/**************************************************************************/ /* gpu_particles_collision_sdf_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 "gpu_particles_collision_sdf_editor_plugin.h" #include "editor/editor_interface.h" #include "editor/editor_node.h" #include "editor/editor_string_names.h" #include "editor/gui/editor_file_dialog.h" void GPUParticlesCollisionSDF3DEditorPlugin::_bake() { if (col_sdf) { if (col_sdf->get_texture().is_null() || !col_sdf->get_texture()->get_path().is_resource_file()) { String path = get_tree()->get_edited_scene_root()->get_scene_file_path(); if (path.is_empty()) { path = "res://" + col_sdf->get_name() + "_data.exr"; } else { String ext = path.get_extension(); path = path.get_basename() + "." + col_sdf->get_name() + "_data.exr"; } probe_file->set_current_path(path); probe_file->popup_file_dialog(); return; } _sdf_save_path_and_bake(col_sdf->get_texture()->get_path()); } } void GPUParticlesCollisionSDF3DEditorPlugin::edit(Object *p_object) { GPUParticlesCollisionSDF3D *s = Object::cast_to(p_object); if (!s) { return; } col_sdf = s; } bool GPUParticlesCollisionSDF3DEditorPlugin::handles(Object *p_object) const { return p_object->is_class("GPUParticlesCollisionSDF3D"); } void GPUParticlesCollisionSDF3DEditorPlugin::_notification(int p_what) { switch (p_what) { case NOTIFICATION_PROCESS: { if (!col_sdf) { return; } // Set information tooltip on the Bake button. This information is useful // to optimize performance (video RAM size) and reduce collision tunneling (individual cell size). const Vector3i size = col_sdf->get_estimated_cell_size(); const Vector3 extents = col_sdf->get_size() / 2; int data_size = 2; const double size_mb = size.x * size.y * size.z * data_size / (1024.0 * 1024.0); // Add a qualitative measurement to help the user assess whether a GPUParticlesCollisionSDF3D node is using a lot of VRAM. String size_quality; if (size_mb < 8.0) { size_quality = TTR("Low"); } else if (size_mb < 32.0) { size_quality = TTR("Moderate"); } else { size_quality = TTR("High"); } String text; text += vformat(TTR("Subdivisions: %s"), vformat(U"%d × %d × %d", size.x, size.y, size.z)) + "\n"; text += vformat(TTR("Cell size: %s"), vformat(U"%.3f × %.3f × %.3f", extents.x / size.x, extents.y / size.y, extents.z / size.z)) + "\n"; text += vformat(TTR("Video RAM size: %s MB (%s)"), String::num(size_mb, 2), size_quality); // Only update the tooltip when needed to avoid constant redrawing. if (bake->get_tooltip(Point2()) == text) { return; } bake->set_tooltip_text(text); } break; } } void GPUParticlesCollisionSDF3DEditorPlugin::make_visible(bool p_visible) { if (p_visible) { bake_hb->show(); set_process(true); } else { bake_hb->hide(); set_process(false); } } EditorProgress *GPUParticlesCollisionSDF3DEditorPlugin::tmp_progress = nullptr; void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_begin(int p_steps) { ERR_FAIL_COND(tmp_progress != nullptr); tmp_progress = memnew(EditorProgress("bake_sdf", TTR("Bake SDF"), p_steps)); } void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_step(int p_step, const String &p_description) { ERR_FAIL_NULL(tmp_progress); tmp_progress->step(p_description, p_step, false); } void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_end() { ERR_FAIL_NULL(tmp_progress); memdelete(tmp_progress); tmp_progress = nullptr; } void GPUParticlesCollisionSDF3DEditorPlugin::_sdf_save_path_and_bake(const String &p_path) { probe_file->hide(); if (col_sdf) { Ref bake_img = col_sdf->bake(); if (bake_img.is_null()) { EditorNode::get_singleton()->show_warning(TTR("No faces detected during GPUParticlesCollisionSDF3D bake.\nCheck whether there are visible meshes matching the bake mask within its extents.")); return; } Ref config; config.instantiate(); if (FileAccess::exists(p_path + ".import")) { config->load(p_path + ".import"); } config->set_value("remap", "importer", "3d_texture"); config->set_value("remap", "type", "CompressedTexture3D"); if (!config->has_section_key("params", "compress/mode")) { config->set_value("params", "compress/mode", 3); //user may want another compression, so leave it be } config->set_value("params", "compress/channel_pack", 1); config->set_value("params", "mipmaps/generate", false); config->set_value("params", "slices/horizontal", 1); config->set_value("params", "slices/vertical", bake_img->get_meta("depth")); config->save(p_path + ".import"); Error err = bake_img->save_exr(p_path, false); ERR_FAIL_COND(err); ResourceLoader::import(p_path); Ref t = ResourceLoader::load(p_path); //if already loaded, it will be updated on refocus? ERR_FAIL_COND(t.is_null()); col_sdf->set_texture(t); } } void GPUParticlesCollisionSDF3DEditorPlugin::_bind_methods() { } GPUParticlesCollisionSDF3DEditorPlugin::GPUParticlesCollisionSDF3DEditorPlugin() { bake_hb = memnew(HBoxContainer); bake_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL); bake_hb->hide(); bake = memnew(Button); bake->set_theme_type_variation("FlatButton"); bake->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Bake"), EditorStringName(EditorIcons))); bake->set_text(TTR("Bake SDF")); bake->connect(SceneStringName(pressed), callable_mp(this, &GPUParticlesCollisionSDF3DEditorPlugin::_bake)); bake_hb->add_child(bake); add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, bake_hb); col_sdf = nullptr; probe_file = memnew(EditorFileDialog); probe_file->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); probe_file->add_filter("*.exr"); probe_file->connect("file_selected", callable_mp(this, &GPUParticlesCollisionSDF3DEditorPlugin::_sdf_save_path_and_bake)); EditorInterface::get_singleton()->get_base_control()->add_child(probe_file); probe_file->set_title(TTR("Select path for SDF Texture")); GPUParticlesCollisionSDF3D::bake_begin_function = bake_func_begin; GPUParticlesCollisionSDF3D::bake_step_function = bake_func_step; GPUParticlesCollisionSDF3D::bake_end_function = bake_func_end; } GPUParticlesCollisionSDF3DEditorPlugin::~GPUParticlesCollisionSDF3DEditorPlugin() { }