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/*************************************************************************/
/* particles_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef PARTICLES_EDITOR_PLUGIN_H
#define PARTICLES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/gpu_particles_3d.h"
#include "scene/gui/spin_box.h"
class ParticlesEditorBase : public Control {
GDCLASS(ParticlesEditorBase, Control);
protected:
Node3D *base_node;
Panel *panel;
MenuButton *options;
HBoxContainer *particles_editor_hb;
SceneTreeDialog *emission_tree_dialog;
ConfirmationDialog *emission_dialog;
SpinBox *emission_amount;
OptionButton *emission_fill;
Vector<Face3> geometry;
bool _generate(Vector<Vector3> &points, Vector<Vector3> &normals);
virtual void _generate_emission_points() = 0;
void _node_selected(const NodePath &p_path);
static void _bind_methods();
public:
ParticlesEditorBase();
};
class ParticlesEditor : public ParticlesEditorBase {
GDCLASS(ParticlesEditor, ParticlesEditorBase);
ConfirmationDialog *generate_aabb;
SpinBox *generate_seconds;
GPUParticles3D *node;
enum Menu {
MENU_OPTION_GENERATE_AABB,
MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE,
MENU_OPTION_CLEAR_EMISSION_VOLUME,
MENU_OPTION_CONVERT_TO_CPU_PARTICLES,
MENU_OPTION_RESTART,
};
void _generate_aabb();
void _menu_option(int);
friend class ParticlesEditorPlugin;
virtual void _generate_emission_points();
protected:
void _notification(int p_notification);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(GPUParticles3D *p_particles);
ParticlesEditor();
};
class ParticlesEditorPlugin : public EditorPlugin {
GDCLASS(ParticlesEditorPlugin, EditorPlugin);
ParticlesEditor *particles_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Particles"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
ParticlesEditorPlugin(EditorNode *p_node);
~ParticlesEditorPlugin();
};
#endif // PARTICLES_EDITOR_PLUGIN_H
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