
elif object is ButtonGroup: # Expects p_value is Array [ "button name", boolean ]
if p_value is Array and p_value.size() == 2:
for button in object.get_buttons():
if button.name == p_value[0]:
button.button_pressed = p_value[1]
elif object is CheckBox:
object.button_pressed = p_value
elif object is ColorPickerButton:
object.color = p_value
plugin.set_setting(ES_TOOL_SETTINGS + p_setting, p_value) # Signal doesn't fire on CPB
elif object is MultiPicker: # Expects p_value is PackedVector3Array
object.points = p_value
_on_setting_changed(object)
func show_settings(p_settings: PackedStringArray) -> void:
for setting in settings.keys():
var object: Object = settings[setting]
if object is Control:
if setting in p_settings:
object.get_parent().show()
else:
object.get_parent().hide()
if select_brush_button:
if not "brush" in p_settings:
select_brush_button.hide()
else:
select_brush_button.show()
func _on_setting_changed(p_setting: Variant = null) -> void:
# If a brush was selected
if p_setting is Button and p_setting.get_parent().name == "BrushList":
_generate_brush_texture(p_setting)
# Optionally Set selected brush texture in main brush button
if select_brush_button:
select_brush_button.set_button_icon(p_setting.get_button_icon())
# Hide popup
p_setting.get_parent().get_parent().set_visible(false)
# Hide label
if p_setting.get_child_count() > 0:
p_setting.get_child(0).visible = false
emit_signal("setting_changed", p_setting)
func _generate_brush_texture(p_btn: Button) -> void:
if p_btn is Button:
var img: Image = p_btn.get_meta("image")
if img.get_width() < 1024 and img.get_height() < 1024:
img = img.duplicate()
img.resize(1024, 1024, Image.INTERPOLATE_CUBIC)
var tex: ImageTexture = ImageTexture.create_from_image(img)
selected_brush_imgs = [ img, tex ]
func _on_drawable_toggled(p_button_pressed: bool) -> void:
if not p_button_pressed:
settings["gradient_points"].clear()
func _get_brush_preview_material() -> ShaderMaterial:
if !brush_preview_material:
brush_preview_material = ShaderMaterial.new()
var shader: Shader = Shader.new()
var code: String = "shader_type canvas_item;\n"
code += "varying vec4 v_vertex_color;\n"
code += "void vertex() {\n"
code += " v_vertex_color = COLOR;\n"
code += "}\n"
code += "void fragment(){\n"
code += " vec4 tex = texture(TEXTURE, UV);\n"
code += " COLOR.a *= pow(tex.r, 0.666);\n"
code += " COLOR.rgb = v_vertex_color.rgb;\n"
code += "}\n"
shader.set_code(code)
brush_preview_material.set_shader(shader)
return brush_preview_material
# Counts digits of a number including negative sign, decimal points, and up to 3 decimals
func count_digits(p_value: float) -> int:
var count: int = 1
for i in range(5, 0, -1):
if abs(p_value) >= pow(10, i):
count = i+1
break
if p_value - floor(p_value) >= .1:
count += 1 # For the decimal
if p_value*10 - floor(p_value*10.) >= .1:
count += 1
if p_value*100 - floor(p_value*100.) >= .1:
count += 1
if p_value*1000 - floor(p_value*1000.) >= .1:
count += 1
# Negative sign
if p_value < 0:
count += 1
return count

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Toolbar for Terrain3D
extends VFlowContainer
signal tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation)
const ICON_REGION_ADD: String = "res://addons/terrain_3d/icons/region_add.svg"
const ICON_REGION_REMOVE: String = "res://addons/terrain_3d/icons/region_remove.svg"
const ICON_HEIGHT_ADD: String = "res://addons/terrain_3d/icons/height_add.svg"
const ICON_HEIGHT_SUB: String = "res://addons/terrain_3d/icons/height_sub.svg"
const ICON_HEIGHT_FLAT: String = "res://addons/terrain_3d/icons/height_flat.svg"
const ICON_HEIGHT_SLOPE: String = "res://addons/terrain_3d/icons/height_slope.svg"
const ICON_HEIGHT_SMOOTH: String = "res://addons/terrain_3d/icons/height_smooth.svg"
const ICON_PAINT_TEXTURE: String = "res://addons/terrain_3d/icons/texture_paint.svg"
