built more assets and started playing with foliage painting

This commit is contained in:
derek
2024-12-04 17:02:46 -06:00
parent dd960cc00e
commit 478e2822d2
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MIT License
Copyright (c) 2024 Cory Petkovsek, Roope Palmroos, and Contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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![Terrain3D Logo](/doc/docs/images/terrain3d.jpg)
# Terrain3D
A high performance, editable terrain system for Godot 4.
## Features
* Written in C++ as a GDExtension addon, which works with official engine builds
* Can be accessed by GDScript, C#, and any language Godot supports
* Geometric Clipmap Mesh Terrain, as used in The Witcher 3. See [System Architecture](https://terrain3d.readthedocs.io/en/stable/docs/system_architecture.html)
* Terrains as small as 64x64m up to 65.5x65.5km (4295km^2) in variable sized regions
* Up to 32 textures
* Up to 10 levels of detail
* Foliage instancing
* Sculpting, holes, texture painting, texture detiling, painting colors and wetness
* Imports heightmaps from [HTerrain](https://github.com/Zylann/godot_heightmap_plugin/), WorldMachine, Unity, Unreal and any tool that can export a heightmap (raw/r16/exr/+). See [importing data](https://terrain3d.readthedocs.io/en/stable/docs/import_export.html)
See [Project Status](https://terrain3d.readthedocs.io/en/stable/docs/project_status.html) for details.
## Getting Started
1. Read the [Installation & Upgrades](https://terrain3d.readthedocs.io/en/stable/docs/installation.html) instructions.
2. For support, read [Getting Help](https://terrain3d.readthedocs.io/en/stable/docs/getting_help.html) or join our [Discord server](https://tokisan.com/discord).
3. Watch the tutorial videos:
**Installation, Setup, Basic Usage**
[![Using Terrain3D - Part 1](https://i.ytimg.com/vi/oV8c9alXVwU/hqdefault.jpg)](https://youtu.be/oV8c9alXVwU)
**Texture Painting, Holes, Navigation, Advanced Usage**
[![Using Terrain3D - Part 2](https://i.ytimg.com/vi/YtiAI2F6Xkk/hqdefault.jpg)](https://youtu.be/YtiAI2F6Xkk)
## Credit
Developed for the Godot community by:
|||
|--|--|
| **Cory Petkovsek, Tokisan Games** | [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/twitter.png?raw=true" width="24"/>](https://twitter.com/TokisanGames) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/github.png?raw=true" width="24"/>](https://github.com/TokisanGames) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/www.png?raw=true" width="24"/>](https://tokisan.com/) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/discord.png?raw=true" width="24"/>](https://tokisan.com/discord) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/youtube.png?raw=true" width="24"/>](https://www.youtube.com/@TokisanGames)|
| **Roope Palmroos, Outobugi Games** | [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/twitter.png?raw=true" width="24"/>](https://twitter.com/outobugi) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/github.png?raw=true" width="24"/>](https://github.com/outobugi) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/www.png?raw=true" width="24"/>](https://outobugi.com/) [<img src="https://github.com/dmhendricks/signature-social-icons/blob/master/icons/round-flat-filled/35px/youtube.png?raw=true" width="24"/>](https://www.youtube.com/@outobugi)|
And other contributors displayed on the right of the github page and in [AUTHORS.md](https://github.com/TokisanGames/Terrain3D/blob/main/AUTHORS.md).
Geometry clipmap mesh code created by [Mike J. Savage](https://mikejsavage.co.uk/blog/geometry-clipmaps.html). Blog and repository code released under the MIT license per email communication with Mike.
## Contributing
Please see [CONTRIBUTING.md](https://github.com/TokisanGames/Terrain3D/blob/main/CONTRIBUTING.md) if you would like to help make Terrain3D the best terrain system for Godot.
## License
This addon has been released under the [MIT License](https://github.com/TokisanGames/Terrain3D/blob/main/LICENSE.txt).

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addons/terrain_3d/editor.gd Normal file
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@tool
extends EditorPlugin
#class_name Terrain3DEditorPlugin Cannot be named until Godot #75388
# 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 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:
# 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)
# Deprecated 0.9.3 - Remove 1.0
if terrain.storage:
ui.terrain_menu.directory_setup.directory_setup_popup()
# 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) -> int:
if not is_terrain_valid():
return AFTER_GUI_INPUT_PASS
_read_input(p_event)
## Handle mouse movement
if p_event is InputEventMouseMotion:
## Setup active camera & viewport
# 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 mouse_pos: Vector2 = p_event.position if full_resolution else p_event.position/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)
if intersection_point.z > 3.4e38 or is_nan(intersection_point.y): # max double or nan
return AFTER_GUI_INPUT_STOP
mouse_global_position = intersection_point
ui.update_decal()
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
ui.update_decal()
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 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) -> void:
## 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 )):
ui.last_rmb_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 ):
ui.last_rmb_time = Time.get_ticks_msec()
if _input_mode < 0:
return
## Determine modifiers pressed
modifier_shift = Input.is_key_pressed(KEY_SHIFT)
modifier_ctrl = Input.is_key_pressed(KEY_CTRL)
# 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)
# Return if modifiers haven't changed AND brush_data has them;
# modifiers disappear from brush_data when clicking asset_dock (Why?)
var current_mods: int = int(modifier_shift) | int(modifier_ctrl) << 1 | int(modifier_alt) << 2
if _last_modifiers == current_mods and ui.brush_data.has("modifier_shift"):
return
_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.update_modifiers()
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)
_cleanup_old_settings()
# Remove or rename old settings
func _cleanup_old_settings() -> void:
# Rename deprecated settings - Remove in 1.0
var value: Variant
var rename_arr := [ "terrain3d/config/dock_slot", "terrain3d/config/dock_tile_size",
"terrain3d/config/dock_floating", "terrain3d/config/dock_always_on_top",
"terrain3d/config/dock_window_size", "terrain3d/config/dock_window_position", ]
for es: String in rename_arr:
if editor_settings.has_setting(es):
value = editor_settings.get_setting(es)
editor_settings.erase(es)
editor_settings.set_setting(es.replace("/config/dock_", "/dock/"), value)
# Special handling
var es: String = "terrain3d/tool_settings/slope"
if editor_settings.has_setting(es):
value = editor_settings.get_setting(es)
if typeof(value) == TYPE_FLOAT:
editor_settings.erase(es)
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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## Import From SimpleGrassTextured
#
# This script demonstrates how to import transforms from SimpleGrassTextured. To use it:
#
# 1. Setup the mesh asset you wish to use in the asset dock.
# 1. Select your Terrain3D node.
# 1. In the inspector, click Script (very bottom) and Quick Load import_sgt.gd.
# 1. At the very top, assign your SimpleGrassTextured node.
# 1. Input the desired mesh asset ID.
# 1. Click import. The output window and console will report when finished.
# 1. Clear the script from your Terrain3D node, and save your scene.
#
# The instance transforms are now stored in your region files.
#
# Use clear_instances to erase all instances that match the assign_mesh_id.
#
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
# Terrain3DMeshAsset.
# Once the transforms are imported, you can reassign any mesh you like into this mesh slot.
@tool
extends Terrain3D
@export var simple_grass_textured: MultiMeshInstance3D
@export var assign_mesh_id: int
@export var import: bool = false : set = import_sgt
@export var clear_instances: bool = false : set = clear_multimeshes
func clear_multimeshes(value: bool) -> void:
get_instancer().clear_by_mesh(assign_mesh_id)
func import_sgt(value: bool) -> void:
var sgt_mm: MultiMesh = simple_grass_textured.multimesh
var global_xform: Transform3D = simple_grass_textured.global_transform
print("Starting to import %d instances from SimpleGrassTextured using mesh id %d" % [ sgt_mm.instance_count, assign_mesh_id])
var time: int = Time.get_ticks_msec()
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
print("Import complete in %.2f seconds" % [ float(Time.get_ticks_msec() - time)/1000. ])

