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Proofread Inspector plugins and Visual Shader plugins tutorials
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@@ -1,84 +1,91 @@
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.. _doc_inspector_plugins:
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Inspector Plugins
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=====================
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Inspector plugins
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=================
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Introduction
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------------
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The inspector dock supports custom plugins to create your own widgets for
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editing properties. This tutorial explains how to use the
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:ref:`class_EditorInspectorPlugin` and :ref:`class_EditorProperty` classes to
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write such plugins with the example of creating a custom value editor.
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Godot 3.1 comes with a new inspector. Adding plugins to it is now possible.
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.. note::
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This tutorial will explain the process.
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To register these scripts as a new editor plugin, you have to create a
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``plugin.cfg`` file as described in :ref:`doc_making_plugins`.
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EditorInspectorPlugin
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---------------------
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Inspector Plugin
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----------------
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This short tutorial will explain how to make a simple value editor.
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Create an EditorInspectorPlugin first. This is needed to initialize your plugin.
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We start by creating a script extending the :ref:`class_EditorInspectorPlugin`
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class. This is needed to initialize the plugin and add the custom property
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editor that we'll later define.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# MyEditorPlugin.gd
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# MyInspectorPlugin.gd
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extends EditorInspectorPlugin
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func can_handle(object):
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# if only editing a specific type
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# return object is TheTypeIWant
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# if everything is supported
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# Here you can specify which object types (classes) should be handled by
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# this plugin. For example if the plugin is specific to your player
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# class defined with `class_name MyPlayer`, you can do:
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# `return object is MyPlayer`
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# In this example we'll support all objects, so:
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return true
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func parse_property(object,type,path,hint,hint_text,usage):
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if (type==TYPE_INT):
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add_custom_property_editor(path,MyEditor.new())
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return true # I want this one
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func parse_property(object, type, path, hint, hint_text, usage):
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# We will handle properties of type integer.
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if type == TYPE_INT:
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# Register *an instance* of the custom property editor that we'll define next.
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add_custom_property_editor(path, MyIntEditor.new())
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# We return `true` to notify the inspector that we'll be handling
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# this integer property, so it doesn't need to parse other plugins
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# (including built-in ones) for an appropriate editor.
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return true
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else:
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return false
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return false
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EditorProperty
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--------------
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Editor
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------
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Here is an editor for editing integers
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Next, we define the actual :ref:`class_EditorProperty` custom value editor that
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we want instantiated to edit integers. This is a custom :ref:`class_Control` and
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we can add any kinds of additional nodes to make advanced widgets to embed in
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the inspector.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# MyEditor.gd
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# MyIntEditor.gd
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extends EditorProperty
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class_name MyEditor
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class_name MyIntEditor
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var updating = false
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var spin = EditorSpinSlider.new()
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func _init():
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# We'll add an EditorSpinSlider control, which is the same that the
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# inspector already uses for integer and float edition.
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# If you want to put the editor below the property name, use:
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# `set_bottom_editor(spin)`
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# Otherwise to put it inline with the property name use:
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add_child(spin)
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# To remember focus when selected back:
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add_focusable(spin)
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# Setup the EditorSpinSlider
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spin.set_min(0)
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spin.set_max(1000)
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spin.connect("value_changed", self, "_spin_changed")
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func _spin_changed(value):
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if (updating):
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return
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emit_changed( get_edited_property(), value )
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emit_changed(get_edited_property(), value)
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func update_property():
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var new_value = get_edited_object()[ get_edited_property() ]
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updating=true
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spin.set_value( new_value )
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updating=false
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var spin = EditorSpinSlider.new() # use the new spin slider
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func _init():
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# if you want to put the editor below the label
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# set_bottom_editor( spin )
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# else use:
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add_child( spin )
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# to remember focus when selected back
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add_focusable( spin )
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spin.set_min(0)
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spin.set_max(1000)
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spin.connect("value_changed",self,"_spin_changed")
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var new_value = get_edited_object()[get_edited_property()]
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updating = true
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spin.set_value(new_value)
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updating = false
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@@ -1,33 +1,34 @@
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.. _doc_visual_shader_plugins:
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Visual Shader Plugins
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Visual Shader plugins
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=====================
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Introduction
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------------
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Visual Shader plugins are used to create custom :ref:`class_VisualShader` nodes
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in GDScript.