const ICON_SPRAY_TEXTURE: String = "res://addons/terrain_3d/icons/texture_spray.svg"
const ICON_COLOR: String = "res://addons/terrain_3d/icons/color_paint.svg"
const ICON_WETNESS: String = "res://addons/terrain_3d/icons/wetness.svg"
const ICON_AUTOSHADER: String = "res://addons/terrain_3d/icons/autoshader.svg"
const ICON_HOLES: String = "res://addons/terrain_3d/icons/holes.svg"
const ICON_NAVIGATION: String = "res://addons/terrain_3d/icons/navigation.svg"
const ICON_INSTANCER: String = "res://addons/terrain_3d/icons/multimesh.svg"
var add_tool_group: ButtonGroup = ButtonGroup.new()
var sub_tool_group: ButtonGroup = ButtonGroup.new()
var buttons: Dictionary
func _init() -> void:
set_custom_minimum_size(Vector2(20, 0))
func _ready() -> void:
add_tool_group.pressed.connect(_on_tool_selected)
sub_tool_group.pressed.connect(_on_tool_selected)
add_tool_button({ "tool":Terrain3DEditor.REGION,
"add_text":"Add Region (E)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_REGION_ADD,
"sub_text":"Remove Region", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_REGION_REMOVE })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Raise (R)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_ADD,
"sub_text":"Lower (R)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_SUB })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Smooth (Shift)", "add_op":Terrain3DEditor.AVERAGE, "add_icon":ICON_HEIGHT_SMOOTH })
add_tool_button({ "tool":Terrain3DEditor.HEIGHT,
"add_text":"Height (H)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HEIGHT_FLAT,
"sub_text":"Height (H)", "sub_op":Terrain3DEditor.SUBTRACT, "sub_icon":ICON_HEIGHT_FLAT })
add_tool_button({ "tool":Terrain3DEditor.SCULPT,
"add_text":"Slope (S)", "add_op":Terrain3DEditor.GRADIENT, "add_icon":ICON_HEIGHT_SLOPE })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Paint Texture (B)", "add_op":Terrain3DEditor.REPLACE, "add_icon":ICON_PAINT_TEXTURE })
add_tool_button({ "tool":Terrain3DEditor.TEXTURE,
"add_text":"Spray Texture (V)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_SPRAY_TEXTURE })
add_tool_button({ "tool":Terrain3DEditor.AUTOSHADER,
"add_text":"Paint Autoshader (A)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_AUTOSHADER,
"sub_text":"Disable Autoshader (A)", "sub_op":Terrain3DEditor.SUBTRACT })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.COLOR,
"add_text":"Paint Color (C)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_COLOR,
"sub_text":"Remove Color (C)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button({ "tool":Terrain3DEditor.ROUGHNESS,
"add_text":"Paint Wetness (W)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_WETNESS,
"sub_text":"Remove Wetness (W)", "sub_op":Terrain3DEditor.SUBTRACT })
add_child(HSeparator.new())
add_tool_button({ "tool":Terrain3DEditor.HOLES,
"add_text":"Add Holes (X)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_HOLES,
"sub_text":"Remove Holes (X)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button({ "tool":Terrain3DEditor.NAVIGATION,
"add_text":"Paint Navigable Area (N)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_NAVIGATION,
"sub_text":"Remove Navigable Area (N)", "sub_op":Terrain3DEditor.SUBTRACT })
add_tool_button({ "tool":Terrain3DEditor.INSTANCER,
"add_text":"Instance Meshes (I)", "add_op":Terrain3DEditor.ADD, "add_icon":ICON_INSTANCER,
"sub_text":"Remove Meshes (I)", "sub_op":Terrain3DEditor.SUBTRACT })
# Select first button
var buttons: Array[BaseButton] = add_tool_group.get_buttons()
buttons[0].set_pressed(true)
show_add_buttons(true)
func add_tool_button(p_params: Dictionary) -> void:
# Additive button
var button := Button.new()
var name_str: String = p_params.get("add_text", "blank").get_slice('(', 0).to_pascal_case()
button.set_name(name_str)
button.set_meta("Tool", p_params.get("tool", 0))
button.set_meta("Operation", p_params.get("add_op", 0))