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// This shader is the minimum needed to allow the terrain to function, without any texturing.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
// Private uniforms
uniform float _region_size = 1024.0;
uniform float _region_texel_size = 0.0009765625; // = 1/1024
uniform float _vertex_spacing = 1.0;
uniform float _vertex_density = 1.0; // = 1/_vertex_spacing
uniform int _region_map_size = 32;
uniform int _region_map[1024];
uniform vec2 _region_locations[1024];
uniform sampler2DArray _height_maps : repeat_disable;
uniform usampler2DArray _control_maps : repeat_disable;
uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
uniform sampler2D noise_texture : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform float _texture_uv_scale_array[32];
uniform float _texture_detile_array[32];
uniform vec4 _texture_color_array[32];
uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
uniform uint _mouse_layer = 0x80000000u; // Layer 32
// Public uniforms
uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0;
// Varyings & Types
varying flat vec3 v_vertex; // World coordinate vertex location
varying flat vec3 v_camera_pos;
varying float v_vertex_xz_dist;
varying flat ivec3 v_region;
varying flat vec2 v_uv_offset;
varying flat vec2 v_uv2_offset;
varying vec3 v_normal;
varying float v_region_border_mask;
////////////////////////
// Vertex
////////////////////////
// Takes in UV world space coordinates, returns ivec3 with:
// XY: (0 to _region_size) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
ivec3 get_region_uv(const vec2 uv) {
ivec2 pos = ivec2(floor(uv * _region_texel_size)) + (_region_map_size / 2);
int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
return ivec3(ivec2(mod(uv,_region_size)), layer_index);
}
// Takes in UV2 region space coordinates, returns vec3 with:
// XY: (0 to 1) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
vec3 get_region_uv2(const vec2 uv2) {
// Remove Texel Offset to ensure correct region index.
ivec2 pos = ivec2(floor(uv2 - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
return vec3(uv2 - _region_locations[layer_index], float(layer_index));
}
// 1 lookup
float get_height(vec2 uv) {
highp float height = 0.0;
vec3 region = get_region_uv2(uv);
if (region.z >= 0.) {
height = texture(_height_maps, region).r;
}
return height;
}
void vertex() {
// Get camera pos in world vertex coords
v_camera_pos = INV_VIEW_MATRIX[3].xyz;
// Get vertex of flat plane in world coordinates and set world UV
v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Camera distance to vertex on flat plane
v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz);
// UV coordinates in world space. Values are 0 to _region_size within regions
UV = round(v_vertex.xz * _vertex_density);
// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size));
// Discard vertices for Holes. 1 lookup
v_region = get_region_uv(UV);
uint control = texelFetch(_control_maps, v_region, 0).r;
bool hole = bool(control >>2u & 0x1u);
// Show holes to all cameras except mouse camera (on exactly 1 layer)
if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
(hole || (_background_mode == 0u && (get_region_uv(UV - _region_texel_size) & v_region).z < 0))) {
VERTEX.x = 0. / 0.;
} else {
// Set final vertex height & calculate vertex normals. 3 lookups.
VERTEX.y = get_height(UV2);
v_vertex.y = VERTEX.y;
v_normal = vec3(
v_vertex.y - get_height(UV2 + vec2(_region_texel_size, 0)),
_vertex_spacing,
v_vertex.y - get_height(UV2 + vec2(0, _region_texel_size))
);
// Due to a bug caused by the GPUs linear interpolation across edges of region maps,
// mask region edges and use vertex normals only across region boundaries.
v_region_border_mask = mod(UV.x + 2.5, _region_size) - fract(UV.x) < 5.0 || mod(UV.y + 2.5, _region_size) - fract(UV.y) < 5.0 ? 1. : 0.;
}
// Transform UVs to local to avoid poor precision during varying interpolation.
v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density;
UV -= v_uv_offset;
v_uv2_offset = v_uv_offset * _region_texel_size;
UV2 -= v_uv2_offset;
// Convert model space to view space w/ skip_vertex_transform render mode
VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
////////////////////////
// Fragment
////////////////////////
// 0 - 3 lookups
vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
float u, v, height;
vec3 normal;
// Use vertex normals within radius of vertex_normals_distance, and along region borders.
if (v_region_border_mask > 0.5 || v_vertex_xz_dist < vertex_normals_distance) {
normal = normalize(v_normal);
} else {
height = get_height(uv);
u = height - get_height(uv + vec2(_region_texel_size, 0));
v = height - get_height(uv + vec2(0, _region_texel_size));
normal = normalize(vec3(u, _vertex_spacing, v));
}
tangent = cross(normal, vec3(0, 0, 1));
binormal = cross(normal, tangent);
return normal;
}
void fragment() {
// Recover UVs
vec2 uv = UV + v_uv_offset;
vec2 uv2 = UV2 + v_uv2_offset;
// Calculate Terrain Normals. 4 lookups
vec3 w_tangent, w_binormal;
vec3 w_normal = get_normal(uv2, w_tangent, w_binormal);
NORMAL = mat3(VIEW_MATRIX) * w_normal;
TANGENT = mat3(VIEW_MATRIX) * w_tangent;
BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
// Apply PBR
ALBEDO=vec3(.2);
}

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# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It provides a `Project on Terrain3D` modifier, which allows Scatter
# to detect the terrain height from Terrain3D without using collision.
# Copy this file into /addons/proton_scatter/src/modifiers
# Then uncomment everything below
# In the editor, add this modifier to Scatter, then set your Terrain3D node
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
# It allows Scatter to detect the terrain height from Terrain3D
# Copy this file into /addons/proton_scatter/src/modifiers
# Then uncomment everything below (select, press CTRL+K)
# In the editor, add this modifier, then set your Terrain3D node
#@tool
#extends "base_modifier.gd"
#
#
#signal projection_completed
#
#
#@export var terrain_node : NodePath
#@export var align_with_collision_normal := false
#
#var _terrain: Terrain3D
#
#
#func _init() -> void:
#display_name = "Project On Terrain3D"
#category = "Edit"
#can_restrict_height = false
#global_reference_frame_available = true
#local_reference_frame_available = true
#individual_instances_reference_frame_available = true
#use_global_space_by_default()
#
#documentation.add_paragraph(
#"This is a duplicate of `Project on Colliders` that queries the terrain system
#for height and sets the transform height appropriately.
#
#This modifier must have terrain_node set to a Terrain3D node.")
#
#var p := documentation.add_parameter("Terrain Node")
#p.set_type("NodePath")
#p.set_description("Set your Terrain3D node.")
#
#p = documentation.add_parameter("Align with collision normal")
#p.set_type("bool")
#p.set_description(
#"Rotate the transform to align it with the collision normal in case
#the ray cast hit a collider.")
#
#
#func _process_transforms(transforms, domain, _seed) -> void:
#if transforms.is_empty():
#return
#
#if terrain_node:
#_terrain = domain.get_root().get_node_or_null(terrain_node)
#
#if not _terrain:
#warning += """No Terrain3D node found"""
#return
#
#if not _terrain.data:
#warning += """Terrain3DData is not initialized"""
#return
#
## Get global transform
#var gt: Transform3D = domain.get_global_transform()
#var gt_inverse := gt.affine_inverse()
#for i in transforms.list.size():
#var location: Vector3 = (gt * transforms.list[i]).origin
#var height: float = _terrain.data.get_height(location)
#var normal: Vector3 = _terrain.data.get_normal(location)
#
#if align_with_collision_normal and not is_nan(normal.x):
#transforms.list[i].basis.y = normal
#transforms.list[i].basis.x = -transforms.list[i].basis.z.cross(normal)
#transforms.list[i].basis = transforms.list[i].basis.orthonormalized()
#
#transforms.list[i].origin.y = gt.origin.y if is_nan(height) else height - gt.origin.y
#
#if transforms.is_empty():
#warning += """Every point has been removed. Possible reasons include: \n
#+ No collider is close enough to the shapes.
#+ Ray length is too short.
#+ Ray direction is incorrect.
#+ Collision mask is not set properly.
#+ Max slope is too low.
#"""

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[plugin]
name="Terrain3D"
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View File

