/**************************************************************************/ /* 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 "particles_3d_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_undo_redo_manager.h" #include "editor/scene/scene_tree_editor.h" #include "scene/3d/cpu_particles_3d.h" #include "scene/3d/gpu_particles_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/option_button.h" #include "scene/gui/spin_box.h" #include "scene/resources/image_texture.h" #include "scene/resources/particle_process_material.h" void Particles3DEditorPlugin::_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 = edited_node->get("emitting"); if (!was_emitting) { edited_node->set("emitting", true); OS::get_singleton()->delay_usec(1000); } AABB rect; Callable capture_aabb = Callable(edited_node, "capture_aabb"); while (running < time) { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); ep.step(TTR("Generating..."), int(running), true); OS::get_singleton()->delay_usec(1000); AABB capture = capture_aabb.call(); if (rect == AABB()) { rect = capture; } else { rect.merge_with(capture); } running += (OS::get_singleton()->get_ticks_usec() - ticks) / 1000000.0; } if (!was_emitting) { edited_node->set("emitting", false); } EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Generate Visibility AABB")); ur->add_do_property(edited_node, "visibility_aabb", rect); ur->add_undo_property(edited_node, "visibility_aabb", edited_node->get("visibility_aabb")); ur->commit_action(); } void Particles3DEditorPlugin::_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.is_empty()) { EditorNode::get_singleton()->show_warning(vformat(TTR("\"%s\" doesn't contain face geometry."), sel->get_name())); return; } Transform3D geom_xform = edited_node->get("global_transform"); geom_xform = geom_xform.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 Particles3DEditorPlugin::_menu_callback(int p_idx) { switch (p_idx) { case MENU_OPTION_GENERATE_AABB: { if (need_show_lifetime_dialog(generate_seconds)) { generate_aabb->popup_centered(); } else { _generate_aabb(); } } break; case MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE: { if (_can_generate_points()) { emission_tree_dialog->popup_scenetree_dialog(); } } break; default: { ParticlesEditorPlugin::_menu_callback(p_idx); } } } void Particles3DEditorPlugin::_add_menu_options(PopupMenu *p_menu) { p_menu->add_item(TTR("Generate AABB"), MENU_OPTION_GENERATE_AABB); p_menu->add_item(TTR("Create Emission Points From Node"), MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE); } bool Particles3DEditorPlugin::_generate(Vector &r_points, Vector &r_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(); r_points.push_back(pos); if (use_normals) { Vector3 normal = face.get_plane().normal; r_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; r_points.push_back(point); break; } } } return true; } Particles3DEditorPlugin::Particles3DEditorPlugin() { 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); generate_seconds->set_accessibility_name(TTRC("Generation Time (sec)")); generate_seconds->set_min(0.1); generate_seconds->set_max(25); generate_seconds->set_value(2); genvb->add_margin_child(TTR("Generation Time (sec):"), generate_seconds); EditorNode::get_singleton()->get_gui_base()->add_child(generate_aabb); generate_aabb->connect(SceneStringName(confirmed), callable_mp(this, &Particles3DEditorPlugin::_generate_aabb)); emission_tree_dialog = memnew(SceneTreeDialog); Vector valid_types; valid_types.push_back("MeshInstance3D"); emission_tree_dialog->set_valid_types(valid_types); EditorNode::get_singleton()->get_gui_base()->add_child(emission_tree_dialog); emission_tree_dialog->connect("selected", callable_mp(this, &Particles3DEditorPlugin::_node_selected)); emission_dialog = memnew(ConfirmationDialog); emission_dialog->set_title(TTR("Create Emitter")); EditorNode::get_singleton()->get_gui_base()->add_child(emission_dialog); VBoxContainer *emd_vb = memnew(VBoxContainer); emission_dialog->add_child(emd_vb); emission_amount = memnew(SpinBox); emission_amount->set_accessibility_name(TTRC("Emission Points:")); 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->set_accessibility_name(TTRC("Emission Source:")); 