/**************************************************************************/ /* gpu_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. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gpu_particles_3d_editor_plugin.h" #include "core/io/resource_loader.h" #include "editor/editor_node.h" #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/scene_tree_dock.h" #include "scene/3d/cpu_particles_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/gui/menu_button.h" #include "scene/resources/particle_process_material.h" bool GPUParticles3DEditorBase::_generate(Vector &points, Vector &normals) { bool use_normals = emission_fill->get_selected() == 1; if (emission_fill->get_selected() < 2) { float area_accum = 0; RBMap triangle_area_map; for (int i = 0; i < geometry.size(); i++) { float area = geometry[i].get_area(); if (area < CMP_EPSILON) { continue; } triangle_area_map[area_accum] = i; area_accum += area; } if (!triangle_area_map.size() || area_accum == 0) { EditorNode::get_singleton()->show_warning(TTR("The geometry's faces don't contain any area.")); return false; } int emissor_count = emission_amount->get_value(); for (int i = 0; i < emissor_count; i++) { float areapos = Math::random(0.0f, area_accum); RBMap::Iterator E = triangle_area_map.find_closest(areapos); ERR_FAIL_COND_V(!E, false); int index = E->value; ERR_FAIL_INDEX_V(index, geometry.size(), false); // ok FINALLY get face Face3 face = geometry[index]; //now compute some position inside the face... Vector3 pos = face.get_random_point_inside(); points.push_back(pos); if (use_normals) { Vector3 normal = face.get_plane().normal; normals.push_back(normal); } } } else { int gcount = geometry.size(); if (gcount == 0) { EditorNode::get_singleton()->show_warning(TTR("The geometry doesn't contain any faces.")); return false; } const Face3 *r = geometry.ptr(); AABB aabb; for (int i = 0; i < gcount; i++) { for (int j = 0; j < 3; j++) { if (i == 0 && j == 0) { aabb.position = r[i].vertex[j]; } else { aabb.expand_to(r[i].vertex[j]); } } } int emissor_count = emission_amount->get_value(); for (int i = 0; i < emissor_count; i++) { int attempts = 5; for (int j = 0; j < attempts; j++) { Vector3 dir; dir[Math::rand() % 3] = 1.0; Vector3 ofs = (Vector3(1, 1, 1) - dir) * Vector3(Math::randf(), Math::randf(), Math::randf()) * aabb.size + aabb.position; Vector3 ofsv = ofs + aabb.size * dir; //space it a little ofs -= dir; ofsv += dir; float max = -1e7, min = 1e7; for (int k = 0; k < gcount; k++) { const Face3 &f3 = r[k]; Vector3 res; if (f3.intersects_segment(ofs, ofsv, &res)) { res -= ofs; float d = dir.dot(res); if (d < min) { min = d; } if (d > max) { max = d; } } } if (max < min) { continue; //lost attempt } float val = min + (max - min) * Math::randf(); Vector3 point = ofs + dir * val; points.push_back(point); break; } } } return true; } void GPUParticles3DEditorBase::_node_selected(const NodePath &p_path) { Node *sel = get_node(p_path); if (!sel) { return; } if (!sel->is_class("Node3D")) { EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't inherit from Node3D."), sel->get_name())); return; } MeshInstance3D *mi = Object::cast_to(sel); if (!mi || mi->get_mesh().is_null()) { EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain geometry."), sel->get_name())); return; } geometry = mi->get_mesh()->get_faces(); if (geometry.size() == 0) { EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain face geometry."), sel->get_name())); return; } Transform3D geom_xform = base_node->get_global_transform().affine_inverse() * mi->get_global_transform(); int gc = geometry.size(); Face3 *w = geometry.ptrw(); for (int i = 0; i < gc; i++) { for (int j = 0; j < 3; j++) { w[i].vertex[j] = geom_xform.xform(w[i].vertex[j]); } } emission_dialog->popup_centered(Size2(300, 130)); } void GPUParticles3DEditorBase::_bind_methods() { } GPUParticles3DEditorBase::GPUParticles3DEditorBase() { emission_dialog = memnew(ConfirmationDialog); emission_dialog->set_title(TTR("Create Emitter")); add_child(emission_dialog); VBoxContainer *emd_vb = memnew(VBoxContainer); emission_dialog->add_child(emd_vb); emission_amount = memnew(SpinBox); emission_amount->set_min(1); emission_amount->set_max(100000); emission_amount->set_value(512); emd_vb->add_margin_child(TTR("Emission Points:"), emission_amount); emission_fill = memnew(OptionButton); emission_fill->add_item(TTR("Surface Points")); emission_fill->add_item(TTR("Surface Points+Normal (Directed)")); emission_fill->add_item(TTR("Volume")); emd_vb->add_margin_child(TTR("Emission Source:"), emission_fill); emission_dialog->set_ok_button_text(TTR("Create")); emission_dialog->connect("confirmed", callable_mp(this, &GPUParticles3DEditorBase::_generate_emission_points)); emission_tree_dialog = memnew(SceneTreeDialog); add_child(emission_tree_dialog); emission_tree_dialog->connect("selected", callable_mp(this, &GPUParticles3DEditorBase::_node_selected)); } void GPUParticles3DEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; hide(); } } void GPUParticles3DEditor::_notification(int p_notification) { switch (p_notification) { case NOTIFICATION_ENTER_TREE: { options->set_icon(options->get_popup()->get_theme_icon(SNAME("GPUParticles3D"), SNAME("EditorIcons"))); get_tree()->connect("node_removed", callable_mp(this, &GPUParticles3DEditor::_node_removed)); } break; } } void GPUParticles3DEditor::_menu_option(int p_option) { switch (p_option) { 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; case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: { Ref mat = node->get_process_material(); if (mat.is_null()) { EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' is required.")); return; } emission_tree_dialog->popup_scenetree_dialog(); } break; case MENU_OPTION_CONVERT_TO_CPU_PARTICLES: { CPUParticles3D *cpu_particles = memnew(CPUParticles3D); cpu_particles->convert_from_particles(node); cpu_particles->set_name(node->get_name()); cpu_particles->set_transform(node->get_transform()); cpu_particles->set_visible(node->is_visible()); cpu_particles->set_process_mode(node->get_process_mode()); Ref &ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Convert to CPUParticles3D")); ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, cpu_particles, true, false); ur->add_do_reference(cpu_particles); ur->add_undo_method(SceneTreeDock::get_singleton(), "replace_node", cpu_particles, node, false, false); ur->add_undo_reference(node); ur->commit_action(); } break; case MENU_OPTION_RESTART: { node->restart(); } break; } } void GPUParticles3DEditor::_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); } Ref &ur = EditorNode::get_singleton()->get_undo_redo(); 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 GPUParticles3DEditor::edit(GPUParticles3D *p_particles) { base_node = p_particles; node = p_particles; } void GPUParticles3DEditor::_generate_emission_points() { /// hacer codigo aca Vector points; Vector normals; if (!_generate(points, normals)) { return; } int point_count = points.size(); int w = 2048; int h = (point_count / 2048) + 1; Vector point_img; point_img.resize(w * h * 3 * sizeof(float)); { uint8_t *iw = point_img.ptrw(); memset(iw, 0, w * h * 3 * sizeof(float)); const Vector3 *r = points.ptr(); float *wf = reinterpret_cast(iw); for (int i = 0; i < point_count; i++) { wf[i * 3 + 0] = r[i].x; wf[i * 3 + 1] = r[i].y; wf[i * 3 + 2] = r[i].z; } } Ref image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img)); Ref tex = ImageTexture::create_from_image(image); Ref mat = node->get_process_material(); ERR_FAIL_COND(mat.is_null()); if (normals.size() > 0) { mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS); mat->set_emission_point_count(point_count); mat->set_emission_point_texture(tex); Vector point_img2; point_img2.resize(w * h * 3 * sizeof(float)); { uint8_t *iw = point_img2.ptrw(); memset(iw, 0, w * h * 3 * sizeof(float)); const Vector3 *r = normals.ptr(); float *wf = reinterpret_cast(iw); for (int i = 0; i < point_count; i++) { wf[i * 3 + 0] = r[i].x; wf[i * 3 + 1] = r[i].y; wf[i * 3 + 2] = r[i].z; } } Ref image2 = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img2)); mat->set_emission_normal_texture(ImageTexture::create_from_image(image2)); } else { mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS); mat->set_emission_point_count(point_count); mat->set_emission_point_texture(tex); } } void GPUParticles3DEditor::_bind_methods() { } GPUParticles3DEditor::GPUParticles3DEditor() { node = nullptr; 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("GPUParticles3D")); options->get_popup()->add_item(TTR("Restart"), 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 CPUParticles3D"), MENU_OPTION_CONVERT_TO_CPU_PARTICLES); options->get_popup()->connect("id_pressed", callable_mp(this, &GPUParticles3DEditor::_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, &GPUParticles3DEditor::_generate_aabb)); } void GPUParticles3DEditorPlugin::edit(Object *p_object) { particles_editor->edit(Object::cast_to(p_object)); } bool GPUParticles3DEditorPlugin::handles(Object *p_object) const { return p_object->is_class("GPUParticles3D"); } void GPUParticles3DEditorPlugin::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); } } GPUParticles3DEditorPlugin::GPUParticles3DEditorPlugin() { particles_editor = memnew(GPUParticles3DEditor); EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor); particles_editor->hide(); } GPUParticles3DEditorPlugin::~GPUParticles3DEditorPlugin() { }