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@tool
extends PanelContainer
#class_name Terrain3DAssetDock
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)
focus_style = get_theme_stylebox("focus", "Button").duplicate()
focus_style.set_border_width_all(2)
focus_style.set_border_color(Color(1, 1, 1, .67))
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("PaintBaseTexture")
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))
# Update editor with selected brush
plugin.ui._on_setting_changed()
func get_selected_id() -> int:
return selected_id
func set_entry_width(value: float) -> void:
width = clamp(value, 56, 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
var button_clear: TextureButton
var button_edit: TextureButton
var name_label: Label
@onready var add_icon: Texture2D = get_theme_icon("Add", "EditorIcons")
@onready var clear_icon: Texture2D = get_theme_icon("Close", "EditorIcons")
@onready var edit_icon: Texture2D = get_theme_icon("Edit", "EditorIcons")
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
var focus_style: StyleBox
func _ready() -> void:
var icon_size: Vector2 = Vector2(12, 12)
button_clear = TextureButton.new()
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.pressed.connect(clear)
add_child(button_clear)
button_edit = TextureButton.new()
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.pressed.connect(edit)
add_child(button_edit)
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_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:
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.))
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
ma.set_scene_file(res)
set_edited_resource(ma, false)
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 button_clear:
button_clear.set_visible(resource != null)
queue_redraw()
if !p_no_signal:
emit_signal("changed", resource)
func _on_resource_changed() -> void:
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)

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@@ -0,0 +1,93 @@
[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
item_count = 9
selected = 7
popup/item_0/text = "Left_UL"
popup/item_0/id = 0
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 = 56.0
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

View File

@@ -0,0 +1,28 @@
@tool
extends ConfirmationDialog
var lod: int = 0
var description: String = ""
func _ready() -> void:
set_unparent_when_invisible(true)
about_to_popup.connect(_on_about_to_popup)
visibility_changed.connect(_on_visibility_changed)
%LodBox.value_changed.connect(_on_lod_box_value_changed)
func _on_about_to_popup() -> void:
lod = %LodBox.value
func _on_visibility_changed() -> void:
# Change text on the autowrap label only when the popup is visible.
# Works around Godot issue #47005:
# https://github.com/godotengine/godot/issues/47005
if visible:
%DescriptionLabel.text = description
func _on_lod_box_value_changed(p_value: float) -> void:
lod = %LodBox.value

View File

@@ -0,0 +1,43 @@
[gd_scene load_steps=2 format=3 uid="uid://bhvrrmb8bk1bt"]
[ext_resource type="Script" path="res://addons/terrain_3d/src/bake_lod_dialog.gd" id="1_sf76d"]
[node name="bake_lod_dialog" type="ConfirmationDialog"]
title = "Bake Terrain3D Mesh"
position = Vector2i(0, 36)
size = Vector2i(400, 155)
visible = true
script = ExtResource("1_sf76d")
[node name="MarginContainer" type="MarginContainer" parent="."]
offset_left = 8.0
offset_top = 8.0
offset_right = 392.0
offset_bottom = 106.0
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 20
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "LOD:"
[node name="LodBox" type="SpinBox" parent="MarginContainer/VBoxContainer/HBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
max_value = 8.0
value = 4.0
[node name="DescriptionLabel" type="Label" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
layout_mode = 2
autowrap_mode = 2

