b50a9114b1
Happy new year to the wonderful Godot community!
454 lines
13 KiB
C++
454 lines
13 KiB
C++
/*************************************************************************/
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/* particles_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "particles_editor_plugin.h"
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#include "editor/plugins/spatial_editor_plugin.h"
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#include "io/resource_loader.h"
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void ParticlesEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = NULL;
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hide();
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}
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}
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void ParticlesEditor::_node_selected(const NodePath &p_path) {
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Node *sel = get_node(p_path);
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if (!sel)
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return;
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VisualInstance *vi = Object::cast_to<VisualInstance>(sel);
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if (!vi) {
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err_dialog->set_text(TTR("Node does not contain geometry."));
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err_dialog->popup_centered_minsize();
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return;
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}
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geometry = vi->get_faces(VisualInstance::FACES_SOLID);
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if (geometry.size() == 0) {
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err_dialog->set_text(TTR("Node does not contain geometry (faces)."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Transform geom_xform = node->get_global_transform().affine_inverse() * vi->get_global_transform();
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int gc = geometry.size();
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PoolVector<Face3>::Write w = geometry.write();
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for (int i = 0; i < gc; i++) {
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for (int j = 0; j < 3; j++) {
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w[i].vertex[j] = geom_xform.xform(w[i].vertex[j]);
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}
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}
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w = PoolVector<Face3>::Write();
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emission_dialog->popup_centered(Size2(300, 130));
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}
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void ParticlesEditor::_notification(int p_notification) {
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if (p_notification == NOTIFICATION_ENTER_TREE) {
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options->set_icon(options->get_popup()->get_icon("Particles", "EditorIcons"));
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}
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}
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void ParticlesEditor::_menu_option(int p_option) {
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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;
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case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH: {
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Ref<ParticlesMaterial> material = node->get_process_material();
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if (material.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' is required."));
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return;
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}
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emission_file_dialog->popup_centered_ratio();
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} break;
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case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
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Ref<ParticlesMaterial> material = node->get_process_material();
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if (material.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' is required."));
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return;
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}
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emission_tree_dialog->popup_centered_ratio();
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} break;
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}
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}
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void ParticlesEditor::_generate_aabb() {
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float time = generate_seconds->get_value();
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float running = 0.0;
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EditorProgress ep("gen_aabb", TTR("Generating AABB"), int(time));
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AABB rect;
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while (running < time) {
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uint64_t ticks = OS::get_singleton()->get_ticks_usec();
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ep.step("Generating..", int(running), true);
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OS::get_singleton()->delay_usec(1000);
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AABB capture = node->capture_aabb();
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if (rect == AABB())
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rect = capture;
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else
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rect.merge_with(capture);
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running += (OS::get_singleton()->get_ticks_usec() - ticks) / 1000000.0;
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}
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node->set_visibility_aabb(rect);
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}
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void ParticlesEditor::edit(Particles *p_particles) {
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node = p_particles;
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}
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void ParticlesEditor::_generate_emission_points() {
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/// hacer codigo aca
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PoolVector<float> points;
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bool use_normals = emission_fill->get_selected() == 1;
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PoolVector<float> normals;
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if (emission_fill->get_selected() < 2) {
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float area_accum = 0;
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Map<float, int> triangle_area_map;
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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();
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if (area < CMP_EPSILON)
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continue;
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triangle_area_map[area_accum] = i;
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area_accum += area;
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}
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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!"));
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err_dialog->popup_centered_minsize();
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return;
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}
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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)
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int index = E->get();
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ERR_FAIL_INDEX(index, geometry.size());
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// ok FINALLY get face
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Face3 face = geometry[index];
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//now compute some position inside the face...
