57f52092c3
Restarting particle animation frequently is often done in the VFX tweaking process. This shortcut is available for both GPUParticles and CPUParticles, in 2D and 3D.
220 lines
8.1 KiB
C++
220 lines
8.1 KiB
C++
/**************************************************************************/
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/* cpu_particles_3d_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "cpu_particles_3d_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/gui/scene_tree_editor.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "editor/scene_tree_dock.h"
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#include "scene/gui/menu_button.h"
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void CPUParticles3DEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = nullptr;
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hide();
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}
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}
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void CPUParticles3DEditor::_notification(int p_notification) {
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switch (p_notification) {
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case NOTIFICATION_ENTER_TREE: {
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options->set_icon(get_editor_theme_icon(SNAME("CPUParticles3D")));
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} break;
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}
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}
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void CPUParticles3DEditor::_menu_option(int p_option) {
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switch (p_option) {
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case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
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emission_tree_dialog->popup_scenetree_dialog();
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} break;
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case MENU_OPTION_RESTART: {
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node->restart();
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} break;
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case MENU_OPTION_CONVERT_TO_GPU_PARTICLES: {
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GPUParticles3D *gpu_particles = memnew(GPUParticles3D);
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gpu_particles->convert_from_particles(node);
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gpu_particles->set_name(node->get_name());
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gpu_particles->set_transform(node->get_transform());
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gpu_particles->set_visible(node->is_visible());
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gpu_particles->set_process_mode(node->get_process_mode());
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Convert to GPUParticles3D"), UndoRedo::MERGE_DISABLE, node);
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SceneTreeDock::get_singleton()->replace_node(node, gpu_particles);
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ur->commit_action(false);
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} break;
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case MENU_OPTION_GENERATE_AABB: {
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// Add one second to the default generation lifetime, since the progress is updated every second.
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generate_seconds->set_value(MAX(1.0, trunc(node->get_lifetime()) + 1.0));
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if (generate_seconds->get_value() >= 11.0 + CMP_EPSILON) {
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// Only pop up the time dialog if the particle's lifetime is long enough to warrant shortening it.
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generate_aabb->popup_centered();
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} else {
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// Generate the visibility AABB immediately.
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_generate_aabb();
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}
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} break;
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}
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}
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void CPUParticles3DEditor::_generate_aabb() {
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double time = generate_seconds->get_value();
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double running = 0.0;
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EditorProgress ep("gen_aabb", TTR("Generating Visibility AABB (Waiting for Particle Simulation)"), int(time));
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bool was_emitting = node->is_emitting();
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if (!was_emitting) {
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node->set_emitting(true);
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OS::get_singleton()->delay_usec(1000);
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}
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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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}
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running += (OS::get_singleton()->get_ticks_usec() - ticks) / 1000000.0;
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}
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if (!was_emitting) {
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node->set_emitting(false);
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}
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Generate Visibility AABB"));
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ur->add_do_method(node, "set_visibility_aabb", rect);
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ur->add_undo_method(node, "set_visibility_aabb", node->get_visibility_aabb());
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ur->commit_action();
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}
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void CPUParticles3DEditor::edit(CPUParticles3D *p_particles) {
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base_node = p_particles;
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node = p_particles;
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}
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void CPUParticles3DEditor::_generate_emission_points() {
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/// hacer codigo aca
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Vector<Vector3> points;
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Vector<Vector3> normals;
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if (!_generate(points, normals)) {
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return;
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}
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if (normals.size() == 0) {
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node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_POINTS);
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node->set_emission_points(points);
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} else {
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node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_DIRECTED_POINTS);
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node->set_emission_points(points);
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node->set_emission_normals(normals);
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}
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}
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void CPUParticles3DEditor::_bind_methods() {
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}
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CPUParticles3DEditor::CPUParticles3DEditor() {
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particles_editor_hb = memnew(HBoxContainer);
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Node3DEditor::get_singleton()->add_control_to_menu_panel(particles_editor_hb);
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options = memnew(MenuButton);
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options->set_switch_on_hover(true);
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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("CPUParticles3D"));
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options->get_popup()->add_shortcut(ED_GET_SHORTCUT("particles/restart_emission"), MENU_OPTION_RESTART);
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options->get_popup()->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB);
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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()->add_item(TTR("Convert to GPUParticles3D"), MENU_OPTION_CONVERT_TO_GPU_PARTICLES);
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options->get_popup()->connect("id_pressed", callable_mp(this, &CPUParticles3DEditor::_menu_option));
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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", callable_mp(this, &CPUParticles3DEditor::_generate_aabb));
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}
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void CPUParticles3DEditorPlugin::edit(Object *p_object) {
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particles_editor->edit(Object::cast_to<CPUParticles3D>(p_object));
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}
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bool CPUParticles3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("CPUParticles3D");
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}
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void CPUParticles3DEditorPlugin::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(nullptr);
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}
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}
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CPUParticles3DEditorPlugin::CPUParticles3DEditorPlugin() {
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particles_editor = memnew(CPUParticles3DEditor);
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EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor);
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particles_editor->hide();
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}
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CPUParticles3DEditorPlugin::~CPUParticles3DEditorPlugin() {
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}
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