Refactor the plugin demos to be inside of a project for convenience

This commit is contained in:
Aaron Franke
2020-03-24 03:46:15 -04:00
parent 8464543a23
commit 51c0f3abb8
29 changed files with 158 additions and 22 deletions

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# Material Creator Plugin Demo
This plugin demo contains a custom material creator
interface using a custom dock in the editor.
Custom docks are made of Control nodes, they run in the
editor, and any behavior must be done through `tool` scripts.
For more information, see this documentation article:
https://docs.godotengine.org/en/latest/tutorials/plugins/editor/making_plugins.html#a-custom-dock
This plugin allows you to specify color, metallic, and
roughness values, and then use it as a material.
You can apply this material directly to Spatial
nodes by selecting them and then clicking "Apply".
This shows how a plugin can interact closely with the
editor, manipulating nodes the user selects.
Alternatively, you can also save the material to
a file, and then load it back into the plugin later.

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tool
extends Panel
# In this file, the word "silly" is used to make it obvious that the name is arbitrary.
var silly_material_resource = preload("res://addons/material_creator/material_resource.gd")
var editor_interface
func _ready():
# Connect all of the signals we'll need to save and load silly materials
get_node("VBoxContainer/ApplyButton").connect("pressed", self, "apply_pressed")
get_node("VBoxContainer/SaveButton").connect("pressed", self, "save_pressed")
get_node("VBoxContainer/LoadButton").connect("pressed", self, "load_pressed")
get_node("SaveMaterialDialog").connect("file_selected", self, "save_file_selected")
get_node("LoadMaterialDialog").connect("file_selected", self, "load_file_selected")
VisualServer.canvas_item_set_clip(get_canvas_item(), true)
func save_pressed():
get_node("SaveMaterialDialog").popup_centered()
func load_pressed():
get_node("LoadMaterialDialog").popup_centered()
func apply_pressed():
# Using the passed in editor interface, get the selected nodes in the editor
var editor_selection = editor_interface.get_selection()
var selected_nodes = editor_selection.get_selected_nodes()
if selected_nodes.size() == 0:
printerr("Material Creator: Can't apply the material, because there are no nodes selected!")
var material = _silly_resource_from_values().make_material()
# Go through the selected nodes and see if they have the 'set_surface_material'
# function (which only MeshInstance has by default). If they do, then set the material
# to the silly material.
for node in selected_nodes:
if node.has_method("set_surface_material"):
node.set_surface_material(0, material)
func save_file_selected(path):
var silly_resource = _silly_resource_from_values()
# Make a file, store the silly material as a json string, then close the file.
var file = File.new()
file.open(path, File.WRITE)
file.store_string(silly_resource.make_json())
file.close()
return true
func load_file_selected(path):
var file = File.new()
var SpatialMaterial_Silly = null
# Make a new silly resource (which in this case actually is a node)
# and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# If the file exists, then open it
if file.file_exists(path):
file.open(path, File.READ)
# Get the JSON string and convert it into a silly material.
var json_dict_as_string = file.get_line()
if json_dict_as_string != null:
silly_resource.from_json(json_dict_as_string)
else:
file.close()
return false
get_node("VBoxContainer/AlbedoColorPicker").color = silly_resource.albedo_color
get_node("VBoxContainer/MetallicSlider").value = silly_resource.metallic_strength
get_node("VBoxContainer/RoughnessSlider").value = silly_resource.roughness_strength
# Close the file and return true (success!)
file.close()
return true
#else: If the file does not exist, then return false (failure)
return false
func _silly_resource_from_values():
# Get the values from the sliders and color picker
var color = get_node("VBoxContainer/AlbedoColorPicker").color
var metallic = get_node("VBoxContainer/MetallicSlider").value
var roughness = get_node("VBoxContainer/RoughnessSlider").value
# Make a new silly resource (which in this case actually is a node) and initialize it
var silly_resource = silly_material_resource.new()
silly_resource.init()
# Assign the values
silly_resource.albedo_color = color
silly_resource.metallic_strength = metallic
silly_resource.roughness_strength = roughness
return silly_resource