button.set_meta("ID", add_tool_group.get_buttons().size() + 1)
button.set_tooltip_text(p_params.get("add_text", "blank"))
button.set_button_icon(load(p_params.get("add_icon")))
button.set_flat(true)
button.set_toggle_mode(true)
button.set_h_size_flags(SIZE_SHRINK_END)
button.set_button_group(p_params.get("group", add_tool_group))
add_child(button, true)
buttons[button.get_name()] = button
# Subtractive button
var button2: Button
if p_params.has("sub_text"):
button2 = Button.new()
name_str = p_params.get("sub_text", "blank").get_slice('(', 0).to_pascal_case()
button2.set_name(name_str)
button2.set_meta("Tool", p_params.get("tool", 0))
button2.set_meta("Operation", p_params.get("sub_op", 0))
button2.set_meta("ID", button.get_meta("ID"))
button2.set_tooltip_text(p_params.get("sub_text", "blank"))
button2.set_button_icon(load(p_params.get("sub_icon", p_params.get("add_icon"))))
button2.set_flat(true)
button2.set_toggle_mode(true)
button2.set_h_size_flags(SIZE_SHRINK_END)
else:
button2 = button.duplicate()
button2.set_button_group(p_params.get("group", sub_tool_group))
add_child(button2, true)
buttons[button2.get_name()] = button
func get_button(p_name: String) -> Button:
return buttons.get(p_name, null)
func show_add_buttons(p_enable: bool) -> void:
for button in add_tool_group.get_buttons():
button.visible = p_enable
for button in sub_tool_group.get_buttons():
button.visible = !p_enable
func _on_tool_selected(p_button: BaseButton) -> void:
# Select same tool on negative bar
var group: ButtonGroup = p_button.get_button_group()
var change_group: ButtonGroup = add_tool_group if group == sub_tool_group else sub_tool_group
var id: int = p_button.get_meta("ID", -2)
for button in change_group.get_buttons():
button.set_pressed_no_signal(button.get_meta("ID", -1) == id)
emit_signal("tool_changed", p_button.get_meta("Tool", Terrain3DEditor.TOOL_MAX), p_button.get_meta("Operation", Terrain3DEditor.OP_MAX))

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576
addons/terrain_3d/src/ui.gd Normal file
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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# UI for Terrain3D
extends Node
# Includes
const TerrainMenu: Script = preload("res://addons/terrain_3d/menu/terrain_menu.gd")
const Toolbar: Script = preload("res://addons/terrain_3d/src/toolbar.gd")
const ToolSettings: Script = preload("res://addons/terrain_3d/src/tool_settings.gd")
const OperationBuilder: Script = preload("res://addons/terrain_3d/src/operation_builder.gd")
const GradientOperationBuilder: Script = preload("res://addons/terrain_3d/src/gradient_operation_builder.gd")
const COLOR_RAISE := Color.WHITE
const COLOR_LOWER := Color.BLACK
const COLOR_SMOOTH := Color(0.5, 0, .2)
const COLOR_LIFT := Color.ORANGE
const COLOR_FLATTEN := Color.BLUE_VIOLET
const COLOR_HEIGHT := Color(0., 0.32, .4)
const COLOR_SLOPE := Color.YELLOW
const COLOR_PAINT := Color.DARK_GREEN
const COLOR_SPRAY := Color.PALE_GREEN
const COLOR_ROUGHNESS := Color.ROYAL_BLUE
const COLOR_AUTOSHADER := Color.DODGER_BLUE
const COLOR_HOLES := Color.BLACK
const COLOR_NAVIGATION := Color(.28, .0, .25)
const COLOR_INSTANCER := Color.CRIMSON
const COLOR_PICK_COLOR := Color.WHITE
const COLOR_PICK_HEIGHT := Color.DARK_RED
const COLOR_PICK_ROUGH := Color.ROYAL_BLUE
const OP_NONE: int = 0x0
const OP_POSITIVE_ONLY: int = 0x01
const OP_NEGATIVE_ONLY: int = 0x02
const RING1: String = "res://addons/terrain_3d/brushes/ring1.exr"
var ring_texture : ImageTexture
@onready var region_texture := ImageTexture.new() :
set(value):
var image: Image = Image.create_empty(1, 1, false, Image.FORMAT_R8)
image.fill(Color.WHITE)
value.create_from_image(image)
region_texture = value
var plugin: EditorPlugin # Actually Terrain3DEditorPlugin, but Godot still has CRC errors
var toolbar: Toolbar
var tool_settings: ToolSettings
