virtualx-engine/editor/plugins/gpu_particles_3d_editor_plugin.h

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/*************************************************************************/
/* gpu_particles_3d_editor_plugin.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef PARTICLES_EDITOR_PLUGIN_H
#define PARTICLES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/gpu_particles_3d.h"
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#include "scene/gui/spin_box.h"
class GPUParticles3DEditorBase : public Control {
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GDCLASS(GPUParticles3DEditorBase, Control);
protected:
Node3D *base_node;
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Panel *panel;
MenuButton *options;
HBoxContainer *particles_editor_hb;
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SceneTreeDialog *emission_tree_dialog;
ConfirmationDialog *emission_dialog;
SpinBox *emission_amount;
OptionButton *emission_fill;
Vector<Face3> geometry;
bool _generate(Vector<Vector3> &points, Vector<Vector3> &normals);
virtual void _generate_emission_points() = 0;
void _node_selected(const NodePath &p_path);
static void _bind_methods();
public:
GPUParticles3DEditorBase();
};
class GPUParticles3DEditor : public GPUParticles3DEditorBase {
GDCLASS(GPUParticles3DEditor, GPUParticles3DEditorBase);
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ConfirmationDialog *generate_aabb;
SpinBox *generate_seconds;
GPUParticles3D *node;
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enum Menu {
MENU_OPTION_GENERATE_AABB,
MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE,
MENU_OPTION_CLEAR_EMISSION_VOLUME,
MENU_OPTION_CONVERT_TO_CPU_PARTICLES,
MENU_OPTION_RESTART,
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};
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void _generate_aabb();
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void _menu_option(int);
friend class GPUParticles3DEditorPlugin;
virtual void _generate_emission_points();
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protected:
void _notification(int p_notification);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(GPUParticles3D *p_particles);
GPUParticles3DEditor();
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};
class GPUParticles3DEditorPlugin : public EditorPlugin {
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GDCLASS(GPUParticles3DEditorPlugin, EditorPlugin);
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GPUParticles3DEditor *particles_editor;
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EditorNode *editor;
public:
virtual String get_name() const { return "GPUParticles3D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
GPUParticles3DEditorPlugin(EditorNode *p_node);
~GPUParticles3DEditorPlugin();
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};
#endif // PARTICLES_EDITOR_PLUGIN_H