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plugin.gd
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223 lines (172 loc) · 6.99 KB
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@tool
extends EditorPlugin
var undo_redo := get_undo_redo()
var dialog: AcceptDialog
var remove_checkbox: CheckBox
var current_selection: Array
func _enter_tree() -> void:
add_tool_menu_item("Convert Selection to ScatterMultiMesh", Callable(self, "_open_convert_dialog"))
add_tool_menu_item("Convert Selection to MultiMesh", Callable(self, "_convert_to_plain_multimesh"))
add_tool_menu_item("Extract MultiMesh to Instances", Callable(self, "_extract_multimesh"))
# Dialog for Scatter conversion
dialog = AcceptDialog.new()
dialog.title = "Convert to ScatterMultiMesh"
dialog.dialog_text = "Combine selected MeshInstance3D nodes into a ScatterMultiMesh?"
var vbox := VBoxContainer.new()
vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
remove_checkbox = CheckBox.new()
remove_checkbox.text = "Remove MeshInstance3D nodes after conversion (otherwise just hide)"
remove_checkbox.size_flags_vertical = Control.SIZE_EXPAND_FILL
remove_checkbox.button_pressed = true
dialog.confirmed.connect(_do_convert_to_scatter)
vbox.add_child(remove_checkbox)
dialog.add_child(vbox)
add_child(dialog)
func _exit_tree() -> void:
remove_tool_menu_item("Convert Selection to ScatterMultiMesh")
remove_tool_menu_item("Convert Selection to MultiMesh")
remove_tool_menu_item("Extract MultiMesh to Instances")
if dialog:
dialog.queue_free()
# =================== Dialog Open ===================
func _open_convert_dialog() -> void:
current_selection = get_editor_interface().get_selection().get_selected_nodes()
if current_selection.is_empty():
push_warning("No nodes selected")
return
dialog.popup_centered(Vector2(400, 120))
# =================== Scatter Conversion ===================
func _do_convert_to_scatter() -> void:
if current_selection.is_empty():
return
var mesh_nodes: Array = []
for node in current_selection:
if node is MeshInstance3D and node.mesh != null:
mesh_nodes.append(node)
if mesh_nodes.is_empty():
push_warning("No valid MeshInstance3D found")
return
# Group by Mesh resource
var mesh_groups := {}
for node in mesh_nodes:
var m: Mesh = node.mesh
if not mesh_groups.has(m):
mesh_groups[m] = []
mesh_groups[m].append(node)
undo_redo.create_action("Convert Selection to ScatterMultiMesh")
for mesh in mesh_groups.keys():
var group_nodes: Array = mesh_groups[mesh]
if group_nodes.is_empty(): continue
var parent: Node = group_nodes[0].get_parent()
var scene_owner: Node = group_nodes[0].owner
# Build Scatter node
var scatter = preload("res://addons/multimesh_scatter/scatter_multimesh.gd").new()
scatter.name = "Scatter_" + (mesh.resource_name if mesh.resource_name != "" else "Mesh")
scatter._suppress_scatter = true
var mm := MultiMesh.new()
mm.mesh = mesh
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.instance_count = group_nodes.size()
for i in range(group_nodes.size()):
mm.set_instance_transform(i, group_nodes[i].transform)
scatter.multimesh = mm
scatter.count = group_nodes.size()
# Disable collision snapping and warn
if scatter.snap_to_surface:
scatter.snap_to_surface = false
push_warning("Collision snapping disabled during conversion to preserve transforms. You can re-enable it later.")
# Lock as baked
scatter.scatter_mode = ScatterMultiMesh.ScatterMode.BAKED
scatter._suppress_scatter = false
# Register for Undo/Redo
undo_redo.add_do_method(parent, "add_child", scatter)
undo_redo.add_do_method(scatter, "set_owner", scene_owner)
undo_redo.add_undo_method(parent, "remove_child", scatter)
undo_redo.add_undo_reference(scatter)
# Originals
for node in group_nodes:
if remove_checkbox.button_pressed:
undo_redo.add_do_method(parent, "remove_child", node)
undo_redo.add_undo_method(parent, "add_child", node)
undo_redo.add_undo_method(node, "set_owner", scene_owner)
else:
undo_redo.add_do_method(node, "set_visible", false)
undo_redo.add_undo_method(node, "set_visible", true)
undo_redo.commit_action()
dialog.hide()
# =================== Plain MultiMesh Conversion ===================
func _convert_to_plain_multimesh() -> void:
current_selection = get_editor_interface().get_selection().get_selected_nodes()
if current_selection.is_empty():
push_warning("No nodes selected")
return
var mesh_nodes: Array = []
for node in current_selection:
if node is MeshInstance3D and node.mesh != null:
mesh_nodes.append(node)
if mesh_nodes.is_empty():
push_warning("No valid MeshInstance3D found")
return
var mesh_groups := {}
for node in mesh_nodes:
var m: Mesh = node.mesh
if not mesh_groups.has(m):
mesh_groups[m] = []
mesh_groups[m].append(node)
undo_redo.create_action("Convert Selection to MultiMesh")
for mesh in mesh_groups.keys():
var group_nodes: Array = mesh_groups[mesh]
if group_nodes.is_empty(): continue
var parent: Node = group_nodes[0].get_parent()
var scene_owner: Node = group_nodes[0].owner
var mm := MultiMesh.new()
mm.mesh = mesh
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.instance_count = group_nodes.size()
for i in range(group_nodes.size()):
mm.set_instance_transform(i, group_nodes[i].transform)
var mminst := MultiMeshInstance3D.new()
mminst.name = "Combined_" + (mesh.resource_name if mesh.resource_name != "" else "Mesh")
mminst.multimesh = mm
undo_redo.add_do_method(parent, "add_child", mminst)
undo_redo.add_do_method(mminst, "set_owner", scene_owner)
undo_redo.add_undo_method(parent, "remove_child", mminst)
undo_redo.add_undo_reference(mminst)
for node in group_nodes:
undo_redo.add_do_method(parent, "remove_child", node)
undo_redo.add_undo_method(parent, "add_child", node)
undo_redo.add_undo_method(node, "set_owner", scene_owner)
undo_redo.commit_action()
# =================== Extraction ===================
func _extract_multimesh() -> void:
var selection := get_editor_interface().get_selection().get_selected_nodes()
if selection.is_empty():
push_warning("No MultiMeshInstance3D selected")
return
var extracted: Array = []
undo_redo.create_action("Extract MultiMesh to Instances")
for node in selection:
if node is MultiMeshInstance3D and node.multimesh:
var mm: MultiMesh = node.multimesh
var mesh: Mesh = mm.mesh
if mesh == null: continue
var parent: Node = node.get_parent()
var scene_owner: Node = node.owner
for i in range(mm.instance_count):
var trans: Transform3D = mm.get_instance_transform(i)
var inst := MeshInstance3D.new()
inst.mesh = mesh
inst.transform = trans
inst.name = node.name + "_inst" + str(i)
undo_redo.add_do_method(parent, "add_child", inst)
undo_redo.add_do_method(inst, "set_owner", scene_owner)
undo_redo.add_undo_method(parent, "remove_child", inst)
undo_redo.add_undo_reference(inst)
extracted.append(inst)
# Remove MultiMesh container
undo_redo.add_do_method(parent, "remove_child", node)
undo_redo.add_undo_method(parent, "add_child", node)
undo_redo.add_undo_method(node, "set_owner", scene_owner)
undo_redo.commit_action()
if extracted.size() > 0:
print("Extracted %d MeshInstance3D nodes" % extracted.size())