godot/editor/plugins/cpu_particles_3d_editor_plu...

153 lines
5.8 KiB
C++

/**************************************************************************/
/* cpu_particles_3d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* 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 "cpu_particles_3d_editor_plugin.h"
#include "editor/editor_node.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/scene_tree_editor.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/scene_tree_dock.h"
#include "scene/gui/menu_button.h"
void CPUParticles3DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
hide();
}
}
void CPUParticles3DEditor::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_ENTER_TREE: {
options->set_icon(get_theme_icon(SNAME("CPUParticles3D"), SNAME("EditorIcons")));
} break;
}
}
void CPUParticles3DEditor::_menu_option(int p_option) {
switch (p_option) {
case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: {
emission_tree_dialog->popup_scenetree_dialog();
} break;
case MENU_OPTION_RESTART: {
node->restart();
} break;
case MENU_OPTION_CONVERT_TO_GPU_PARTICLES: {
GPUParticles3D *gpu_particles = memnew(GPUParticles3D);
gpu_particles->convert_from_particles(node);
gpu_particles->set_name(node->get_name());
gpu_particles->set_transform(node->get_transform());
gpu_particles->set_visible(node->is_visible());
gpu_particles->set_process_mode(node->get_process_mode());
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Convert to GPUParticles3D"));
SceneTreeDock::get_singleton()->replace_node(node, gpu_particles);
ur->commit_action(false);
} break;
}
}
void CPUParticles3DEditor::edit(CPUParticles3D *p_particles) {
base_node = p_particles;
node = p_particles;
}
void CPUParticles3DEditor::_generate_emission_points() {
/// hacer codigo aca
Vector<Vector3> points;
Vector<Vector3> normals;
if (!_generate(points, normals)) {
return;
}
if (normals.size() == 0) {
node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_POINTS);
node->set_emission_points(points);
} else {
node->set_emission_shape(CPUParticles3D::EMISSION_SHAPE_DIRECTED_POINTS);
node->set_emission_points(points);
node->set_emission_normals(normals);
}
}
void CPUParticles3DEditor::_bind_methods() {
}
CPUParticles3DEditor::CPUParticles3DEditor() {
particles_editor_hb = memnew(HBoxContainer);
Node3DEditor::get_singleton()->add_control_to_menu_panel(particles_editor_hb);
options = memnew(MenuButton);
options->set_switch_on_hover(true);
particles_editor_hb->add_child(options);
particles_editor_hb->hide();
options->set_text(TTR("CPUParticles3D"));
options->get_popup()->add_item(TTR("Restart"), MENU_OPTION_RESTART);
options->get_popup()->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE);
options->get_popup()->add_item(TTR("Convert to GPUParticles3D"), MENU_OPTION_CONVERT_TO_GPU_PARTICLES);
options->get_popup()->connect("id_pressed", callable_mp(this, &CPUParticles3DEditor::_menu_option));
}
void CPUParticles3DEditorPlugin::edit(Object *p_object) {
particles_editor->edit(Object::cast_to<CPUParticles3D>(p_object));
}
bool CPUParticles3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("CPUParticles3D");
}
void CPUParticles3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
particles_editor->show();
particles_editor->particles_editor_hb->show();
} else {
particles_editor->particles_editor_hb->hide();
particles_editor->hide();
particles_editor->edit(nullptr);
}
}
CPUParticles3DEditorPlugin::CPUParticles3DEditorPlugin() {
particles_editor = memnew(CPUParticles3DEditor);
EditorNode::get_singleton()->get_main_screen_control()->add_child(particles_editor);
particles_editor->hide();
}
CPUParticles3DEditorPlugin::~CPUParticles3DEditorPlugin() {
}