/*************************************************************************/ /* gpu_particles_3d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef GPU_PARTICLES_3D_EDITOR_PLUGIN_H #define GPU_PARTICLES_3D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "scene/3d/gpu_particles_3d.h" #include "scene/gui/spin_box.h" class SceneTreeDialog; class GPUParticles3DEditorBase : public Control { GDCLASS(GPUParticles3DEditorBase, Control); protected: Node3D *base_node = nullptr; Panel *panel = nullptr; MenuButton *options = nullptr; HBoxContainer *particles_editor_hb = nullptr; SceneTreeDialog *emission_tree_dialog = nullptr; ConfirmationDialog *emission_dialog = nullptr; SpinBox *emission_amount = nullptr; OptionButton *emission_fill = nullptr; Vector geometry; bool _generate(Vector &points, Vector &normals); virtual void _generate_emission_points(){}; void _node_selected(const NodePath &p_path); static void _bind_methods(); public: GPUParticles3DEditorBase(); }; class GPUParticles3DEditor : public GPUParticles3DEditorBase { GDCLASS(GPUParticles3DEditor, GPUParticles3DEditorBase); ConfirmationDialog *generate_aabb = nullptr; SpinBox *generate_seconds = nullptr; GPUParticles3D *node = nullptr; 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, }; void _generate_aabb(); void _menu_option(int); friend class GPUParticles3DEditorPlugin; virtual void _generate_emission_points() override; protected: void _notification(int p_notification); void _node_removed(Node *p_node); static void _bind_methods(); public: void edit(GPUParticles3D *p_particles); GPUParticles3DEditor(); }; class GPUParticles3DEditorPlugin : public EditorPlugin { GDCLASS(GPUParticles3DEditorPlugin, EditorPlugin); GPUParticles3DEditor *particles_editor = nullptr; public: virtual String get_name() const override { return "GPUParticles3D"; } bool has_main_screen() const override { return false; } virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; GPUParticles3DEditorPlugin(); ~GPUParticles3DEditorPlugin(); }; #endif // GPU_PARTICLES_3D_EDITOR_PLUGIN_H