var terrain_menu: TerrainMenu
var setting_has_changed: bool = false
var visible: bool = false
var picking: int = Terrain3DEditor.TOOL_MAX
var picking_callback: Callable
var brush_data: Dictionary
var operation_builder: OperationBuilder
var active_tool: Terrain3DEditor.Tool
var _selected_tool: Terrain3DEditor.Tool
var active_operation: Terrain3DEditor.Operation
var _selected_operation: Terrain3DEditor.Operation
var inverted_input: bool = false
# Editor decals, indices; 0 = main brush, 1 = slope point A, 2 = slope point B
var mat_rid: RID
var editor_decal_position: Array[Vector2] = [Vector2(), Vector2(), Vector2()]
var editor_decal_rotation: Array[float] = [float(), float(), float()]
var editor_decal_size: Array[float] = [float(), float(), float()]
var editor_decal_color: Array[Color] = [Color(), Color(), Color()]
var editor_decal_visible: Array[bool] = [bool(), bool(), bool()]
var editor_brush_texture_rid: RID = RID()
var editor_decal_timer: Timer
var editor_decal_fade: float :
set(value):
editor_decal_fade = value
if editor_decal_color.size() > 0:
editor_decal_color[0].a = value
if is_shader_valid():
RenderingServer.material_set_param(mat_rid, "_editor_decal_color", editor_decal_color)
if value < 0.001:
var r_map: PackedInt32Array = plugin.terrain.data.get_region_map()
RenderingServer.material_set_param(mat_rid, "_region_map", r_map)
var editor_ring_texture_rid: RID
func _enter_tree() -> void:
toolbar = Toolbar.new()
toolbar.hide()
toolbar.tool_changed.connect(_on_tool_changed)
tool_settings = ToolSettings.new()
tool_settings.setting_changed.connect(_on_setting_changed)
tool_settings.picking.connect(_on_picking)
tool_settings.plugin = plugin
tool_settings.hide()
terrain_menu = TerrainMenu.new()
terrain_menu.plugin = plugin
terrain_menu.hide()
plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, toolbar)
plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, tool_settings)
plugin.add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, terrain_menu)
_on_tool_changed(Terrain3DEditor.REGION, Terrain3DEditor.ADD)
editor_decal_timer = Timer.new()
editor_decal_timer.wait_time = .5
editor_decal_timer.one_shot = true
editor_decal_timer.timeout.connect(func():
get_tree().create_tween().tween_property(self, "editor_decal_fade", 0.0, 0.15))
add_child(editor_decal_timer)
func _ready() -> void:
var img: Image = Image.load_from_file(RING1)
img.convert(Image.FORMAT_R8)
ring_texture = ImageTexture.create_from_image(img)
editor_ring_texture_rid = ring_texture.get_rid()
func _exit_tree() -> void:
plugin.remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, toolbar)
plugin.remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, tool_settings)
toolbar.queue_free()
tool_settings.queue_free()
terrain_menu.queue_free()
editor_decal_timer.queue_free()
func set_visible(p_visible: bool, p_menu_only: bool = false) -> void:
terrain_menu.set_visible(p_visible)
if p_menu_only:
toolbar.set_visible(false)
tool_settings.set_visible(false)
else:
visible = p_visible
toolbar.set_visible(p_visible)
tool_settings.set_visible(p_visible)
update_decal()
if plugin.editor:
if p_visible:
await get_tree().create_timer(.01).timeout # Won't work, otherwise
_on_tool_changed(_selected_tool, _selected_operation)
else:
plugin.editor.set_tool(Terrain3DEditor.TOOL_MAX)
plugin.editor.set_operation(Terrain3DEditor.OP_MAX)
func set_menu_visibility(p_list: Control, p_visible: bool) -> void:
if p_list:
p_list.get_parent().get_parent().visible = p_visible
func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
_selected_tool = p_tool
_selected_operation = p_operation
clear_picking()
set_menu_visibility(tool_settings.advanced_list, true)
set_menu_visibility(tool_settings.scale_list, false)
set_menu_visibility(tool_settings.rotation_list, false)
set_menu_visibility(tool_settings.height_list, false)
set_menu_visibility(tool_settings.color_list, false)