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Visual Shader Plugins are used to create custom Visual Shader nodes in GDScript.
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The creation process is different from usual editor plugins. You do not need to
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create a ``plugin.cfg`` file to register it; instead, create and save a script
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file and it will be ready to use, provided the custom node is registered with
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``class_name``.
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The creation process is different from EditorPlugins - you simply create and save a script file and it will be ready to use.
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This short tutorial will explain how to make a Perlin-3D noise node (original
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code from this `GPU noise shaders plugin
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<https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres>`_.
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Visual Shader Plugin
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--------------------
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This short tutorial will explain how to make a Perlin-3D noise node (original code from https://github.com/curly-brace/Godot-3.0-Noise-Shaders/blob/master/assets/gpu_noise_shaders/classic_perlin3d.tres).
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Create a sprite and assign a :ref:`ShaderMaterial <class_ShaderMaterial>` to its material slot:
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Create a Sprite and assign a :ref:`class_ShaderMaterial` to its material slot:
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.. image:: img/visual_shader_plugins_start.png
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Assign :ref:`VisualShader <class_VisualShader>` to the shader slot of the material:
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Assign :ref:`class_VisualShader` to the shader slot of the material:
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.. image:: img/visual_shader_plugins_start2.png
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Don't forget to change its mode to CanvasItem (if you are using a sprite):
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Don't forget to change its mode to "CanvasItem" (if you are using a Sprite):
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.. image:: img/visual_shader_plugins_start3.png
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Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualShaderNodeCustom>`. This is all you need to initialize your plugin.
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Create a script which derives from :ref:`class_VisualShaderNodeCustom`. This is
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all you need to initialize your plugin.
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::
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@@ -94,7 +95,7 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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}
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vec4 permute(vec4 x) {
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return mod289_4(((x*34.0)+1.0)*x);
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return mod289_4(((x * 34.0) + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r) {
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@@ -107,12 +108,12 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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// Classic Perlin noise
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float cnoise(vec3 P) {
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vec3 Pi0 = floor(P); // Integer part for indexing
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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vec3 Pi0 = floor(P); // Integer part for indexing.
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1.
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Pi0 = mod289_3(Pi0);
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Pi1 = mod289_3(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec3 Pf0 = fract(P); // Fractional part for interpolation.
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0.
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = vec4(Pi0.z);
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@@ -138,14 +139,14 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
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vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
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vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
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vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
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vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
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vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
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vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
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vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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@@ -176,9 +177,9 @@ Create a script which derives from :ref:`VisualShaderNodeCustom <class_VisualSha
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"""
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func _get_code(input_vars, output_vars, mode, type):
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return output_vars[0] + " = cnoise ( vec3 ( ( %s.xy + %s.xy ) * %s, %s ) ) * 0.5 + 0.5" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3]]
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return output_vars[0] + " = cnoise(vec3((%s.xy + %s.xy) * %s, %s)) * 0.5 + 0.5" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3]]
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Save it and open the visual shader. You should see your new node type inside the member's dialog (if you can't see your new node, try restarting the editor):
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Save it and open the Visual Shader. You should see your new node type within the member's dialog (if you can't see your new node, try restarting the editor):
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.. image:: img/visual_shader_plugins_result1.png
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@@ -186,4 +187,4 @@ Place it on a graph and connect the required ports:
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.. image:: img/visual_shader_plugins_result2.png
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That is everything you need to do, as you can see it is very easy to create your own custom VisualShader nodes!
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That is everything you need to do, as you can see it is easy to create your own custom VisualShader nodes!
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