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	- Don't display the time dialog if the automatically calculated generation time is short enough. - Clarify the purpose of waiting in the progress dialog.
		
			
				
	
	
		
			465 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			465 lines
		
	
	
	
		
			14 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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/cpu_particles_3d.h"
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#include "scene/resources/particles_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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		Map<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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			Map<float, int>::Element *E = triangle_area_map.find_closest(areapos);
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			ERR_FAIL_COND_V(!E, false);
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			int index = E->get();
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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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	VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(sel);
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	if (!vi) {
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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 = vi->get_faces(VisualInstance3D::FACES_SOLID);
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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() * vi->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->get_ok_button()->set_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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	if (p_notification == 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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	}
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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<ParticlesMaterial> material = node->get_process_material();
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			if (material.is_null()) {
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				EditorNode::get_singleton()->show_warning(TTR("A processor material of type 'ParticlesMaterial' 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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			UndoRedo *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(EditorNode::get_singleton()->get_scene_tree_dock(), "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(EditorNode::get_singleton()->get_scene_tree_dock(), "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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	UndoRedo *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 = (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;
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	tex.instantiate();
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	Ref<ParticlesMaterial> material = node->get_process_material();
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	ERR_FAIL_COND(material.is_null());
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	if (normals.size() > 0) {
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		material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_DIRECTED_POINTS);
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		material->set_emission_point_count(point_count);
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		material->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 = (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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		Ref<ImageTexture> tex2;
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		tex2.instantiate();
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		material->set_emission_normal_texture(tex2);
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	} else {
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		material->set_emission_shape(ParticlesMaterial::EMISSION_SHAPE_POINTS);
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		material->set_emission_point_count(point_count);
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		material->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);
 | 
						|
	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<GPUParticles3D>(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(EditorNode *p_node) {
 | 
						|
	editor = p_node;
 | 
						|
	particles_editor = memnew(GPUParticles3DEditor);
 | 
						|
	editor->get_main_control()->add_child(particles_editor);
 | 
						|
 | 
						|
	particles_editor->hide();
 | 
						|
}
 | 
						|
 | 
						|
GPUParticles3DEditorPlugin::~GPUParticles3DEditorPlugin() {
 | 
						|
}
 |