# Select which settings to show. Options in tool_settings.gd:_ready
var to_show: PackedStringArray = []
match _selected_tool:
Terrain3DEditor.REGION:
to_show.push_back("instructions")
to_show.push_back("invert")
set_menu_visibility(tool_settings.advanced_list, false)
Terrain3DEditor.SCULPT:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("strength")
if _selected_operation in [Terrain3DEditor.ADD, Terrain3DEditor.SUBTRACT]:
to_show.push_back("invert")
elif _selected_operation == Terrain3DEditor.GRADIENT:
to_show.push_back("gradient_points")
to_show.push_back("drawable")
Terrain3DEditor.HEIGHT:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("strength")
to_show.push_back("height")
to_show.push_back("height_picker")
to_show.push_back("invert")
Terrain3DEditor.TEXTURE:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("enable_texture")
if _selected_operation == Terrain3DEditor.ADD:
to_show.push_back("strength")
to_show.push_back("invert")
to_show.push_back("slope")
to_show.push_back("enable_angle")
to_show.push_back("angle")
to_show.push_back("angle_picker")
to_show.push_back("dynamic_angle")
to_show.push_back("enable_scale")
to_show.push_back("scale")
to_show.push_back("scale_picker")
Terrain3DEditor.COLOR:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("strength")
to_show.push_back("color")
to_show.push_back("color_picker")
to_show.push_back("slope")
to_show.push_back("texture_filter")
to_show.push_back("margin")
to_show.push_back("invert")
Terrain3DEditor.ROUGHNESS:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("strength")
to_show.push_back("roughness")
to_show.push_back("roughness_picker")
to_show.push_back("slope")
to_show.push_back("texture_filter")
to_show.push_back("margin")
to_show.push_back("invert")
Terrain3DEditor.AUTOSHADER, Terrain3DEditor.HOLES, Terrain3DEditor.NAVIGATION:
to_show.push_back("brush")
to_show.push_back("size")
to_show.push_back("invert")
Terrain3DEditor.INSTANCER:
to_show.push_back("size")
to_show.push_back("strength")
to_show.push_back("slope")
set_menu_visibility(tool_settings.height_list, true)
to_show.push_back("height_offset")
to_show.push_back("random_height")
set_menu_visibility(tool_settings.scale_list, true)
to_show.push_back("fixed_scale")
to_show.push_back("random_scale")
set_menu_visibility(tool_settings.rotation_list, true)
to_show.push_back("fixed_spin")
to_show.push_back("random_spin")
to_show.push_back("fixed_tilt")
to_show.push_back("random_tilt")
to_show.push_back("align_to_normal")
set_menu_visibility(tool_settings.color_list, true)
to_show.push_back("vertex_color")
to_show.push_back("random_darken")
to_show.push_back("random_hue")
to_show.push_back("invert")
_:
pass
# Advanced menu settings
to_show.push_back("auto_regions")
to_show.push_back("align_to_view")
to_show.push_back("show_cursor_while_painting")
to_show.push_back("gamma")
to_show.push_back("jitter")
to_show.push_back("crosshair_threshold")
tool_settings.show_settings(to_show)
operation_builder = null
if _selected_operation == Terrain3DEditor.GRADIENT:
operation_builder = GradientOperationBuilder.new()
operation_builder.tool_settings = tool_settings
_on_setting_changed()
plugin.update_region_grid()
func _on_setting_changed(p_setting: Variant = null) -> void:
if not plugin.asset_dock: # Skip function if not _ready()
return
brush_data = tool_settings.get_settings()
brush_data["asset_id"] = plugin.asset_dock.get_current_list().get_selected_id()
if plugin.editor:
plugin.editor.set_brush_data(brush_data)
inverted_input = brush_data.get("invert", false)
if p_setting is CheckBox and p_setting.name == &"Invert":
plugin._read_input() # Revalidate keyboard input for modifier_ctrl
set_active_operation()
update_decal()
# Change tool/operation based on modifiers. Called from:
# * editor_plugin.gd:_read_input() - when a modifier key is pressed
# * _on_tool_changed() via:
# * _on_setting_changed() eg. Touchscreen Invert
func set_active_operation() -> void:
