1bd214258e
- Don't display the time dialog if the automatically calculated generation time is short enough. - Clarify the purpose of waiting in the progress dialog.
465 lines
14 KiB
C++
465 lines
14 KiB
C++
/*************************************************************************/
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/* gpu_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "gpu_particles_3d_editor_plugin.h"
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#include "core/io/resource_loader.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/cpu_particles_3d.h"
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#include "scene/resources/particles_material.h"
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bool GPUParticles3DEditorBase::_generate(Vector<Vector3> &points, Vector<Vector3> &normals) {
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bool use_normals = emission_fill->get_selected() == 1;
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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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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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}
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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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EditorNode::get_singleton()->show_warning(TTR("The geometry's faces don't contain any area."));
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return false;
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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_V(!E, false);
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int index = E->get();
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ERR_FAIL_INDEX_V(index, geometry.size(), false);
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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);
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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);
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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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EditorNode::get_singleton()->show_warning(TTR("The geometry doesn't contain any faces."));
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return false;
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}
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const Face3 *r = geometry.ptr();
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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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}
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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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}
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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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}
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if (max < min) {
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continue; //lost attempt
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}
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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);
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break;
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}
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}
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}
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return true;
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}
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void GPUParticles3DEditorBase::_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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}
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if (!sel->is_class("Node3D")) {
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EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't inherit from Node3D."), sel->get_name()));
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return;
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}
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VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sel);
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if (!vi) {
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EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain geometry."), sel->get_name()));
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return;
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}
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geometry = vi->get_faces(VisualInstance3D::FACES_SOLID);
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if (geometry.size() == 0) {
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EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain face geometry."), sel->get_name()));
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return;
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}
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Transform3D geom_xform = base_node->get_global_transform().affine_inverse() * vi->get_global_transform();
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int gc = geometry.size();
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Face3 *w = geometry.ptrw();
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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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emission_dialog->popup_centered(Size2(300, 130));
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}
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void GPUParticles3DEditorBase::_bind_methods() {
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}
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GPUParticles3DEditorBase::GPUParticles3DEditorBase() {
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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_button()->set_text(TTR("Create"));
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emission_dialog->connect("confirmed", callable_mp(this, &GPUParticles3DEditorBase::_generate_emission_points));
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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", callable_mp(this, &GPUParticles3DEditorBase::_node_selected));
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}
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void GPUParticles3DEditor::_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 GPUParticles3DEditor::_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_theme_icon(SNAME("GPUParticles3D"), SNAME("EditorIcons")));
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get_tree()->connect("node_removed", callable_mp(this, &GPUParticles3DEditor::_node_removed));
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}
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}
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void GPUParticles3DEditor::_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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// 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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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_scenetree_dialog();
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} break;
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case MENU_OPTION_CONVERT_TO_CPU_PARTICLES: {
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CPUParticles3D *cpu_particles = memnew(CPUParticles3D);
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cpu_particles->convert_from_particles(node);
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cpu_particles->set_name(node->get_name());
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cpu_particles->set_transform(node->get_transform());
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cpu_particles->set_visible(node->is_visible());
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cpu_particles->set_process_mode(node->get_process_mode());
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Convert to CPUParticles3D"));
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ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, cpu_particles, true, false);
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ur->add_do_reference(cpu_particles);
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ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", cpu_particles, node, false, false);
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ur->add_undo_reference(node);
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ur->commit_action();
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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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}
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}
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void GPUParticles3DEditor::_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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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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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 GPUParticles3DEditor::edit(GPUParticles3D *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 GPUParticles3DEditor::_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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int point_count = points.size();
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int w = 2048;
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int h = (point_count / 2048) + 1;
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Vector<uint8_t> point_img;
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point_img.resize(w * h * 3 * sizeof(float));
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{
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uint8_t *iw = point_img.ptrw();
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memset(iw, 0, w * h * 3 * sizeof(float));
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const Vector3 *r = points.ptr();
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float *wf = (float *)iw;
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for (int i = 0; i < point_count; i++) {
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wf[i * 3 + 0] = r[i].x;
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wf[i * 3 + 1] = r[i].y;
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wf[i * 3 + 2] = r[i].z;
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}
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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.instantiate();
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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 (normals.size() > 0) {
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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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Vector<uint8_t> point_img2;
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point_img2.resize(w * h * 3 * sizeof(float));
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{
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uint8_t *iw = point_img2.ptrw();
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memset(iw, 0, w * h * 3 * sizeof(float));
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const Vector3 *r = normals.ptr();
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float *wf = (float *)iw;
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for (int i = 0; i < point_count; i++) {
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wf[i * 3 + 0] = r[i].x;
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wf[i * 3 + 1] = r[i].y;
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wf[i * 3 + 2] = r[i].z;
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}
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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.instantiate();
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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 GPUParticles3DEditor::_bind_methods() {
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}
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GPUParticles3DEditor::GPUParticles3DEditor() {
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node = nullptr;
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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("GPUParticles3D"));
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options->get_popup()->add_item(TTR("Restart"), 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 CPUParticles3D"), MENU_OPTION_CONVERT_TO_CPU_PARTICLES);
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options->get_popup()->connect("id_pressed", callable_mp(this, &GPUParticles3DEditor::_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, &GPUParticles3DEditor::_generate_aabb));
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}
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void GPUParticles3DEditorPlugin::edit(Object *p_object) {
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particles_editor->edit(Object::cast_to<GPUParticles3D>(p_object));
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}
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bool GPUParticles3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("GPUParticles3D");
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}
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void GPUParticles3DEditorPlugin::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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GPUParticles3DEditorPlugin::GPUParticles3DEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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particles_editor = memnew(GPUParticles3DEditor);
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editor->get_main_control()->add_child(particles_editor);
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particles_editor->hide();
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}
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GPUParticles3DEditorPlugin::~GPUParticles3DEditorPlugin() {
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}
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