godot/editor/scene/3d/particles_3d_editor_plugin.cpp
2025-09-25 13:48:53 +02:00

461 lines
16 KiB
C++

/**************************************************************************/
/* 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<MeshInstance3D>(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<Vector3> &r_points, Vector<Vector3> &r_normals) {
bool use_normals = emission_fill->get_selected() == 1;
if (emission_fill->get_selected() < 2) {
float area_accum = 0;
RBMap<float, int> 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<float, int>::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<StringName> 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<GPUParticles3D>(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<GPUParticles3D>(edited_node);
Ref<ParticleProcessMaterial> 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<GPUParticles3D>(edited_node);
/// hacer codigo aca
Vector<Vector3> points;
Vector<Vector3> normals;
if (!_generate(points, normals)) {
return;
}
int point_count = points.size();
int w = 2048;
int h = (point_count / 2048) + 1;
Vector<uint8_t> 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<float *>(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> image = memnew(Image(w, h, false, Image::FORMAT_RGBF, point_img));
Ref<ImageTexture> tex = ImageTexture::create_from_image(image);
Ref<ParticleProcessMaterial> 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<uint8_t> 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<float *>(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> 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<CPUParticles3D>(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<CPUParticles3D>(edited_node);
/// hacer codigo aca
Vector<Vector3> points;
Vector<Vector3> 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");
}