var inverted: bool = plugin.modifier_ctrl || inverted_input
# Toggle toolbar buttons
toolbar.show_add_buttons(not inverted)
# If Shift, Smoothness
if plugin.modifier_shift and not inverted:
active_tool = Terrain3DEditor.SCULPT
active_operation = Terrain3DEditor.AVERAGE
# Else if Ctrl/Invert checked, opposite
elif _selected_operation == Terrain3DEditor.ADD and inverted:
active_tool = _selected_tool
active_operation = Terrain3DEditor.SUBTRACT
elif _selected_operation == Terrain3DEditor.SUBTRACT and not inverted:
active_tool = _selected_tool
active_operation = Terrain3DEditor.ADD
# Else use default and set
else:
active_tool = _selected_tool
active_operation = _selected_operation
if plugin.editor:
plugin.editor.set_tool(active_tool)
plugin.editor.set_operation(active_operation)
func update_decal() -> void:
if not plugin.terrain or brush_data.size() <= 3:
return
mat_rid = plugin.terrain.material.get_material_rid()
editor_decal_timer.start()
# If not a state that should show the decal, hide everything and return
if not visible or \
plugin._input_mode < 0 or \
# After moving camera, wait for mouse cursor to update before revealing
# See https://github.com/godotengine/godot/issues/70098
Time.get_ticks_msec() - plugin.rmb_release_time <= 100 or \
(plugin._input_mode > 0 and not brush_data["show_cursor_while_painting"]):
hide_decal()
return
reset_decal_arrays()
editor_decal_position[0] = Vector2(plugin.mouse_global_position.x, plugin.mouse_global_position.z)
editor_decal_visible[0] = true
# Set region size, and modify region map for none background mode.
var r_map: PackedInt32Array = plugin.terrain.data.get_region_map()
if plugin.editor.get_tool() == Terrain3DEditor.REGION:
var r_size: float = float(plugin.terrain.get_region_size()) * plugin.terrain.get_vertex_spacing()
var map_size: int = plugin.terrain.data.REGION_MAP_SIZE
var half_r_size: float = r_size * 0.5
var pos: Vector2 = (Vector2(plugin.mouse_global_position.x, plugin.mouse_global_position.z) +
Vector2(half_r_size, half_r_size)).snappedf(r_size) - Vector2(half_r_size, half_r_size)
editor_brush_texture_rid = region_texture.get_rid()
editor_decal_position[0] = pos
editor_decal_size[0] = r_size
editor_decal_rotation[0] = 0.0
var loc: Vector2i = plugin.terrain.data.get_region_location(plugin.mouse_global_position)
loc += Vector2i(map_size / 2, map_size / 2)
if !(loc.x < 0 or loc.x > map_size - 1 or loc.y < 0 or loc.y > map_size - 1):
var index: int = clampi(loc.y * map_size + loc.x, 0, map_size * map_size - 1)
if plugin.terrain.material.get_world_background() == Terrain3DMaterial.WorldBackground.NONE:
if r_map[index] == 0 and active_operation == Terrain3DEditor.ADD:
r_map[index] = -index - 1
else:
r_map[index] = r_map[index]
match active_operation:
Terrain3DEditor.ADD:
if r_map[index] <= 0:
editor_decal_color[0] = Color.WHITE
editor_decal_color[0].a = 0.25
else:
hide_decal()
Terrain3DEditor.SUBTRACT:
if r_map[index] > 0:
editor_decal_color[0] = Color.WHITE * .15
editor_decal_color[0].a = 0.75
else:
hide_decal()
else:
hide_decal()
# Set texture and color
elif picking != Terrain3DEditor.TOOL_MAX:
editor_brush_texture_rid = ring_texture.get_rid()
editor_decal_size[0] = 10. * plugin.terrain.get_vertex_spacing()
match picking:
Terrain3DEditor.HEIGHT:
editor_decal_color[0] = COLOR_PICK_HEIGHT
Terrain3DEditor.COLOR:
editor_decal_color[0] = COLOR_PICK_COLOR
Terrain3DEditor.ROUGHNESS:
editor_decal_color[0] = COLOR_PICK_ROUGH
editor_decal_color[0].a = 1.0
else:
editor_brush_texture_rid = brush_data["brush"][1].get_rid()
editor_decal_size[0] = maxf(brush_data["size"], .5)
if brush_data["align_to_view"]:
var cam: Camera3D = plugin.terrain.get_camera();
if (cam):
editor_decal_rotation[0] = cam.rotation.y
else:
editor_decal_rotation[0] = 0.
