/**************************************************************************/ /* cpu_particles_3d_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "cpu_particles_3d_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_undo_redo_manager.h" #include "editor/gui/scene_tree_editor.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/scene_tree_dock.h" #include "scene/gui/menu_button.h" void CPUParticles3DEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; hide(); } } void CPUParticles3DEditor::_notification(int p_notification) { switch (p_notification) { case NOTIFICATION_ENTER_TREE: { options->set_icon(get_editor_theme_icon(SNAME("CPUParticles3D"))); } break; } } void CPUParticles3DEditor::_menu_option(int p_option) { switch (p_option) { case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: { emission_tree_dialog->popup_scenetree_dialog(); } break; case MENU_OPTION_RESTART: { node->restart(); } break; case MENU_OPTION_CONVERT_TO_GPU_PARTICLES: { GPUParticles3D *gpu_particles = memnew(GPUParticles3D); gpu_particles->convert_from_particles(node); gpu_particles->set_name(node->get_name()); gpu_particles->set_transform(node->get_transform()); gpu_particles->set_visible(node->is_visible()); gpu_particles->set_process_mode(node->get_process_mode()); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to GPUParticles3D"), UndoRedo::MERGE_DISABLE, node); SceneTreeDock::get_singleton()->replace_node(node, gpu_particles); ur->commit_action(false); } break; case MENU_OPTION_GENERATE_AABB: { // Add one second to the default generation lifetime, since the progress is updated every second. generate_seconds->set_value(MAX(1.0, trunc(node->get_lifetime()) + 1.0)); if (generate_seconds->get_value() >= 11.0 + CMP_EPSILON) { // Only pop up the time dialog if the particle's lifetime is long enough to warrant shortening it. generate_aabb->popup_centered(); } else { // Generate the visibility AABB immediately. _generate_aabb(); } } break; } } void CPUParticles3DEditor::_generate_aabb() { double time = generate_seconds->get_value(); double running = 0.0; EditorProgress ep("gen_aabb", TTR("Generating Visibility AABB (Waiting for Particle Simulation)"), int(time)); bool was_emitting = node->is_emitting(); if (!was_emitting) { node->set_emitting(true); OS::get_singleton()->delay_usec(1000); } AABB rect; while (running < time) { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); ep.step(TTR("Generating..."), int(running), true); OS::get_singleton()->delay_usec(1000); AABB capture = node->capture_aabb(); if (rect == AABB()) { rect = capture; } else { rect.merge_with(capture); } running += (OS::get_singleton()->get_ticks_usec() - ticks) / 1000000.0; } if (!was_emitting) { node->set_emitting(false); } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Generate Visibility AABB")); ur->add_do_method(node, "set_visibility_aabb", rect); ur->add_undo_method(node, "set_visibility_aabb", node->get_visibility_aabb()); ur->commit_action(); } void CPUParticles3DEditor::edit(CPUParticles3D *p_particles) { base_node = p_particles; node = p_particles; } void CPUParticles3DEditor::_generate_emission_points() { /// hacer codigo aca Vector points; Vector normals; if (!_generate(points, normals)) { return; } if (normals.size() == 0) { node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_POINTS); node->set_emission_points(points); } else { node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_DIRECTED_POINTS); node->set_emission_points(points); node->set_emission_normals(normals); } } void CPUParticles3DEditor::_bind_methods() { } CPUParticles3DEditor::CPUParticles3DEditor() { particles_editor_hb = memnew(HBoxContainer); Node3DEditor::get_singleton()->add_control_to_menu_panel(particles_editor_hb); options = memnew(MenuButton); options->set_switch_on_hover(true); particles_editor_hb->add_child(options); particles_editor_hb->hide(); options->set_text(TTR("CPUParticles3D")); options->get_popup()->add_shortcut(ED_GET_SHORTCUT("particles/restart_emission"), MENU_OPTION_RESTART); options->get_popup()->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB); options->get_popup()->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE); options->get_popup()->add_item(TTR("Convert to GPUParticles3D"), MENU_OPTION_CONVERT_TO_GPU_PARTICLES); options->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &CPUParticles3DEditor::_menu_option)); 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(SceneStringName(confirmed), callable_mp(this, &CPUParticles3DEditor::_generate_aabb)); } void CPUParticles3DEditorPlugin::edit(Object *p_object) { particles_editor->edit(Object::cast_to(p_object)); } bool CPUParticles3DEditorPlugin::handles(Object *p_object) const { return p_object->is_class("CPUParticles3D"); } void CPUParticles3DEditorPlugin::make_visible(bool p_visible) { if (p_visible) { particles_editor->show(); particles_editor->particles_editor_hb->show(); } else { particles_editor->particles_editor_hb->hide(); particles_editor->hide(); particles_editor->edit(nullptr); } } CPUParticles3DEditorPlugin::CPUParticles3DEditorPlugin() { particles_editor = memnew(CPUParticles3DEditor); EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor); particles_editor->hide(); } CPUParticles3DEditorPlugin::~CPUParticles3DEditorPlugin() { }