virtualx-engine/editor/plugins/particles_editor_plugin.cpp

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/*************************************************************************/
/* particles_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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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#include "particles_editor_plugin.h"
#include "editor/plugins/spatial_editor_plugin.h"
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#include "io/resource_loader.h"
void ParticlesEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = NULL;
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hide();
}
}
void ParticlesEditor::_node_selected(const NodePath &p_path) {
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Node *sel = get_node(p_path);
if (!sel)
return;
VisualInstance *vi = Object::cast_to<VisualInstance>(sel);
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if (!vi) {
err_dialog->set_text(TTR("Node does not contain geometry."));
err_dialog->popup_centered_minsize();
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return;
}
geometry = vi->get_faces(VisualInstance::FACES_SOLID);
if (geometry.size() == 0) {
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err_dialog->set_text(TTR("Node does not contain geometry (faces)."));
err_dialog->popup_centered_minsize();
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return;
}
Transform geom_xform = node->get_global_transform().affine_inverse() * vi->get_global_transform();
int gc = geometry.size();
PoolVector<Face3>::Write w = geometry.write();
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for (int i = 0; i < gc; i++) {
for (int j = 0; j < 3; j++) {
w[i].vertex[j] = geom_xform.xform(w[i].vertex[j]);
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}
}
w = PoolVector<Face3>::Write();
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emission_dialog->popup_centered(Size2(300, 130));
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}
void ParticlesEditor::_notification(int p_notification) {
if (p_notification == NOTIFICATION_ENTER_TREE) {
options->set_icon(options->get_popup()->get_icon("Particles", "EditorIcons"));
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}
}
void ParticlesEditor::_menu_option(int p_option) {
switch (p_option) {
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case MENU_OPTION_GENERATE_AABB: {
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generate_aabb->popup_centered_minsize();
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} break;
case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH: {
Ref<ParticlesMaterial> material = node->get_process_material();
if (material.is_null()) {
EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' is required."));
return;
}
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emission_file_dialog->popup_centered_ratio();
} break;
case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
Ref<ParticlesMaterial> material = node->get_process_material();
if (material.is_null()) {
EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' is required."));
return;
}
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emission_tree_dialog->popup_centered_ratio();
} break;
}
}
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void ParticlesEditor::_generate_aabb() {
float time = generate_seconds->get_value();
float running = 0.0;
EditorProgress ep("gen_aabb", TTR("Generating AABB"), int(time));
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AABB rect;
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while (running < time) {
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
ep.step("Generating..", int(running), true);
OS::get_singleton()->delay_usec(1000);
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AABB capture = node->capture_aabb();
if (rect == AABB())
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rect = capture;
else
rect.merge_with(capture);
running += (OS::get_singleton()->get_ticks_usec() - ticks) / 1000000.0;
}
node->set_visibility_aabb(rect);
}
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void ParticlesEditor::edit(Particles *p_particles) {
node = p_particles;
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}
void ParticlesEditor::_generate_emission_points() {
/// hacer codigo aca
PoolVector<float> points;
bool use_normals = emission_fill->get_selected() == 1;
PoolVector<float> normals;
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if (emission_fill->get_selected() < 2) {
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float area_accum = 0;
Map<float, int> triangle_area_map;
print_line("geometry size: " + itos(geometry.size()));
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for (int i = 0; i < geometry.size(); i++) {
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float area = geometry[i].get_area();
if (area < CMP_EPSILON)
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continue;
triangle_area_map[area_accum] = i;
area_accum += area;
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}
if (!triangle_area_map.size() || area_accum == 0) {
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err_dialog->set_text(TTR("Faces contain no area!"));
err_dialog->popup_centered_minsize();
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return;
}
int emissor_count = emission_amount->get_value();
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for (int i = 0; i < emissor_count; i++) {
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float areapos = Math::random(0.0f, area_accum);
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Map<float, int>::Element *E = triangle_area_map.find_closest(areapos);
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ERR_FAIL_COND(!E)
int index = E->get();
ERR_FAIL_INDEX(index, geometry.size());
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// ok FINALLY get face
Face3 face = geometry[index];
//now compute some position inside the face...