View File

@@ -0,0 +1,400 @@
extends Node
const BakeLodDialog: PackedScene = preload("res://addons/terrain_3d/src/bake_lod_dialog.tscn")
const BAKE_MESH_DESCRIPTION: String = "This will create a child MeshInstance3D. LOD4+ is recommended. LOD0 is slow and dense with vertices every 1 unit. It is not an optimal mesh."
const BAKE_OCCLUDER_DESCRIPTION: String = "This will create a child OccluderInstance3D. LOD4+ is recommended and will take 5+ seconds per region to generate. LOD0 is unnecessarily dense and slow."
const SET_UP_NAVIGATION_DESCRIPTION: String = "This operation will:
- Create a NavigationRegion3D node,
- Assign it a blank NavigationMesh resource,
- Move the Terrain3D node to be a child of the new node,
- And bake the nav mesh.
Once setup is complete, you can modify the settings on your nav mesh, and rebake
without having to run through the setup again.
If preferred, this setup can be canceled and the steps performed manually. For
the best results, adjust the settings on the NavigationMesh resource to match
the settings of your navigation agents and collisions."
var plugin: EditorPlugin
var bake_method: Callable
var bake_lod_dialog: ConfirmationDialog
var confirm_dialog: ConfirmationDialog
func _enter_tree() -> void:
bake_lod_dialog = BakeLodDialog.instantiate()
bake_lod_dialog.hide()
bake_lod_dialog.confirmed.connect(func(): bake_method.call())
bake_lod_dialog.set_unparent_when_invisible(true)
confirm_dialog = ConfirmationDialog.new()
confirm_dialog.hide()
confirm_dialog.confirmed.connect(func(): bake_method.call())
confirm_dialog.set_unparent_when_invisible(true)
func _exit_tree() -> void:
bake_lod_dialog.queue_free()
confirm_dialog.queue_free()
func bake_mesh_popup() -> void:
if plugin.terrain:
bake_method = _bake_mesh
bake_lod_dialog.description = BAKE_MESH_DESCRIPTION
EditorInterface.popup_dialog_centered(bake_lod_dialog)
func _bake_mesh() -> void:
if plugin.terrain.data.get_region_count() == 0:
push_error("Terrain3D has no active regions to bake")
return
var mesh: Mesh = plugin.terrain.bake_mesh(bake_lod_dialog.lod, Terrain3DData.HEIGHT_FILTER_NEAREST)
if !mesh:
push_error("Failed to bake mesh from Terrain3D")
return
var undo: EditorUndoRedoManager = plugin.get_undo_redo()
undo.create_action("Terrain3D Bake ArrayMesh")
var mesh_instance := plugin.terrain.get_node_or_null(^"MeshInstance3D") as MeshInstance3D
if !mesh_instance:
mesh_instance = MeshInstance3D.new()
mesh_instance.name = &"MeshInstance3D"
mesh_instance.set_skeleton_path(NodePath())
mesh_instance.mesh = mesh
undo.add_do_method(plugin.terrain, &"add_child", mesh_instance, true)
undo.add_undo_method(plugin.terrain, &"remove_child", mesh_instance)
undo.add_do_property(mesh_instance, &"owner", EditorInterface.get_edited_scene_root())
undo.add_do_reference(mesh_instance)
else:
undo.add_do_property(mesh_instance, &"mesh", mesh)
undo.add_undo_property(mesh_instance, &"mesh", mesh_instance.mesh)
if mesh_instance.mesh.resource_path:
var path := mesh_instance.mesh.resource_path
undo.add_do_method(mesh, &"take_over_path", path)
undo.add_undo_method(mesh_instance.mesh, &"take_over_path", path)
undo.add_do_method(ResourceSaver, &"save", mesh)
undo.add_undo_method(ResourceSaver, &"save", mesh_instance.mesh)
undo.commit_action()
func bake_occluder_popup() -> void:
if plugin.terrain:
bake_method = _bake_occluder
bake_lod_dialog.description = BAKE_OCCLUDER_DESCRIPTION
EditorInterface.popup_dialog_centered(bake_lod_dialog)
func _bake_occluder() -> void:
if plugin.terrain.data.get_region_count() == 0:
push_error("Terrain3D has no active regions to bake")
return
var mesh: Mesh = plugin.terrain.bake_mesh(bake_lod_dialog.lod, Terrain3DData.HEIGHT_FILTER_MINIMUM)
if !mesh:
push_error("Failed to bake mesh from Terrain3D")
return
assert(mesh.get_surface_count() == 1)
var undo: EditorUndoRedoManager = plugin.get_undo_redo()
undo.create_action("Terrain3D Bake Occluder3D")
var occluder := ArrayOccluder3D.new()
var arrays: Array = mesh.surface_get_arrays(0)
assert(arrays.size() > Mesh.ARRAY_INDEX)
assert(arrays[Mesh.ARRAY_INDEX] != null)
occluder.set_arrays(arrays[Mesh.ARRAY_VERTEX], arrays[Mesh.ARRAY_INDEX])
var occluder_instance := plugin.terrain.get_node_or_null(^"OccluderInstance3D") as OccluderInstance3D
if !occluder_instance:
occluder_instance = OccluderInstance3D.new()
occluder_instance.name = &"OccluderInstance3D"
occluder_instance.occluder = occluder
undo.add_do_method(plugin.terrain, &"add_child", occluder_instance, true)
undo.add_undo_method(plugin.terrain, &"remove_child", occluder_instance)
undo.add_do_property(occluder_instance, &"owner", EditorInterface.get_edited_scene_root())
undo.add_do_reference(occluder_instance)
else:
undo.add_do_property(occluder_instance, &"occluder", occluder)
undo.add_undo_property(occluder_instance, &"occluder", occluder_instance.occluder)
if occluder_instance.occluder.resource_path:
var path := occluder_instance.occluder.resource_path
undo.add_do_method(occluder, &"take_over_path", path)
undo.add_undo_method(occluder_instance.occluder, &"take_over_path", path)
undo.add_do_method(ResourceSaver, &"save", occluder)
undo.add_undo_method(ResourceSaver, &"save", occluder_instance.occluder)
undo.commit_action()
func find_nav_region_terrains(p_nav_region: NavigationRegion3D) -> Array[Terrain3D]:
var result: Array[Terrain3D] = []
if not p_nav_region.navigation_mesh:
return result
var source_mode: NavigationMesh.SourceGeometryMode
source_mode = p_nav_region.navigation_mesh.geometry_source_geometry_mode
if source_mode == NavigationMesh.SOURCE_GEOMETRY_ROOT_NODE_CHILDREN:
result.append_array(p_nav_region.find_children("", "Terrain3D", true, true))
return result
var group_nodes: Array = p_nav_region.get_tree().get_nodes_in_group(p_nav_region.navigation_mesh.geometry_source_group_name)
for node in group_nodes:
if node is Terrain3D:
result.push_back(node)
if source_mode == NavigationMesh.SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN:
result.append_array(node.find_children("", "Terrain3D", true, true))
return result
func find_terrain_nav_regions(p_terrain: Terrain3D) -> Array[NavigationRegion3D]:
var result: Array[NavigationRegion3D] = []
var root: Node = EditorInterface.get_edited_scene_root()
if not root:
return result
for nav_region in root.find_children("", "NavigationRegion3D", true, true):
if find_nav_region_terrains(nav_region).has(p_terrain):
result.push_back(nav_region)
return result
func bake_nav_mesh() -> void:
if plugin.nav_region:
# A NavigationRegion3D is selected. We only need to bake that one navmesh.
_bake_nav_region_nav_mesh(plugin.nav_region)
print("Terrain3DNavigation: Finished baking 1 NavigationMesh.")
elif plugin.terrain:
if plugin.terrain.data.get_region_count() == 0:
push_error("Terrain3D has no active regions to bake")
return
# A Terrain3D is selected. There are potentially multiple navmeshes to bake and we need to
# find them all. (The multiple navmesh use-case is likely on very large scenes with lots of
# geometry. Each navmesh in this case would define its own, non-overlapping, baking AABB, to
# cut down on the amount of geometry to bake. In a large open-world RPG, for instance, there
# could be a navmesh for each town.)
var nav_regions: Array[NavigationRegion3D] = find_terrain_nav_regions(plugin.terrain)
for nav_region in nav_regions:
_bake_nav_region_nav_mesh(nav_region)
print("Terrain3DNavigation: Finished baking %d NavigationMesh(es)." % nav_regions.size())
func _bake_nav_region_nav_mesh(p_nav_region: NavigationRegion3D) -> void:
var nav_mesh: NavigationMesh = p_nav_region.navigation_mesh
assert(nav_mesh != null)
var source_geometry_data := NavigationMeshSourceGeometryData3D.new()
NavigationMeshGenerator.parse_source_geometry_data(nav_mesh, source_geometry_data, p_nav_region)