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(SceneStringName(confirmed), callable_mp(this, &Particles3DEditorPlugin::_generate_emission_points)); } Node *GPUParticles3DEditorPlugin::_convert_particles() { GPUParticles3D *particles = Object::cast_to(edited_node); CPUParticles3D *cpu_particles = memnew(CPUParticles3D); cpu_particles->convert_from_particles(particles); cpu_particles->set_name(particles->get_name()); cpu_particles->set_transform(particles->get_transform()); cpu_particles->set_visible(particles->is_visible()); cpu_particles->set_process_mode(particles->get_process_mode()); return cpu_particles; } bool GPUParticles3DEditorPlugin::_can_generate_points() const { GPUParticles3D *particles = Object::cast_to(edited_node); Ref mat = particles->get_process_material(); if (mat.is_null()) { EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticleProcessMaterial' is required.")); return false; } return true; } void GPUParticles3DEditorPlugin::_generate_emission_points() { GPUParticles3D *particles = Object::cast_to(edited_node); /// 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 = particles->get_process_material(); ERR_FAIL_COND(mat.is_null()); EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Create Emission Points")); ParticleProcessMaterial *matptr = mat.ptr(); if (!normals.is_empty()) { undo_redo->add_do_property(matptr, "emission_shape", ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS); undo_redo->add_undo_property(matptr, "emission_shape", matptr->get_emission_shape()); 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)); undo_redo->add_do_property(matptr, "emission_normal_texture", ImageTexture::create_from_image(image2)); undo_redo->add_undo_property(matptr, "emission_normal_texture", matptr->get_emission_normal_texture()); } else { undo_redo->add_do_property(matptr, "emission_shape", ParticleProcessMaterial::EMISSION_SHAPE_POINTS); undo_redo->add_undo_property(matptr, "emission_shape", matptr->get_emission_shape()); } undo_redo->add_do_property(matptr, "emission_point_count", point_count); undo_redo->add_undo_property(matptr, "emission_point_count", matptr->get_emission_point_count()); undo_redo->add_do_property(matptr, "emission_point_texture", tex); undo_redo->add_undo_property(matptr, "emission_point_texture", matptr->get_emission_point_texture()); undo_redo->commit_action(); } GPUParticles3DEditorPlugin::GPUParticles3DEditorPlugin() { handled_type = TTRC("GPUParticles3D"); conversion_option_name = TTR("Convert to CPUParticles3D"); } Node *CPUParticles3DEditorPlugin::_convert_particles() { CPUParticles3D *particles = Object::cast_to(edited_node); GPUParticles3D *gpu_particles = memnew(GPUParticles3D); gpu_particles->convert_from_particles(particles); gpu_particles->set_name(particles->get_name()); gpu_particles->set_transform(particles->get_transform()); gpu_particles->set_visible(particles->is_visible()); gpu_particles->set_process_mode(particles->get_process_mode()); return gpu_particles; } void CPUParticles3DEditorPlugin::_generate_emission_points() { CPUParticles3D *particles = Object::cast_to(edited_node); /// hacer codigo aca Vector points; Vector normals; if (!_generate(points, normals)) { return; } EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); undo_redo->create_action(TTR("Create Emission Points")); if (normals.is_empty()) { undo_redo->add_do_property(particles, "emission_shape", ParticleProcessMaterial::EMISSION_SHAPE_POINTS); undo_redo->add_undo_property(particles, "emission_shape", particles->get_emission_shape()); } else { undo_redo->add_do_property(particles, "emission_shape", ParticleProcessMaterial::EMISSION_SHAPE_DIRECTED_POINTS); undo_redo->add_undo_property(particles, "emission_shape", particles->get_emission_shape()); undo_redo->add_do_property(particles, "emission_normals", normals); undo_redo->add_undo_property(particles, "emission_normals", particles->get_emission_normals()); } undo_redo->add_do_property(particles, "emission_points", points); undo_redo->add_undo_property(particles, "emission_points", particles->get_emission_points()); undo_redo->commit_action(); } CPUParticles3DEditorPlugin::CPUParticles3DEditorPlugin() { handled_type = TTRC("CPUParticles3D"); conversion_option_name = TTR("Convert to GPUParticles3D"); }