virtualx-engine/editor/plugins/cpu_particles_3d_editor_plugin.cpp
Hugo Locurcio 57f52092c3
Add Ctrl + R keyboard shortcut to restart particle emission in the editor
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.
2024-05-22 18:42:04 +02:00

220 lines
8.1 KiB
C++

/**************************************************************************/
/* 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. */
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/**************************************************************************/
#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("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<Vector3> points;
Vector<Vector3> 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("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("confirmed", callable_mp(this, &CPUParticles3DEditor::_generate_aabb));
}
void CPUParticles3DEditorPlugin::edit(Object *p_object) {
particles_editor->edit(Object::cast_to<CPUParticles3D>(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() {
}