for terrain in find_nav_region_terrains(p_nav_region):
var aabb: AABB = nav_mesh.filter_baking_aabb
aabb.position += nav_mesh.filter_baking_aabb_offset
aabb = p_nav_region.global_transform * aabb
var faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(aabb)
if not faces.is_empty():
source_geometry_data.add_faces(faces, Transform3D.IDENTITY)
NavigationMeshGenerator.bake_from_source_geometry_data(nav_mesh, source_geometry_data)
_postprocess_nav_mesh(nav_mesh)
# Assign null first to force the debug display to actually update:
p_nav_region.set_navigation_mesh(null)
p_nav_region.set_navigation_mesh(nav_mesh)
# Trigger save to disk if it is saved as an external file
if not nav_mesh.get_path().is_empty():
ResourceSaver.save(nav_mesh, nav_mesh.get_path(), ResourceSaver.FLAG_COMPRESS)
# Let other editor plugins and tool scripts know the nav mesh was just baked:
p_nav_region.bake_finished.emit()
func _postprocess_nav_mesh(p_nav_mesh: NavigationMesh) -> void:
# Post-process the nav mesh to work around Godot issue #85548
# Round all the vertices in the nav_mesh to the nearest cell_size/cell_height so that it doesn't
# contain any edges shorter than cell_size/cell_height (one cause of #85548).
var vertices: PackedVector3Array = _postprocess_nav_mesh_round_vertices(p_nav_mesh)
# Rounding vertices can collapse some edges to 0 length. We remove these edges, and any polygons
# that have been reduced to 0 area.
var polygons: Array[PackedInt32Array] = _postprocess_nav_mesh_remove_empty_polygons(p_nav_mesh, vertices)
# Another cause of #85548 is baking producing overlapping polygons. We remove these.
_postprocess_nav_mesh_remove_overlapping_polygons(p_nav_mesh, vertices, polygons)
p_nav_mesh.clear_polygons()
p_nav_mesh.set_vertices(vertices)
for polygon in polygons:
p_nav_mesh.add_polygon(polygon)
func _postprocess_nav_mesh_round_vertices(p_nav_mesh: NavigationMesh) -> PackedVector3Array:
assert(p_nav_mesh != null)
assert(p_nav_mesh.cell_size > 0.0)
assert(p_nav_mesh.cell_height > 0.0)
var cell_size: Vector3 = Vector3(p_nav_mesh.cell_size, p_nav_mesh.cell_height, p_nav_mesh.cell_size)
# Round a little harder to avoid rounding errors with non-power-of-two cell_size/cell_height
# causing the navigation map to put two non-matching edges in the same cell:
var round_factor := cell_size * 1.001
var vertices: PackedVector3Array = p_nav_mesh.get_vertices()
for i in range(vertices.size()):
vertices[i] = (vertices[i] / round_factor).floor() * round_factor
return vertices
func _postprocess_nav_mesh_remove_empty_polygons(p_nav_mesh: NavigationMesh, p_vertices: PackedVector3Array) -> Array[PackedInt32Array]:
var polygons: Array[PackedInt32Array] = []
for i in range(p_nav_mesh.get_polygon_count()):
var old_polygon: PackedInt32Array = p_nav_mesh.get_polygon(i)
var new_polygon: PackedInt32Array = []
# Remove duplicate vertices (introduced by rounding) from the polygon:
var polygon_vertices: PackedVector3Array = []
for index in old_polygon:
var vertex: Vector3 = p_vertices[index]
if polygon_vertices.has(vertex):
continue
polygon_vertices.push_back(vertex)
new_polygon.push_back(index)
# If we removed some vertices, we might be able to remove the polygon too:
if new_polygon.size() <= 2:
continue
polygons.push_back(new_polygon)
return polygons
func _postprocess_nav_mesh_remove_overlapping_polygons(p_nav_mesh: NavigationMesh, p_vertices: PackedVector3Array, p_polygons: Array[PackedInt32Array]) -> void:
# Occasionally, a baked nav mesh comes out with overlapping polygons:
# https://github.com/godotengine/godot/issues/85548#issuecomment-1839341071
# Until the bug is fixed in the engine, this function attempts to detect and remove overlapping
# polygons.
# This function has to make a choice of which polygon to remove when an overlap is detected,
# because in this case the nav mesh is ambiguous. To do this it uses a heuristic:
# (1) an 'overlap' is defined as an edge that is shared by 3 or more polygons.
# (2) a 'bad polygon' is defined as a polygon that contains 2 or more 'overlaps'.
# The function removes the 'bad polygons', which in practice seems to be enough to remove all
# overlaps without creating holes in the nav mesh.
var cell_size: Vector3 = Vector3(p_nav_mesh.cell_size, p_nav_mesh.cell_height, p_nav_mesh.cell_size)
# `edges` is going to map edges (vertex pairs) to arrays of polygons that contain that edge.
var edges: Dictionary = {}
for polygon_index in range(p_polygons.size()):
var polygon: PackedInt32Array = p_polygons[polygon_index]
for j in range(polygon.size()):
var vertex: Vector3 = p_vertices[polygon[j]]
var next_vertex: Vector3 = p_vertices[polygon[(j + 1) % polygon.size()]]
# edge_key is a key we can use in the edges dictionary that uniquely identifies the
# edge. We use cell coordinates here (Vector3i) because with a non-power-of-two
# cell_size, rounding errors can cause Vector3 vertices to not be equal.
# Array.sort IS defined for vector types - see the Godot docs. It's necessary here
# because polygons that share an edge can have their vertices in a different order.
var edge_key: Array = [Vector3i(vertex / cell_size), Vector3i(next_vertex / cell_size)]
edge_key.sort()
if !edges.has(edge_key):
edges[edge_key] = []
edges[edge_key].push_back(polygon_index)
var overlap_count: Dictionary = {}
for connections in edges.values():
if connections.size() <= 2:
continue
for polygon_index in connections:
overlap_count[polygon_index] = overlap_count.get(polygon_index, 0) + 1
var bad_polygons: Array = []
for polygon_index in overlap_count.keys():
if overlap_count[polygon_index] >= 2:
bad_polygons.push_back(polygon_index)
bad_polygons.sort()
for i in range(bad_polygons.size() - 1, -1, -1):
p_polygons.remove_at(bad_polygons[i])
func set_up_navigation_popup() -> void:
if plugin.terrain:
bake_method = _set_up_navigation
confirm_dialog.dialog_text = SET_UP_NAVIGATION_DESCRIPTION
EditorInterface.popup_dialog_centered(confirm_dialog)
func _set_up_navigation() -> void:
assert(plugin.terrain)
if plugin.terrain == EditorInterface.get_edited_scene_root():
push_error("Terrain3D Navigation setup not possible if Terrain3D node is scene root")
return
if plugin.terrain.data.get_region_count() == 0:
push_error("Terrain3D has no active regions")
return
var terrain: Terrain3D = plugin.terrain
var nav_region := NavigationRegion3D.new()
nav_region.name = &"NavigationRegion3D"
nav_region.navigation_mesh = NavigationMesh.new()
var undo_redo: EditorUndoRedoManager = plugin.get_undo_redo()
undo_redo.create_action("Terrain3D Set up Navigation")
undo_redo.add_do_method(self, &"_do_set_up_navigation", nav_region, terrain)
undo_redo.add_undo_method(self, &"_undo_set_up_navigation", nav_region, terrain)
undo_redo.add_do_reference(nav_region)
undo_redo.commit_action()
EditorInterface.inspect_object(nav_region)
assert(plugin.nav_region == nav_region)
bake_nav_mesh()
func _do_set_up_navigation(p_nav_region: NavigationRegion3D, p_terrain: Terrain3D) -> void:
var parent: Node = p_terrain.get_parent()
var index: int = p_terrain.get_index()
var t_owner: Node = p_terrain.owner
parent.remove_child(p_terrain)
p_nav_region.add_child(p_terrain)
parent.add_child(p_nav_region, true)
parent.move_child(p_nav_region, index)
p_nav_region.owner = t_owner
p_terrain.owner = t_owner
func _undo_set_up_navigation(p_nav_region: NavigationRegion3D, p_terrain: Terrain3D) -> void:
assert(p_terrain.get_parent() == p_nav_region)
var parent: Node = p_nav_region.get_parent()
var index: int = p_nav_region.get_index()
var t_owner: Node = p_nav_region.get_owner()
parent.remove_child(p_nav_region)
p_nav_region.remove_child(p_terrain)
parent.add_child(p_terrain, true)
parent.move_child(p_terrain, index)
p_terrain.owner = t_owner