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Vector3 pos = face.get_random_point_inside();
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points.push_back(pos.x);
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points.push_back(pos.y);
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points.push_back(pos.z);
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if (use_normals) {
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Vector3 normal = face.get_plane().normal;
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normals.push_back(normal.x);
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normals.push_back(normal.y);
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normals.push_back(normal.z);
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}
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}
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} else {
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int gcount = geometry.size();
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if (gcount == 0) {
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err_dialog->set_text(TTR("No faces!"));
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err_dialog->popup_centered_minsize();
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return;
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}
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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)
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aabb.position = r[i].vertex[j];
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else
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aabb.expand_to(r[i].vertex[j]);
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}
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}
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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;
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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;
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//space it a little
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ofs -= dir;
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ofsv += dir;
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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;
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if (f3.intersects_segment(ofs, ofsv, &res)) {
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res -= ofs;
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float d = dir.dot(res);
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if (d < min)
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min = d;
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if (d > max)
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max = d;
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}
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}
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if (max < min)
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continue; //lost attempt
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float val = min + (max - min) * Math::randf();
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Vector3 point = ofs + dir * val;
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points.push_back(point.x);
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points.push_back(point.y);
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points.push_back(point.z);
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break;
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}
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}
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}
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int point_count = points.size() / 3;
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int w = 2048;
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int h = (point_count / 2048) + 1;
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PoolVector<uint8_t> point_img;
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point_img.resize(w * h * 3 * sizeof(float));
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{
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PoolVector<uint8_t>::Write iw = point_img.write();
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zeromem(iw.ptr(), w * h * 3 * sizeof(float));
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PoolVector<float>::Read r = points.read();
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copymem(iw.ptr(), r.ptr(), point_count * sizeof(float) * 3);
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}
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Ref<Image> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
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Ref<ImageTexture> tex;
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tex.instance();
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tex->create_from_image(image, Texture::FLAG_FILTER);
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Ref<ParticlesMaterial> material = node->get_process_material();
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ERR_FAIL_COND(material.is_null());
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if (use_normals) {
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material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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PoolVector<uint8_t> point_img2;
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point_img2.resize(w * h * 3 * sizeof(float));
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{
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PoolVector<uint8_t>::Write iw = point_img2.write();
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zeromem(iw.ptr(), w * h * 3 * sizeof(float));
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PoolVector<float>::Read r = normals.read();
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copymem(iw.ptr(), r.ptr(), point_count * sizeof(float) * 3);
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}
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Ref<Image> image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2));
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Ref<ImageTexture> tex2;
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tex2.instance();
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tex2->create_from_image(image2, Texture::FLAG_FILTER);
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material->set_emission_normal_texture(tex2);
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} else {
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material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_POINTS);
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material->set_emission_point_count(point_count);
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material->set_emission_point_texture(tex);
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}
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}
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void ParticlesEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option", &ParticlesEditor::_menu_option);
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ClassDB::bind_method("_node_selected", &ParticlesEditor::_node_selected);
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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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}
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ParticlesEditor::ParticlesEditor() {
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particles_editor_hb = memnew(HBoxContainer);
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SpatialEditor::get_singleton()->add_control_to_menu_panel(particles_editor_hb);
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options = memnew(MenuButton);
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particles_editor_hb->add_child(options);
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particles_editor_hb->hide();
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options->set_text(TTR("Particles"));
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options->get_popup()->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB);
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Create Emission Points From Mesh"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH);
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options->get_popup()->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE);
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options->get_popup()->connect("id_pressed", this, "_menu_option");
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emission_dialog = memnew(ConfirmationDialog);
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emission_dialog->set_title(TTR("Create Emitter"));
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add_child(emission_dialog);
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VBoxContainer *emd_vb = memnew(VBoxContainer);
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emission_dialog->add_child(emd_vb);
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emission_amount = memnew(SpinBox);
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emission_amount->set_min(1);
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emission_amount->set_max(100000);
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emission_amount->set_value(512);
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emd_vb->add_margin_child(TTR("Emission Points:"), emission_amount);
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emission_fill = memnew(OptionButton);
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emission_fill->add_item(TTR("Surface Points"));
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emission_fill->add_item(TTR("Surface Points+Normal (Directed)"));
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emission_fill->add_item(TTR("Volume"));
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emd_vb->add_margin_child(TTR("Emission Source: "), emission_fill);
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emission_dialog->get_ok()->set_text(TTR("Create"));
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emission_dialog->connect("confirmed", this, "_generate_emission_points");
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err_dialog = memnew(ConfirmationDialog);
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add_child(err_dialog);
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emission_file_dialog = memnew(EditorFileDialog);
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add_child(emission_file_dialog);
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emission_file_dialog->connect("file_selected", this, "_resource_seleted");
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emission_tree_dialog = memnew(SceneTreeDialog);
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add_child(emission_tree_dialog);
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emission_tree_dialog->connect("selected", this, "_node_selected");
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List<String> extensions;
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ResourceLoader::get_recognized_extensions_for_type("Mesh", &extensions);
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emission_file_dialog->clear_filters();
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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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}
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emission_file_dialog->set_mode(EditorFileDialog::MODE_OPEN_FILE);
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generate_aabb = memnew(ConfirmationDialog);
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generate_aabb->set_title(TTR("Generate Visibility AABB"));
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VBoxContainer *genvb = memnew(VBoxContainer);
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generate_aabb->add_child(genvb);
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generate_seconds = memnew(SpinBox);
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genvb->add_margin_child(TTR("Generation Time (sec):"), generate_seconds);
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generate_seconds->set_min(0.1);
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generate_seconds->set_max(25);
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generate_seconds->set_value(2);
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add_child(generate_aabb);
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generate_aabb->connect("confirmed", this, "_generate_aabb");
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}
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void ParticlesEditorPlugin::edit(Object *p_object) {
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particles_editor->edit(Object::cast_to<Particles>(p_object));
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}
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bool ParticlesEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Particles");
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}
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void ParticlesEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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particles_editor->show();
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particles_editor->particles_editor_hb->show();
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} else {
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particles_editor->particles_editor_hb->hide();
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particles_editor->hide();
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particles_editor->edit(NULL);
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}
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}
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ParticlesEditorPlugin::ParticlesEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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particles_editor = memnew(ParticlesEditor);
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editor->get_viewport()->add_child(particles_editor);
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particles_editor->hide();
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}
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ParticlesEditorPlugin::~ParticlesEditorPlugin() {
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}
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