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Terrain3DInspector.cs
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Terrain3DInspector.cs
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using System.ComponentModel;
using System.Collections.Generic;
using Godot;
using System;
using System.Linq;
namespace TerrainEditor
{
public partial class Terrain3D : Node3D
{
public Godot.Collections.Array<TerrainPatch> terrainPatches = new Godot.Collections.Array<TerrainPatch>();
public ShaderMaterial terrainDefaultMaterial { get; set; }
public uint collisionLayer = 1;
public uint collisionMask = 1;
public bool collsionEnabled = true;
public StreamTexture2D terrainDefaultTexture;
public RenderingServer.ShadowCastingSetting castShadow = RenderingServer.ShadowCastingSetting.On;
public GIMode giMode = GIMode.Disabled;
public LightmapScale giLightmapScale = LightmapScale.LIGHTMAP_SCALE_1X;
public float extraCullMargin = 0.0f;
public float lodBias = 1.0f;
public int lodMinDistance = 0;
public int lodMinHysteresis = 0;
public int lodMaxDistance = 0;
public int lodMaxHysteresis = 0;
public override Godot.Collections.Array _GetPropertyList()
{
var arr = new Godot.Collections.Array();
var test = new VisualShaderNodeCustom();
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Terrain3D"},
{"type", Variant.Type.Nil},
{"usage", PropertyUsageFlags.Category | PropertyUsageFlags.Editor}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Terrain Data"},
{"type", Variant.Type.Nil},
{"usage", PropertyUsageFlags.Group | PropertyUsageFlags.Editor},
{"hint_string", "terrain"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "terrainDefaultMaterial"},
{"type", Variant.Type.Object },
{"hint", PropertyHint.ResourceType},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "ShaderMaterial"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "terrainDefaultTexture"},
{"type", Variant.Type.Object },
{"hint", PropertyHint.ResourceType},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "StreamTexture2D"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "terrainPatches"},
{"type", Variant.Type.Array },
{"hint", PropertyHint.ResourceType},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "TerrainPatch"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Collision"},
{ "type", Variant.Type.Nil},
{ "usage", PropertyUsageFlags.Group | PropertyUsageFlags.Editor}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "collsionEnabled"},
{"type", Variant.Type.Bool},
{ "usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage}
});
arr.Add(new Godot.Collections.Dictionary()
{
{ "name", "collisionLayer"},
{"type", Variant.Type.Int},
{ "usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{ "hint", PropertyHint.Layers3dPhysics}
});
arr.Add(new Godot.Collections.Dictionary()
{
{ "name", "collisionMask"},
{"type", Variant.Type.Int},
{ "usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{ "hint", PropertyHint.Layers3dRender}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Geometry"},
{ "type", Variant.Type.Nil},
{ "usage", PropertyUsageFlags.Group | PropertyUsageFlags.Editor}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "castShadow"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Enum},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "Off,On,Double-Sided,Shadows Only"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "extraCullMargin"},
{"type", Variant.Type.Float },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0,16384,0.01"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "lodBias"},
{"type", Variant.Type.Float },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0.001,128,0.001"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Global Illumination"},
{ "type", Variant.Type.Nil},
{ "usage", PropertyUsageFlags.Group | PropertyUsageFlags.Editor}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "giLightmapScale"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Enum},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "1x,2x,4x,8x"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "giMode"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Enum},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "Disabled,Baked,Dynamic"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "Terrain LOD"},
{ "type", Variant.Type.Nil},
{ "usage", PropertyUsageFlags.Group | PropertyUsageFlags.Editor}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "lodMinDistance"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0,32768,0.01"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "lodMinHysteresis"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0,32768,0.01"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "lodMaxDistance"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0,32768,0.01"}
});
arr.Add(new Godot.Collections.Dictionary()
{
{"name", "lodMaxHysteresis"},
{"type", Variant.Type.Int },
{"hint", PropertyHint.Range},
{"usage", PropertyUsageFlags.Editor | PropertyUsageFlags.Storage},
{"hint_string", "0,32768,0.01"}
});
return arr;
}
public string enumToString<T>()
{
var array = new Godot.Collections.Array<string>();
foreach (int i in Enum.GetValues(typeof(T)))
{
String name = Enum.GetName(typeof(T), i);
array.Add(name);
}
return String.Join(",", array.ToArray());
}
}
}