Vector3 pos = face.get_random_point_inside();
points.push_back(pos.x);
points.push_back(pos.y);
points.push_back(pos.z);
if (use_normals) {
Vector3 normal = face.get_plane().normal;
normals.push_back(normal.x);
normals.push_back(normal.y);
normals.push_back(normal.z);
}
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}
} else {
int gcount = geometry.size();
if (gcount == 0) {
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err_dialog->set_text(TTR("No faces!"));
err_dialog->popup_centered_minsize();
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return;
}
PoolVector<Face3>::Read r = geometry.read();
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AABB aabb;
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for (int i = 0; i < gcount; i++) {
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for (int j = 0; j < 3; j++) {
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if (i == 0 && j == 0)
aabb.position = r[i].vertex[j];
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else
aabb.expand_to(r[i].vertex[j]);
}
}
int emissor_count = emission_amount->get_value();
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for (int i = 0; i < emissor_count; i++) {
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int attempts = 5;
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for (int j = 0; j < attempts; j++) {
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Vector3 dir;
dir[Math::rand() % 3] = 1.0;
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Vector3 ofs = (Vector3(1, 1, 1) - dir) * Vector3(Math::randf(), Math::randf(), Math::randf()) * aabb.size + aabb.position;
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Vector3 ofsv = ofs + aabb.size * dir;
//space it a little
ofs -= dir;
ofsv += dir;
float max = -1e7, min = 1e7;
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for (int k = 0; k < gcount; k++) {
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const Face3 &f3 = r[k];
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Vector3 res;
if (f3.intersects_segment(ofs, ofsv, &res)) {
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res -= ofs;
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float d = dir.dot(res);
if (d < min)
min = d;
if (d > max)
max = d;
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}
}
if (max < min)
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continue; //lost attempt
float val = min + (max - min) * Math::randf();
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Vector3 point = ofs + dir * val;
points.push_back(point.x);
points.push_back(point.y);
points.push_back(point.z);
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break;
}
}
}
int point_count = points.size() / 3;
int w = 2048;
int h = (point_count / 2048) + 1;
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PoolVector<uint8_t> point_img;
point_img.resize(w * h * 3 * sizeof(float));
{
PoolVector<uint8_t>::Write iw = point_img.write();
zeromem(iw.ptr(), w * h * 3 * sizeof(float));
PoolVector<float>::Read r = points.read();
copymem(iw.ptr(), r.ptr(), point_count * sizeof(float) * 3);
}
Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
Ref<ImageTexture> tex;
tex.instance();
tex->create_from_image(image, Texture::FLAG_FILTER);
Ref<ParticlesMaterial> material = node->get_process_material();
ERR_FAIL_COND(material.is_null());
if (use_normals) {
material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
material->set_emission_point_count(point_count);
material->set_emission_point_texture(tex);
PoolVector<uint8_t> point_img2;
point_img2.resize(w * h * 3 * sizeof(float));
{
PoolVector<uint8_t>::Write iw = point_img2.write();
zeromem(iw.ptr(), w * h * 3 * sizeof(float));
PoolVector<float>::Read r = normals.read();
copymem(iw.ptr(), r.ptr(), point_count * sizeof(float) * 3);
}
Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
Ref<ImageTexture> tex2;
tex2.instance();
tex2->create_from_image(image2, Texture::FLAG_FILTER);
material->set_emission_normal_texture(tex2);
} else {
material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_POINTS);
material->set_emission_point_count(point_count);
material->set_emission_point_texture(tex);
}
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}
void ParticlesEditor::_bind_methods() {
ClassDB::bind_method("_menu_option", &ParticlesEditor::_menu_option);
ClassDB::bind_method("_node_selected", &ParticlesEditor::_node_selected);
ClassDB::bind_method("_generate_emission_points", &ParticlesEditor::_generate_emission_points);
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ClassDB::bind_method("_generate_aabb", &ParticlesEditor::_generate_aabb);