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/material_creator/material_creator.gd" type="Script" id=1]
[node name="Material Creator Plugin" type="Panel"]
margin_right = 220.0
margin_bottom = 340.0
rect_min_size = Vector2( 210, 410 )
script = ExtResource( 1 )
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.5
anchor_right = 0.5
anchor_bottom = 1.0
margin_left = -100.0
margin_right = 100.0
rect_min_size = Vector2( 0, 400 )
[node name="DockName" type="Label" parent="VBoxContainer"]
margin_right = 200.0
margin_bottom = 30.0
rect_min_size = Vector2( 200, 30 )
custom_colors/font_color_shadow = Color( 0, 0, 0, 1 )
custom_constants/shadow_as_outline = 1
text = "Material creator"
align = 1
valign = 2
[node name="AlbedoLabel" type="Label" parent="VBoxContainer"]
margin_top = 34.0
margin_right = 200.0
margin_bottom = 64.0
rect_min_size = Vector2( 200, 30 )
text = "Albedo color"
align = 1
valign = 2
[node name="AlbedoColorPicker" type="ColorPickerButton" parent="VBoxContainer"]
margin_top = 68.0
margin_right = 200.0
margin_bottom = 98.0
rect_min_size = Vector2( 200, 30 )
color = Color( 1, 1, 1, 1 )
[node name="MetallicLabel" type="Label" parent="VBoxContainer"]
margin_top = 102.0
margin_right = 200.0
margin_bottom = 132.0
rect_min_size = Vector2( 200, 30 )
text = "Metallic strength"
align = 1
valign = 2
[node name="MetallicSlider" type="HSlider" parent="VBoxContainer"]
margin_top = 136.0
margin_right = 200.0
margin_bottom = 166.0
rect_min_size = Vector2( 200, 30 )
max_value = 1.0
step = 0.05
[node name="RoughnessLabel" type="Label" parent="VBoxContainer"]
margin_top = 170.0
margin_right = 200.0
margin_bottom = 200.0
rect_min_size = Vector2( 200, 30 )
text = "Roughness strength"
align = 1
valign = 2
[node name="RoughnessSlider" type="HSlider" parent="VBoxContainer"]
margin_top = 204.0
margin_right = 200.0
margin_bottom = 234.0
rect_min_size = Vector2( 200, 30 )
max_value = 1.0
step = 0.05
ticks_on_borders = true
[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
margin_top = 238.0
margin_right = 200.0
margin_bottom = 258.0
rect_min_size = Vector2( 200, 20 )
[node name="ApplyButton" type="Button" parent="VBoxContainer"]
margin_top = 262.0
margin_right = 200.0
margin_bottom = 312.0
rect_min_size = Vector2( 200, 50 )
text = "Apply material"
[node name="SaveButton" type="Button" parent="VBoxContainer"]
margin_top = 316.0
margin_right = 200.0
margin_bottom = 366.0
rect_min_size = Vector2( 200, 50 )
text = "Save material"
[node name="LoadButton" type="Button" parent="VBoxContainer"]
margin_top = 370.0
margin_right = 200.0
margin_bottom = 420.0
rect_min_size = Vector2( 200, 50 )
text = "Load material"
clip_text = true
[node name="Label" type="Label" parent="VBoxContainer/LoadButton"]
visible = false
anchor_right = 1.0
anchor_bottom = 1.0
margin_bottom = -10.0
rect_min_size = Vector2( 0, 50 )
text = "Load silly material and
apply to selected node(s)"
align = 1
valign = 1
autowrap = true
[node name="SaveMaterialDialog" type="FileDialog" parent="."]
margin_left = 150.0
margin_top = 20.0
margin_right = 600.0
margin_bottom = 360.0
resizable = true
filters = PoolStringArray( "*.silly_mat" )
[node name="LoadMaterialDialog" type="FileDialog" parent="."]
margin_left = 150.0
margin_top = 20.0
margin_right = 600.0
margin_bottom = 360.0
rect_min_size = Vector2( 200, 100 )
window_title = "Open a File"
resizable = true
mode = 0
filters = PoolStringArray( "*.silly_mat" )

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# A simple (and silly) material resource plugin. Allows you to make a really simple material
# from a custom dock, that you can save and load, and apply to selected MeshInstances.
#
# SPECIAL NOTE: This technically should be using EditorImportPlugin and EditorExportPlugin
# to handle the input and output of the silly material. However, currently you cannot export
# custom resources in Godot, so instead we're using JSON files instead.
#
# This example should be replaced when EditorImportPlugin and EditorExportPlugin are both
# fully working and you can save custom resources.
tool
extends EditorPlugin
var io_material_dialog
func _enter_tree():
io_material_dialog = preload("res://addons/material_creator/material_dock.tscn").instance()
io_material_dialog.editor_interface = get_editor_interface()
add_control_to_dock(DOCK_SLOT_LEFT_UL, io_material_dialog)
func _exit_tree():
remove_control_from_docks(io_material_dialog)

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tool
extends Node
# NOTE: in theory this would extend from resource, but until saving and loading resources
# works in godot, we'll stick with extending from node
# and using JSON files to save/load data
#
# See material_import.gd for more information
var albedo_color
var metallic_strength
var roughness_strength
func init():
albedo_color = Color()
metallic_strength = 0
roughness_strength = 0
# Convert our data into an dictonary so we can convert it
# into the JSON format
func make_json():
var json_dict = {}
json_dict["albedo_color"] = {}
json_dict["albedo_color"]["r"] = albedo_color.r
json_dict["albedo_color"]["g"] = albedo_color.g
json_dict["albedo_color"]["b"] = albedo_color.b
json_dict["metallic_strength"] = metallic_strength
json_dict["roughness_strength"] = roughness_strength
return to_json(json_dict)
# Convert the passed in string to a json dictonary, and then
# fill in our data.
func from_json(json_dict_as_string):
var json_dict = parse_json(json_dict_as_string)
albedo_color.r = json_dict["albedo_color"]["r"]
albedo_color.g = json_dict["albedo_color"]["g"]
albedo_color.b = json_dict["albedo_color"]["b"]
metallic_strength = json_dict["metallic_strength"]
roughness_strength = json_dict["roughness_strength"]
# Make a SpatialMaterial using our variables.
func make_material():
var mat = SpatialMaterial.new()
mat.albedo_color = albedo_color
mat.metallic = metallic_strength
mat.roughness = roughness_strength
return mat

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[plugin]
name="Material Creator Plugin Demo"
description="Loads and saves a 3D Material from an external text file"
author="TwistedTwigleg"
version="1.0"
script="material_plugin.gd"