d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
466 lines
15 KiB
C++
466 lines
15 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) 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 "gpu_particles_3d_editor_plugin.h"
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#include "core/io/resource_loader.h"
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#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.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/3d/cpu_particles_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/menu_button.h"
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#include "scene/resources/particle_process_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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RBMap<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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RBMap<float, int>::Iterator E = triangle_area_map.find_closest(areapos);
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ERR_FAIL_COND_V(!E, false);
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int index = E->value;
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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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MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(sel);
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if (!mi || mi->get_mesh().is_null()) {
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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 = mi->get_mesh()->get_faces();
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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() * mi->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->set_ok_button_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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switch (p_notification) {
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case 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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} break;
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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<ParticleProcessMaterial> mat = node->get_process_material();
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if (mat.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' 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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Ref<EditorUndoRedoManager> &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(SceneTreeDock::get_singleton(), "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(SceneTreeDock::get_singleton(), "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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Ref<EditorUndoRedoManager> &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 = reinterpret_cast<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 = ImageTexture::create_from_image(image);
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Ref<ParticleProcessMaterial> mat = node->get_process_material();
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ERR_FAIL_COND(mat.is_null());
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if (normals.size() > 0) {
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mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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mat->set_emission_point_count(point_count);
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mat->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 = reinterpret_cast<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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mat->set_emission_normal_texture(ImageTexture::create_from_image(image2));
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} else {
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mat->set_emission_shape(ParticleProcessMaterial::EMISSION_SHAPE_POINTS);
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mat->set_emission_point_count(point_count);
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mat->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() {
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particles_editor = memnew(GPUParticles3DEditor);
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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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GPUParticles3DEditorPlugin::~GPUParticles3DEditorPlugin() {
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}
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