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}
ParticlesEditor::ParticlesEditor() {
particles_editor_hb = memnew(HBoxContainer);
SpatialEditor::get_singleton()->add_control_to_menu_panel(particles_editor_hb);
options = memnew(MenuButton);
particles_editor_hb->add_child(options);
particles_editor_hb->hide();
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options->set_text(TTR("Particles"));
options->get_popup()->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB);
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options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Create Emission Points From Mesh"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH);
options->get_popup()->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE);
options->get_popup()->connect("id_pressed", this, "_menu_option");
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emission_dialog = memnew(ConfirmationDialog);
emission_dialog->set_title(TTR("Create Emitter"));
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add_child(emission_dialog);
VBoxContainer *emd_vb = memnew(VBoxContainer);
emission_dialog->add_child(emd_vb);
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emission_amount = memnew(SpinBox);
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emission_amount->set_min(1);
emission_amount->set_max(100000);
emission_amount->set_value(512);
emd_vb->add_margin_child(TTR("Emission Points:"), emission_amount);
emission_fill = memnew(OptionButton);
emission_fill->add_item(TTR("Surface Points"));
emission_fill->add_item(TTR("Surface Points+Normal (Directed)"));
emission_fill->add_item(TTR("Volume"));
emd_vb->add_margin_child(TTR("Emission Source: "), emission_fill);
emission_dialog->get_ok()->set_text(TTR("Create"));
emission_dialog->connect("confirmed", this, "_generate_emission_points");
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err_dialog = memnew(ConfirmationDialog);
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add_child(err_dialog);
emission_file_dialog = memnew(EditorFileDialog);
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add_child(emission_file_dialog);
emission_file_dialog->connect("file_selected", this, "_resource_seleted");
emission_tree_dialog = memnew(SceneTreeDialog);
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add_child(emission_tree_dialog);
emission_tree_dialog->connect("selected", this, "_node_selected");
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List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("Mesh", &extensions);
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emission_file_dialog->clear_filters();
for (int i = 0; i < extensions.size(); i++) {
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emission_file_dialog->add_filter("*." + extensions[i] + " ; " + extensions[i].to_upper());
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}
emission_file_dialog->set_mode(EditorFileDialog::MODE_OPEN_FILE);
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generate_aabb = memnew(ConfirmationDialog);
generate_aabb->set_title(TTR("Generate Visibility AABB"));
VBoxContainer *genvb = memnew(VBoxContainer);
generate_aabb->add_child(genvb);
generate_seconds = memnew(SpinBox);
genvb->add_margin_child(TTR("Generation Time (sec):"), generate_seconds);
generate_seconds->set_min(0.1);
generate_seconds->set_max(25);
generate_seconds->set_value(2);
add_child(generate_aabb);
generate_aabb->connect("confirmed", this, "_generate_aabb");
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}
void ParticlesEditorPlugin::edit(Object *p_object) {
particles_editor->edit(Object::cast_to<Particles>(p_object));
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}
bool ParticlesEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Particles");
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}
void ParticlesEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
particles_editor->show();
particles_editor->particles_editor_hb->show();
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} else {
particles_editor->particles_editor_hb->hide();
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particles_editor->hide();
particles_editor->edit(NULL);
}
}
ParticlesEditorPlugin::ParticlesEditorPlugin(EditorNode *p_node) {
editor = p_node;
particles_editor = memnew(ParticlesEditor);
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editor->get_viewport()->add_child(particles_editor);
particles_editor->hide();
}
ParticlesEditorPlugin::~ParticlesEditorPlugin() {
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}