#ifndef PARTICLES_EDITOR_PLUGIN_H #define PARTICLES_EDITOR_PLUGIN_H /*************************************************************************/ /* particles_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "editor/editor_plugin.h" #include "scene/main/control.h" #include "core/containers/pool_vector.h" #include "core/math/face3.h" #include "core/object/object.h" #include "core/string/node_path.h" class ConfirmationDialog; class EditorFileDialog; class HBoxContainer; class MenuButton; class OptionButton; class Panel; class SceneTreeDialog; class Spatial; class SpinBox; class GPUParticles; struct Vector3; class ParticlesEditorBase : public Control { GDCLASS(ParticlesEditorBase, Control); protected: Spatial *base_node; Panel *panel; MenuButton *options; HBoxContainer *particles_editor_hb; EditorFileDialog *emission_file_dialog; SceneTreeDialog *emission_tree_dialog; ConfirmationDialog *emission_dialog; SpinBox *emission_amount; OptionButton *emission_fill; PoolVector geometry; bool _generate(PoolVector &points, PoolVector &normals); virtual void _generate_emission_points() = 0; void _node_selected(const NodePath &p_path); static void _bind_methods(); public: ParticlesEditorBase(); }; class GPUParticlesEditor : public ParticlesEditorBase { GDCLASS(GPUParticlesEditor, ParticlesEditorBase); ConfirmationDialog *generate_aabb; SpinBox *generate_seconds; GPUParticles *node; enum Menu { MENU_OPTION_GENERATE_AABB, MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE, MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH, MENU_OPTION_CLEAR_EMISSION_VOLUME, MENU_OPTION_CONVERT_TO_CPU_PARTICLES, MENU_OPTION_RESTART, }; void _generate_aabb(); void _menu_option(int); friend class GPUParticlesEditorPlugin; virtual void _generate_emission_points(); protected: void _notification(int p_notification); void _node_removed(Node *p_node); static void _bind_methods(); public: void edit(GPUParticles *p_particles); GPUParticlesEditor(); }; class GPUParticlesEditorPlugin : public EditorPlugin { GDCLASS(GPUParticlesEditorPlugin, EditorPlugin); GPUParticlesEditor *particles_editor; EditorNode *editor; public: virtual String get_name() const { return "GPUParticles"; } 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); GPUParticlesEditorPlugin(EditorNode *p_node); ~GPUParticlesEditorPlugin(); }; #endif // PARTICLES_EDITOR_PLUGIN_H