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@@ -0,0 +1,463 @@
extends RefCounted
const WINDOW_SCENE: String = "res://addons/terrain_3d/src/channel_packer.tscn"
const TEMPLATE_PATH: String = "res://addons/terrain_3d/src/channel_packer_import_template.txt"
const DRAG_DROP_SCRIPT: String = "res://addons/terrain_3d/src/channel_packer_dragdrop.gd"
enum {
INFO,
WARN,
ERROR,
}
enum {
IMAGE_ALBEDO,
IMAGE_HEIGHT,
IMAGE_NORMAL,
IMAGE_ROUGHNESS
}
var plugin: EditorPlugin
var window: Window
var save_file_dialog: EditorFileDialog
var open_file_dialog: EditorFileDialog
var invert_green_checkbox: CheckBox
var invert_smooth_checkbox: CheckBox
var invert_height_checkbox: CheckBox
var lumin_height_button: Button
var generate_mipmaps_checkbox: CheckBox
var high_quality_checkbox: CheckBox
var align_normals_checkbox: CheckBox
var resize_toggle_checkbox: CheckBox
var resize_option_box: SpinBox
var height_channel: Array[Button]
var height_channel_selected: int = 0
var roughness_channel: Array[Button]
var roughness_channel_selected: int = 0
var last_opened_directory: String
var last_saved_directory: String
var packing_albedo: bool = false
var queue_pack_normal_roughness: bool = false
var images: Array[Image] = [null, null, null, null]
var status_label: Label
var no_op: Callable = func(): pass
var last_file_selected_fn: Callable = no_op
var normal_vector: Vector3
func pack_textures_popup() -> void:
if window != null:
window.show()
window.move_to_foreground()
window.move_to_center()
return
window = (load(WINDOW_SCENE) as PackedScene).instantiate()
window.close_requested.connect(_on_close_requested)
window.window_input.connect(func(event:InputEvent):
if event is InputEventKey:
if event.pressed and event.keycode == KEY_ESCAPE:
_on_close_requested()
)
window.find_child("CloseButton").pressed.connect(_on_close_requested)
status_label = window.find_child("StatusLabel") as Label
invert_green_checkbox = window.find_child("InvertGreenChannelCheckBox") as CheckBox
invert_smooth_checkbox = window.find_child("InvertSmoothCheckBox") as CheckBox
invert_height_checkbox = window.find_child("ConvertDepthToHeight") as CheckBox
lumin_height_button = window.find_child("LuminanceAsHeightButton") as Button
generate_mipmaps_checkbox = window.find_child("GenerateMipmapsCheckBox") as CheckBox
high_quality_checkbox = window.find_child("HighQualityCheckBox") as CheckBox
align_normals_checkbox = window.find_child("AlignNormalsCheckBox") as CheckBox
resize_toggle_checkbox = window.find_child("ResizeToggle") as CheckBox
resize_option_box = window.find_child("ResizeOptionButton") as SpinBox
height_channel = [
window.find_child("HeightChannelR") as Button,
window.find_child("HeightChannelG") as Button,
window.find_child("HeightChannelB") as Button,
window.find_child("HeightChannelA") as Button
]
roughness_channel = [
window.find_child("RoughnessChannelR") as Button,
window.find_child("RoughnessChannelG") as Button,
window.find_child("RoughnessChannelB") as Button,
window.find_child("RoughnessChannelA") as Button
]
height_channel[0].pressed.connect(func() -> void: height_channel_selected = 0)
height_channel[1].pressed.connect(func() -> void: height_channel_selected = 1)
height_channel[2].pressed.connect(func() -> void: height_channel_selected = 2)
height_channel[3].pressed.connect(func() -> void: height_channel_selected = 3)
roughness_channel[0].pressed.connect(func() -> void: roughness_channel_selected = 0)
roughness_channel[1].pressed.connect(func() -> void: roughness_channel_selected = 1)
roughness_channel[2].pressed.connect(func() -> void: roughness_channel_selected = 2)
roughness_channel[3].pressed.connect(func() -> void: roughness_channel_selected = 3)
plugin.add_child(window)
_init_file_dialogs()
# the dialog disables the parent window "on top" so, restore it after 1 frame to alow the dialog to clear.
var set_on_top_fn: Callable = func(_file: String = "") -> void:
await RenderingServer.frame_post_draw
window.always_on_top = true
save_file_dialog.file_selected.connect(set_on_top_fn)
save_file_dialog.canceled.connect(set_on_top_fn)
open_file_dialog.file_selected.connect(set_on_top_fn)
open_file_dialog.canceled.connect(set_on_top_fn)
_init_texture_picker(window.find_child("AlbedoVBox"), IMAGE_ALBEDO)
_init_texture_picker(window.find_child("HeightVBox"), IMAGE_HEIGHT)
_init_texture_picker(window.find_child("NormalVBox"), IMAGE_NORMAL)
_init_texture_picker(window.find_child("RoughnessVBox"), IMAGE_ROUGHNESS)
var pack_button_path: String = "Panel/MarginContainer/VBoxContainer/PackButton"
(window.get_node(pack_button_path) as Button).pressed.connect(_on_pack_button_pressed)
func _on_close_requested() -> void:
last_file_selected_fn = no_op
images = [null, null, null, null]
window.queue_free()
window = null
func _init_file_dialogs() -> void:
save_file_dialog = EditorFileDialog.new()
save_file_dialog.set_filters(PackedStringArray(["*.png"]))
save_file_dialog.set_file_mode(EditorFileDialog.FILE_MODE_SAVE_FILE)
save_file_dialog.access = EditorFileDialog.ACCESS_FILESYSTEM
save_file_dialog.file_selected.connect(_on_save_file_selected)
save_file_dialog.ok_button_text = "Save"
save_file_dialog.size = Vector2i(550, 550)
#save_file_dialog.transient = false
#save_file_dialog.exclusive = false
#save_file_dialog.popup_window = true
open_file_dialog = EditorFileDialog.new()
open_file_dialog.set_filters(PackedStringArray(
["*.png", "*.bmp", "*.exr", "*.hdr", "*.jpg", "*.jpeg", "*.tga", "*.svg", "*.webp", "*.ktx", "*.dds"]))
open_file_dialog.set_file_mode(EditorFileDialog.FILE_MODE_OPEN_FILE)
open_file_dialog.access = EditorFileDialog.ACCESS_FILESYSTEM
open_file_dialog.ok_button_text = "Open"
open_file_dialog.size = Vector2i(550, 550)
#open_file_dialog.transient = false
#open_file_dialog.exclusive = false
#open_file_dialog.popup_window = true
window.add_child(save_file_dialog)
window.add_child(open_file_dialog)
func _init_texture_picker(p_parent: Node, p_image_index: int) -> void:
var line_edit: LineEdit = p_parent.find_child("LineEdit") as LineEdit
var file_pick_button: Button = p_parent.find_child("PickButton") as Button
var clear_button: Button = p_parent.find_child("ClearButton") as Button
var texture_rect: TextureRect = p_parent.find_child("TextureRect") as TextureRect
var texture_button: Button = p_parent.find_child("TextureButton") as Button
texture_button.set_script(load(DRAG_DROP_SCRIPT) as GDScript)
var set_channel_fn: Callable = func(used_channels: int) -> void:
var channel_count: int = 4
# enum Image.UsedChannels
match used_channels:
Image.USED_CHANNELS_L, Image.USED_CHANNELS_R: channel_count = 1
Image.USED_CHANNELS_LA, Image.USED_CHANNELS_RG: channel_count = 2
Image.USED_CHANNELS_RGB: channel_count = 3
Image.USED_CHANNELS_RGBA: channel_count = 4
if p_image_index == IMAGE_HEIGHT:
for i in 4:
height_channel[i].visible = i < channel_count
height_channel[0].button_pressed = true
height_channel[0].pressed.emit()
elif p_image_index == IMAGE_ROUGHNESS:
for i in 4:
roughness_channel[i].visible = i < channel_count
roughness_channel[0].button_pressed = true
roughness_channel[0].pressed.emit()
var load_image_fn: Callable = func(path: String):
var image: Image = Image.new()
var error: int = OK
# Special case for dds files
if path.get_extension() == "dds":
image = ResourceLoader.load(path).get_image()
if not image.is_empty():
# if the dds file is loaded, we must clear any mipmaps and
# decompress if needed in order to do per pixel operations.
image.clear_mipmaps()
image.decompress()
else:
error = FAILED
else:
error = image.load(path)
if error != OK:
_show_message(ERROR, "Failed to load texture '" + path + "'")
texture_rect.texture = null
images[p_image_index] = null
else:
_show_message(INFO, "Loaded texture '" + path + "'")
texture_rect.texture = ImageTexture.create_from_image(image)
images[p_image_index] = image
_set_wh_labels(p_image_index, image.get_width(), image.get_height())
if p_image_index == IMAGE_NORMAL:
_set_normal_vector(image)
if p_image_index == IMAGE_HEIGHT or p_image_index == IMAGE_ROUGHNESS:
set_channel_fn.call(image.detect_used_channels())
var os_drop_fn: Callable = func(files: PackedStringArray) -> void:
# OS drag drop holds mouse focus until released,
# Get mouse pos and check directly if inside texture_rect
var rect = texture_button.get_global_rect()
var mouse_position = texture_button.get_global_mouse_position()
if rect.has_point(mouse_position):
if files.size() != 1:
_show_message(ERROR, "Cannot load multiple files")
else:
line_edit.text = files[0]
load_image_fn.call(files[0])
var godot_drop_fn: Callable = func(path: String) -> void:
path = ProjectSettings.globalize_path(path)
line_edit.text = path
load_image_fn.call(path)
var open_fn: Callable = func() -> void:
open_file_dialog.current_path = last_opened_directory
if last_file_selected_fn != no_op:
