tool extends Control const Util = preload("../../util/util.gd") const HTerrainData = preload("../../hterrain_data.gd") const MinimapShader = preload("./minimap_normal.shader") const WhiteTexture = preload("../icons/white.png") const MODE_QUADTREE = 0 const MODE_NORMAL = 1 onready var _popup_menu = $PopupMenu onready var _color_rect = $ColorRect onready var _overlay = $Overlay var _terrain = null var _mode := MODE_NORMAL var _camera_transform := Transform() func _ready(): if Util.is_in_edited_scene(self): return _set_mode(_mode) _popup_menu.add_item("Quadtree mode", MODE_QUADTREE) _popup_menu.add_item("Normal mode", MODE_NORMAL) func set_terrain(node): if _terrain != node: _terrain = node set_process(_terrain != null) func set_camera_transform(ct: Transform): if _camera_transform == ct: return if _terrain == null: return var data = _terrain.get_data() if data == null: return var to_local = _terrain.get_internal_transform().affine_inverse() var pos := _get_xz(to_local.xform(_camera_transform.origin)) var size := Vector2(data.get_resolution(), data.get_resolution()) pos /= size var dir := _get_xz(to_local.basis.xform(-_camera_transform.basis.z)).normalized() _overlay.set_cursor_position_normalized(pos, dir) _camera_transform = ct static func _get_xz(v: Vector3) -> Vector2: return Vector2(v.x, v.z) func _gui_input(event: InputEvent): if event is InputEventMouseButton: if event.pressed: match event.button_index: BUTTON_RIGHT: _popup_menu.rect_position = get_global_mouse_position() _popup_menu.popup() BUTTON_LEFT: # Teleport there? pass func _process(delta): if _terrain != null: if _mode == MODE_QUADTREE: update() else: _update_normal_material() func _set_mode(mode: int): if mode == MODE_QUADTREE: _color_rect.hide() else: var mat = ShaderMaterial.new() mat.shader = MinimapShader _color_rect.material = mat _color_rect.show() _update_normal_material() _mode = mode update() func _update_normal_material(): if _terrain == null: return var data : HTerrainData = _terrain.get_data() if data == null: return var normalmap = data.get_texture(HTerrainData.CHANNEL_NORMAL) _set_if_changed(_color_rect.material, "u_normalmap", normalmap) var globalmap = WhiteTexture if data.has_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO, 0): globalmap = data.get_texture(HTerrainData.CHANNEL_GLOBAL_ALBEDO) _set_if_changed(_color_rect.material, "u_globalmap", globalmap) # Need to check if it has changed, otherwise Godot's update spinner # indicates that the editor keeps redrawing every frame, # which is not intented and consumes more power static func _set_if_changed(sm: ShaderMaterial, param: String, v): if sm.get_shader_param(param) != v: sm.set_shader_param(param, v) func _draw(): if _terrain == null: return if _mode == MODE_QUADTREE: var lod_count = _terrain.get_lod_count() if lod_count > 0: # Fit drawing to rect var size = 1 << (lod_count - 1) var vsize = rect_size draw_set_transform(Vector2(0, 0), 0, Vector2(vsize.x / size, vsize.y / size)) _terrain._edit_debug_draw(self) func _on_PopupMenu_id_pressed(id: int): _set_mode(id)