match plugin.editor.get_tool():
Terrain3DEditor.SCULPT:
match active_operation:
Terrain3DEditor.ADD:
if plugin.modifier_alt:
editor_decal_color[0] = COLOR_LIFT
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5)
else:
editor_decal_color[0] = COLOR_RAISE
editor_decal_color[0].a = clamp(brush_data["strength"], .25, .5)
Terrain3DEditor.SUBTRACT:
if plugin.modifier_alt:
editor_decal_color[0] = COLOR_FLATTEN
editor_decal_color[0].a = clamp(brush_data["strength"], .25, .5) + .1
else:
editor_decal_color[0] = COLOR_LOWER
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5) + .25
Terrain3DEditor.AVERAGE:
editor_decal_color[0] = COLOR_SMOOTH
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5) + .25
Terrain3DEditor.GRADIENT:
editor_decal_color[0] = COLOR_SLOPE
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .4)
Terrain3DEditor.HEIGHT:
editor_decal_color[0] = COLOR_HEIGHT
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5) + .25
Terrain3DEditor.TEXTURE:
match active_operation:
Terrain3DEditor.REPLACE:
editor_decal_color[0] = COLOR_PAINT
editor_decal_color[0].a = .6
Terrain3DEditor.SUBTRACT:
editor_decal_color[0] = COLOR_PAINT
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5) + .1
Terrain3DEditor.ADD:
editor_decal_color[0] = COLOR_SPRAY
editor_decal_color[0].a = clamp(brush_data["strength"], .15, .4)
Terrain3DEditor.COLOR:
editor_decal_color[0] = brush_data["color"].srgb_to_linear()
editor_decal_color[0].a *= clamp(brush_data["strength"], .2, .5)
Terrain3DEditor.ROUGHNESS:
editor_decal_color[0] = COLOR_ROUGHNESS
editor_decal_color[0].a = clamp(brush_data["strength"], .2, .5) + .1
Terrain3DEditor.AUTOSHADER:
editor_decal_color[0] = COLOR_AUTOSHADER
editor_decal_color[0].a = .6
Terrain3DEditor.HOLES:
editor_decal_color[0] = COLOR_HOLES
editor_decal_color[0].a = .75
Terrain3DEditor.NAVIGATION:
editor_decal_color[0] = COLOR_NAVIGATION
editor_decal_color[0].a = .80
Terrain3DEditor.INSTANCER:
editor_brush_texture_rid = ring_texture.get_rid()
editor_decal_color[0] = COLOR_INSTANCER
editor_decal_color[0].a = .75
editor_decal_visible[1] = false
editor_decal_visible[2] = false
if active_operation == Terrain3DEditor.GRADIENT:
var point1: Vector3 = brush_data["gradient_points"][0]
if point1 != Vector3.ZERO:
editor_decal_color[1] = COLOR_SLOPE
editor_decal_size[1] = 10. * plugin.terrain.get_vertex_spacing()
editor_decal_visible[1] = true
editor_decal_position[1] = Vector2(point1.x, point1.z)
var point2: Vector3 = brush_data["gradient_points"][1]
if point2 != Vector3.ZERO:
editor_decal_color[2] = COLOR_SLOPE
editor_decal_size[2] = 10. * plugin.terrain.get_vertex_spacing()
editor_decal_visible[2] = true
editor_decal_position[2] = Vector2(point2.x, point2.z)
if RenderingServer.get_current_rendering_method().contains("gl_compatibility"):
for i in editor_decal_color.size():
editor_decal_color[i].a = maxf(0.1, editor_decal_color[i].a - .25)
editor_decal_fade = editor_decal_color[0].a
# Update Shader params
if is_shader_valid():
RenderingServer.material_set_param(mat_rid, "_editor_brush_texture", editor_brush_texture_rid)
RenderingServer.material_set_param(mat_rid, "_editor_ring_texture", editor_ring_texture_rid)
RenderingServer.material_set_param(mat_rid, "_editor_decal_position", editor_decal_position)
RenderingServer.material_set_param(mat_rid, "_editor_decal_rotation", editor_decal_rotation)
RenderingServer.material_set_param(mat_rid, "_editor_decal_size", editor_decal_size)
RenderingServer.material_set_param(mat_rid, "_editor_decal_color", editor_decal_color)
RenderingServer.material_set_param(mat_rid, "_editor_decal_visible", editor_decal_visible)
RenderingServer.material_set_param(mat_rid, "_editor_crosshair_threshold", brush_data["crosshair_threshold"] + 0.1)
RenderingServer.material_set_param(mat_rid, "_region_map", r_map)
func is_shader_valid() -> bool:
# As long as the compiled shader contains at least 1 uniform, we can use it to check
# if the shader compilation has failed, as this will then return an empty dictionary.
if not plugin.terrain:
return false
var params = RenderingServer.get_shader_parameter_list(plugin.terrain.material.get_shader_rid())
if params.is_empty():
return false
else:
return true
func hide_decal() -> void:
editor_decal_visible = [false, false, false]
if is_shader_valid():
var r_map: PackedInt32Array = plugin.terrain.data.get_region_map()
RenderingServer.material_set_param(mat_rid, "_editor_decal_visible", editor_decal_visible)
RenderingServer.material_set_param(mat_rid, "_region_map", r_map)
# These array sizes are reset to 0 when closing scenes for some unknown reason, so check and reset
func reset_decal_arrays() -> void:
if editor_decal_color.size() < 3:
editor_decal_position = [Vector2(), Vector2(), Vector2()]
editor_decal_rotation = [float(), float(), float()]
editor_decal_size = [float(), float(), float()]
editor_decal_color = [Color(), Color(), Color()]
editor_decal_visible = [false, false, false]
editor_brush_texture_rid = RID()
func set_decal_rotation(p_rot: float) -> void:
editor_decal_rotation[0] = p_rot
if is_shader_valid():
RenderingServer.material_set_param(mat_rid, "_editor_decal_rotation", editor_decal_rotation)
func _on_picking(p_type: Terrain3DEditor.Tool, p_callback: Callable) -> void:
picking = p_type
picking_callback = p_callback
update_decal()
func clear_picking() -> void:
picking = Terrain3DEditor.TOOL_MAX
func is_picking() -> bool:
if picking != Terrain3DEditor.TOOL_MAX:
return true
if operation_builder and operation_builder.is_picking():
return true
return false
func pick(p_global_position: Vector3) -> void:
if picking != Terrain3DEditor.TOOL_MAX:
var color: Color
match picking:
Terrain3DEditor.HEIGHT, Terrain3DEditor.SCULPT:
color = Color(plugin.terrain.data.get_height(p_global_position), 0., 0., 1.)
Terrain3DEditor.ROUGHNESS:
color = plugin.terrain.data.get_pixel(Terrain3DRegion.TYPE_COLOR, p_global_position)
Terrain3DEditor.COLOR:
color = plugin.terrain.data.get_color(p_global_position)
Terrain3DEditor.ANGLE:
color = Color(plugin.terrain.data.get_control_angle(p_global_position), 0., 0., 1.)
Terrain3DEditor.SCALE:
color = Color(plugin.terrain.data.get_control_scale(p_global_position), 0., 0., 1.)
_:
push_error("Unsupported picking type: ", picking)
return
if picking_callback.is_valid():
picking_callback.call(picking, color, p_global_position)
picking_callback = Callable()
picking = Terrain3DEditor.TOOL_MAX
elif operation_builder and operation_builder.is_picking():
operation_builder.pick(p_global_position, plugin.terrain)
func set_button_editor_icon(p_button: Button, p_icon_name: String) -> void:
p_button.icon = EditorInterface.get_base_control().get_theme_icon(p_icon_name, "EditorIcons")

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uid://bpad72s36mwkx