open_file_dialog.file_selected.disconnect(last_file_selected_fn)
last_file_selected_fn = func(path: String) -> void:
line_edit.text = path
load_image_fn.call(path)
open_file_dialog.file_selected.connect(last_file_selected_fn)
open_file_dialog.popup_centered_ratio()
var line_edit_submit_fn: Callable = func(path: String) -> void:
line_edit.text = path
load_image_fn.call(path)
var clear_fn: Callable = func() -> void:
line_edit.text = ""
texture_rect.texture = null
images[p_image_index] = null
_set_wh_labels(p_image_index, -1, -1)
line_edit.text_submitted.connect(line_edit_submit_fn)
file_pick_button.pressed.connect(open_fn)
texture_button.pressed.connect(open_fn)
clear_button.pressed.connect(clear_fn)
texture_button.dropped.connect(godot_drop_fn)
window.files_dropped.connect(os_drop_fn)
if p_image_index == IMAGE_HEIGHT:
var lumin_fn: Callable = func() -> void:
if !images[IMAGE_ALBEDO]:
_show_message(ERROR, "Albedo Image Required for Operation")
else:
line_edit.text = "Generated Height"
var height_texture: Image = Terrain3DUtil.luminance_to_height(images[IMAGE_ALBEDO])
if height_texture.is_empty():
_show_message(ERROR, "Height Texture Generation error")
# blur the image by resizing down and back..
var w: int = height_texture.get_width()
var h: int = height_texture.get_height()
height_texture.resize(w / 4, h / 4)
height_texture.resize(w, h, Image.INTERPOLATE_CUBIC)
# "Load" the height texture
images[IMAGE_HEIGHT] = height_texture
texture_rect.texture = ImageTexture.create_from_image(images[IMAGE_HEIGHT])
_set_wh_labels(IMAGE_HEIGHT, height_texture.get_width(), height_texture.get_height())
set_channel_fn.call(Image.USED_CHANNELS_R)
_show_message(INFO, "Height Texture generated sucsessfully")
lumin_height_button.pressed.connect(lumin_fn)
plugin.ui.set_button_editor_icon(file_pick_button, "Folder")
plugin.ui.set_button_editor_icon(clear_button, "Remove")
func _set_wh_labels(p_image_index: int, width: int, height: int) -> void:
var w: String = ""
var h: String = ""
if width > 0 and height > 0:
w = "w: " + str(width)
h = "h: " + str(height)
match p_image_index:
0:
window.find_child("AlbedoW").text = w
window.find_child("AlbedoH").text = h
1:
window.find_child("HeightW").text = w
window.find_child("HeightH").text = h
2:
window.find_child("NormalW").text = w
window.find_child("NormalH").text = h
3:
window.find_child("RoughnessW").text = w
window.find_child("RoughnessH").text = h
func _show_message(p_level: int, p_text: String) -> void:
status_label.text = p_text
match p_level:
INFO:
print("Terrain3DChannelPacker: " + p_text)
status_label.add_theme_color_override("font_color", Color(0, 0.82, 0.14))
WARN:
push_warning("Terrain3DChannelPacker: " + p_text)
status_label.add_theme_color_override("font_color", Color(0.9, 0.9, 0))
ERROR,_:
push_error("Terrain3DChannelPacker: " + p_text)
status_label.add_theme_color_override("font_color", Color(0.9, 0, 0))
func _create_import_file(png_path: String) -> void:
var dst_import_path: String = png_path + ".import"
var file: FileAccess = FileAccess.open(TEMPLATE_PATH, FileAccess.READ)
var template_content: String = file.get_as_text()
file.close()
template_content = template_content.replace(
"$SOURCE_FILE", png_path).replace(
"$HIGH_QUALITY", str(high_quality_checkbox.button_pressed)).replace(
"$GENERATE_MIPMAPS", str(generate_mipmaps_checkbox.button_pressed)
)
var import_content: String = template_content
file = FileAccess.open(dst_import_path, FileAccess.WRITE)
file.store_string(import_content)
file.close()
func _on_pack_button_pressed() -> void:
packing_albedo = images[IMAGE_ALBEDO] != null and images[IMAGE_HEIGHT] != null
var packing_normal_roughness: bool = images[IMAGE_NORMAL] != null and images[IMAGE_ROUGHNESS] != null
if not packing_albedo and not packing_normal_roughness:
_show_message(WARN, "Please select an albedo and height texture or a normal and roughness texture")
return
if packing_albedo:
save_file_dialog.current_path = last_saved_directory + "packed_albedo_height"
save_file_dialog.title = "Save Packed Albedo/Height Texture"
save_file_dialog.popup_centered_ratio()
if packing_normal_roughness:
queue_pack_normal_roughness = true
return
if packing_normal_roughness:
save_file_dialog.current_path = last_saved_directory + "packed_normal_roughness"
save_file_dialog.title = "Save Packed Normal/Roughness Texture"
save_file_dialog.popup_centered_ratio()
func _on_save_file_selected(p_dst_path) -> void:
last_saved_directory = p_dst_path.get_base_dir() + "/"
var error: int
if packing_albedo:
error = _pack_textures(images[IMAGE_ALBEDO], images[IMAGE_HEIGHT], p_dst_path, false,
invert_height_checkbox.button_pressed, false, height_channel_selected)
else:
error = _pack_textures(images[IMAGE_NORMAL], images[IMAGE_ROUGHNESS], p_dst_path,
invert_green_checkbox.button_pressed, invert_smooth_checkbox.button_pressed,
align_normals_checkbox.button_pressed, roughness_channel_selected)
if error == OK:
EditorInterface.get_resource_filesystem().scan()
if window.visible:
window.hide()
await EditorInterface.get_resource_filesystem().resources_reimported
# wait 1 extra frame, to ensure the UI is responsive.
await RenderingServer.frame_post_draw
window.show()
if queue_pack_normal_roughness:
queue_pack_normal_roughness = false
packing_albedo = false
save_file_dialog.current_path = last_saved_directory + "packed_normal_roughness"
save_file_dialog.title = "Save Packed Normal/Roughness Texture"
save_file_dialog.call_deferred("popup_centered_ratio")
save_file_dialog.call_deferred("move_to_foreground")
func _alignment_basis(normal: Vector3) -> Basis:
var up: Vector3 = Vector3(0, 0, 1)
var v: Vector3 = normal.cross(up)
var c: float = normal.dot(up)
var k: float = 1.0 / (1.0 + c)
var vxy: float = v.x * v.y * k
var vxz: float = v.x * v.z * k
var vyz: float = v.y * v.z * k
return Basis(Vector3(v.x * v.x * k + c, vxy - v.z, vxz + v.y),
Vector3(vxy + v.z, v.y * v.y * k + c, vyz - v.x),
Vector3(vxz - v.y, vyz + v.x, v.z * v.z * k + c)
)
func _set_normal_vector(source: Image, quiet: bool = false) -> void:
# Calculate texture normal sum direction
var normal: Image = source
var sum: Color = Color(0.0, 0.0, 0.0, 0.0)
for x in normal.get_height():
for y in normal.get_width():
sum += normal.get_pixel(x, y)
var div: float = normal.get_height() * normal.get_width()
sum /= Color(div, div, div)
sum *= 2.0
sum -= Color(1.0, 1.0, 1.0)
normal_vector = Vector3(sum.r, sum.g, sum.b).normalized()
if normal_vector.dot(Vector3(0.0, 0.0, 1.0)) < 0.999 && !quiet:
_show_message(WARN, "Normal Texture Not Orthoganol to UV plane.\nFor Compatability with Detiling and Rotation, Select Orthoganolize Normals")
func _align_normals(source: Image, iteration: int = 0) -> void:
# generate matrix to re-align the normalmap
var mat3: Basis = _alignment_basis(normal_vector)
# re-align the normal map pixels
for x in source.get_height():
for y in source.get_width():
var old_pixel: Color = source.get_pixel(x, y)
var vector_pixel: Vector3 = Vector3(old_pixel.r, old_pixel.g, old_pixel.b)
vector_pixel *= 2.0
vector_pixel -= Vector3.ONE
vector_pixel = vector_pixel.normalized()
vector_pixel = vector_pixel * mat3
vector_pixel += Vector3.ONE
vector_pixel *= 0.5
var new_pixel: Color = Color(vector_pixel.x, vector_pixel.y, vector_pixel.z, old_pixel.a)
source.set_pixel(x, y, new_pixel)
_set_normal_vector(source, true)
if normal_vector.dot(Vector3(0.0, 0.0, 1.0)) < 0.999 && iteration < 3:
++iteration
_align_normals(source, iteration)
func _pack_textures(p_rgb_image: Image, p_a_image: Image, p_dst_path: String, p_invert_green: bool,
p_invert_smooth: bool, p_align_normals : bool, p_alpha_channel: int) -> Error:
if p_rgb_image and p_a_image:
if p_rgb_image.get_size() != p_a_image.get_size() and !resize_toggle_checkbox.button_pressed:
_show_message(ERROR, "Textures must be the same size.\nEnable resize to override image dimensions")
return FAILED
if resize_toggle_checkbox.button_pressed:
var size: int = max(128, resize_option_box.value)
p_rgb_image.resize(size, size, Image.INTERPOLATE_CUBIC)
p_a_image.resize(size, size, Image.INTERPOLATE_CUBIC)
if p_align_normals and normal_vector.dot(Vector3(0.0, 0.0, 1.0)) < 0.999:
_align_normals(p_rgb_image)
elif p_align_normals:
_show_message(INFO, "Alignment OK, skipping Normal Orthogonalization")
var output_image: Image = Terrain3DUtil.pack_image(p_rgb_image, p_a_image,
p_invert_green, p_invert_smooth, p_alpha_channel)
if not output_image:
_show_message(ERROR, "Failed to pack textures")
return FAILED
if output_image.detect_used_channels() != 5:
_show_message(ERROR, "Packing Error, Alpha Channel empty")
return FAILED
output_image.save_png(p_dst_path)
_create_import_file(p_dst_path)
_show_message(INFO, "Packed to " + p_dst_path + ".")
return OK
else:
_show_message(ERROR, "Failed to load one or more textures")
return FAILED

