4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
135 lines
5 KiB
C++
135 lines
5 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/gui/scene_tree_editor.h"
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#include "editor/plugins/node_3d_editor_plugin.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_theme_icon(SNAME("CPUParticles3D"), SNAME("EditorIcons")));
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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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}
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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_item(TTR("Restart"), MENU_OPTION_RESTART);
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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", callable_mp(this, &CPUParticles3DEditor::_menu_option));
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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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