feat: implemented adding primitive with UI
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670cfa1779
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8 changed files with 120 additions and 31 deletions
31
modules/terrain_editor/add_primitive_button.cpp
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31
modules/terrain_editor/add_primitive_button.cpp
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@ -0,0 +1,31 @@
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#include "add_primitive_button.h"
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#include "terrain_editor/edit_history.h"
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#include "terrain_editor/terrain_mesh_generator.h"
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void AddPrimitiveButton::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, primitive_blueprint, PROPERTY_HINT_RESOURCE_TYPE, "TerrainPrimitive");
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BIND_HPROPERTY(Variant::OBJECT, terrain, PROPERTY_HINT_NODE_TYPE, "TerrainMeshGenerator");
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}
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void AddPrimitiveButton::pressed() {
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if (this->terrain) {
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Ref<TerrainPrimitive> copy{ this->primitive_blueprint->duplicate(true) };
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EditHistory::get_singleton()->push_action(callable_mp(this->terrain, &TerrainMeshGenerator::add_primitive).bind(copy), callable_mp(this->terrain, &TerrainMeshGenerator::remove_primitive).bind(copy));
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}
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}
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void AddPrimitiveButton::set_primitive_blueprint(Ref<TerrainPrimitive> blueprint) {
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this->primitive_blueprint = blueprint;
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}
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Ref<TerrainPrimitive> AddPrimitiveButton::get_primitive_blueprint() const {
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return this->primitive_blueprint;
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}
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void AddPrimitiveButton::set_terrain(TerrainMeshGenerator *terrain) {
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this->terrain = terrain;
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}
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TerrainMeshGenerator *AddPrimitiveButton::get_terrain() const {
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return this->terrain;
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}
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21
modules/terrain_editor/add_primitive_button.h
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21
modules/terrain_editor/add_primitive_button.h
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#pragma once
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#include "scene/gui/button.h"
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#include "terrain_editor/terrain_mesh_generator.h"
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#include "terrain_editor/terrain_primitive.h"
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class AddPrimitiveButton : public Button {
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GDCLASS(AddPrimitiveButton, Button);
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static void _bind_methods();
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void pressed() override;
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public:
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void set_primitive_blueprint(Ref<TerrainPrimitive> primitive);
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Ref<TerrainPrimitive> get_primitive_blueprint() const;
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void set_terrain(TerrainMeshGenerator *terrain);
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TerrainMeshGenerator *get_terrain() const;
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private:
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Ref<TerrainPrimitive> primitive_blueprint{};
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TerrainMeshGenerator *terrain{ nullptr };
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};
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@ -2,7 +2,7 @@
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "scene/main/scene_tree.h"
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#include "terrain_editor/add_primitive_button.h"
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#include "terrain_editor/edit_history.h"
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#include "terrain_editor/point_primitive_node.h"
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#include "terrain_editor/primitive_layer_list.h"
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@ -28,6 +28,7 @@ void initialize_terrain_editor_module(ModuleInitializationLevel p_level) {
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ClassDB::register_class<EditHistory>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("EditHistory", (EditHistory::singleton_instance = memnew(EditHistory)), "EditHistory"));
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ClassDB::register_class<PrimitiveLayerList>();
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ClassDB::register_class<AddPrimitiveButton>();
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}
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void uninitialize_terrain_editor_module(ModuleInitializationLevel p_level) {
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@ -258,6 +258,21 @@ void TerrainMeshGenerator::push_task(Rect2 area, Ref<ArrayMesh> mesh, size_t poi
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this->input_lock.unlock();
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}
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void TerrainMeshGenerator::add_primitive(Ref<TerrainPrimitive> primitive) {
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Array list = get_primitives();
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list.push_front(primitive);
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set_primitives(list);
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}
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void TerrainMeshGenerator::remove_primitive(Ref<TerrainPrimitive> primitive) {
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Array list = get_primitives();
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int idx{ list.find(primitive) };
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if (idx >= 0 && idx < list.size()) {
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list.remove_at(idx);
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}
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set_primitives(list);
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}
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void TerrainMeshGenerator::set_primitives(Array primitives) {
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// synchronise primitives
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for (Variant var : this->primitives_buffer) {
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@ -37,6 +37,8 @@ protected:
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public:
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void push_task(Rect2 area, Ref<ArrayMesh> mesh, size_t side_points, Callable callback = Callable());
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void add_primitive(Ref<TerrainPrimitive> primitive);
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void remove_primitive(Ref<TerrainPrimitive> primitive);
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void set_primitives(Array array);
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Array get_primitives() const;
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void set_vertex_color_gradient(Ref<Gradient> gradient);
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