View File

@@ -0,0 +1,553 @@
[gd_scene load_steps=7 format=3 uid="uid://nud6dwjcnj5v"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ysabf"]
bg_color = Color(0.211765, 0.239216, 0.290196, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_lcvna"]
bg_color = Color(0.168627, 0.211765, 0.266667, 1)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(0.270588, 0.435294, 0.580392, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_cb0xf"]
bg_color = Color(0.137255, 0.137255, 0.137255, 1)
draw_center = false
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(0.784314, 0.784314, 0.784314, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_7qdas"]
[sub_resource type="ButtonGroup" id="ButtonGroup_wnxik"]
[sub_resource type="ButtonGroup" id="ButtonGroup_bs6ki"]
[node name="Window" type="Window"]
title = "Terrain3D Channel Packer"
initial_position = 1
size = Vector2i(680, 835)
unresizable = true
always_on_top = true
[node name="Panel" type="Panel" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_ysabf")
[node name="MarginContainer" type="MarginContainer" parent="Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 5.0
offset_top = 5.0
offset_right = -5.0
offset_bottom = 5.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 5
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 5
theme_override_constants/margin_bottom = 5
[node name="VBoxContainer" type="VBoxContainer" parent="Panel/MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="AlbedoHeightPanel" type="Panel" parent="Panel/MarginContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 290)
layout_mode = 2
mouse_filter = 1
theme_override_styles/panel = SubResource("StyleBoxFlat_lcvna")
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer"]
layout_mode = 2
[node name="AlbedoVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="AlbedoLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"]
layout_mode = 2
text = "Albedo texture"
[node name="AlbedoHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"]
layout_mode = 2
[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"]
layout_mode = 2
size_flags_horizontal = 3
[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"]
layout_mode = 2
[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoHBox"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"]
layout_mode = 2
size_flags_vertical = 4
theme_override_constants/margin_top = 10
[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer"]
custom_minimum_size = Vector2(110, 110)
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf")
[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -50.0
offset_top = -50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
expand_mode = 1
[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas")
[node name="AlbedoWHHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"]
layout_mode = 2
alignment = 1
[node name="AlbedoW" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="AlbedoH" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/AlbedoWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="HBoxContainer2" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox"]
layout_mode = 2
alignment = 1
[node name="LuminanceAsHeightButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/AlbedoVBox/HBoxContainer2"]
layout_mode = 2
text = " Generate Height from Luminance"
icon_alignment = 2
[node name="HeightVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="HeightLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
text = "Height texture"
[node name="HeightHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"]
layout_mode = 2
size_flags_horizontal = 3
[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"]
layout_mode = 2
[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightHBox"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
size_flags_vertical = 4
theme_override_constants/margin_top = 10
[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer"]
custom_minimum_size = Vector2(110, 110)
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf")
[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -50.0
offset_top = -50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
expand_mode = 1
[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas")
[node name="HeightWHHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
alignment = 1
[node name="HeightW" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="HeightH" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HeightWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="HBoxContainer2" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
alignment = 1
[node name="ConvertDepthToHeight" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer2"]
layout_mode = 2
text = " Convert Depth to Height"
icon_alignment = 2
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox"]
layout_mode = 2
alignment = 1
[node name="HeightChannelLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer"]
layout_mode = 2
text = " Source Channel: "
horizontal_alignment = 2
[node name="HeightChannelR" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_pressed = true
button_group = SubResource("ButtonGroup_wnxik")
text = "R"
[node name="HeightChannelB" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_wnxik")
text = "G"
[node name="HeightChannelG" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_wnxik")
text = "B"
[node name="HeightChannelA" type="Button" parent="Panel/MarginContainer/VBoxContainer/AlbedoHeightPanel/MarginContainer/HBoxContainer/HeightVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_wnxik")
text = "A"
[node name="NormalRoughnessPanel" type="Panel" parent="Panel/MarginContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 290)
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_lcvna")
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer"]
layout_mode = 2
[node name="NormalVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="NormalLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
text = "Normal texture"
[node name="NormalHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"]
layout_mode = 2
size_flags_horizontal = 3
[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"]
layout_mode = 2
[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalHBox"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
size_flags_vertical = 4
theme_override_constants/margin_top = 10
[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer"]
custom_minimum_size = Vector2(110, 110)
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf")
[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -50.0
offset_top = -50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
expand_mode = 1
[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas")
[node name="NormalWHHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
alignment = 1
[node name="NormalW" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="NormalH" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/NormalWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
alignment = 1
[node name="InvertGreenChannelCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/HBoxContainer"]
layout_mode = 2
text = " Convert DirectX to OpenGL"
[node name="HBoxContainer2" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox"]
layout_mode = 2
alignment = 1
[node name="AlignNormalsCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/NormalVBox/HBoxContainer2"]
layout_mode = 2
text = " Orthoganolise Normals"
[node name="RoughnessVBox" type="VBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="RoughnessLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
text = "Roughness texture"
[node name="RoughnessHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
[node name="LineEdit" type="LineEdit" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"]
layout_mode = 2
size_flags_horizontal = 3
[node name="PickButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"]
layout_mode = 2
[node name="ClearButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessHBox"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
size_flags_vertical = 4
theme_override_constants/margin_top = 10
[node name="Panel" type="Panel" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer"]
custom_minimum_size = Vector2(110, 110)
layout_mode = 2
size_flags_horizontal = 4
size_flags_vertical = 4
theme_override_styles/panel = SubResource("StyleBoxFlat_cb0xf")
[node name="TextureRect" type="TextureRect" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -50.0
offset_top = -50.0
offset_right = 50.0
offset_bottom = 50.0
grow_horizontal = 2
grow_vertical = 2
expand_mode = 1
[node name="TextureButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/MarginContainer/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_styles/normal = SubResource("StyleBoxEmpty_7qdas")
[node name="RoughnessWHHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
alignment = 1
[node name="RoughnessW" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="RoughnessH" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/RoughnessWHHBox"]
layout_mode = 2
horizontal_alignment = 1
[node name="HBoxContainer2" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
alignment = 1
[node name="InvertSmoothCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer2"]
layout_mode = 2
text = " Convert Smoothness to Roughness"
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox"]
layout_mode = 2
alignment = 1
[node name="RoughnessChannelLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer"]
layout_mode = 2
text = " Source Channel: "
horizontal_alignment = 2
[node name="RoughnessChannelR" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_pressed = true
button_group = SubResource("ButtonGroup_bs6ki")
text = "R"
[node name="RoughnessChannelG" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_bs6ki")
text = "G"
[node name="RoughnessChannelB" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_bs6ki")
text = "B"
[node name="RoughnessChannelA" type="Button" parent="Panel/MarginContainer/VBoxContainer/NormalRoughnessPanel/MarginContainer/HBoxContainer/RoughnessVBox/HBoxContainer"]
layout_mode = 2
toggle_mode = true
button_group = SubResource("ButtonGroup_bs6ki")
text = "A"
[node name="GeneralOptionsLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "General Options"
horizontal_alignment = 1
vertical_alignment = 1
[node name="GeneralOptionsHBox" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 35)
layout_mode = 2
alignment = 1
[node name="ResizeToggle" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox"]
layout_mode = 2
text = " Resize Packed Image"
[node name="ResizeOptionButton" type="SpinBox" parent="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox"]
visible = false
layout_mode = 2
tooltip_text = "A value of 0 disables resizing."
min_value = 128.0
max_value = 4096.0
step = 128.0
value = 1024.0
[node name="VSeparator" type="VSeparator" parent="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox"]
layout_mode = 2
[node name="GenerateMipmapsCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox"]
layout_mode = 2
button_pressed = true
text = "Generate Mipmaps"
[node name="HighQualityCheckBox" type="CheckBox" parent="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox"]
layout_mode = 2
text = "Import High Quality"
[node name="PackButton" type="Button" parent="Panel/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Pack textures as..."
[node name="StatusLabel" type="Label" parent="Panel/MarginContainer/VBoxContainer"]
custom_minimum_size = Vector2(0, 60)
layout_mode = 2
horizontal_alignment = 1
autowrap_mode = 3
[node name="HBoxContainer" type="HBoxContainer" parent="Panel/MarginContainer/VBoxContainer"]
layout_mode = 2
alignment = 1
[node name="CloseButton" type="Button" parent="Panel/MarginContainer/VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Close"
[connection signal="toggled" from="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox/ResizeToggle" to="Panel/MarginContainer/VBoxContainer/GeneralOptionsHBox/ResizeOptionButton" method="set_visible"]

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