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Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
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121
editor/plugins/gpu_particles_3d_editor_plugin.h
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121
editor/plugins/gpu_particles_3d_editor_plugin.h
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/*************************************************************************/
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/* gpu_particles_3d_editor_plugin.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef PARTICLES_EDITOR_PLUGIN_H
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#define PARTICLES_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/3d/gpu_particles_3d.h"
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#include "scene/gui/spin_box.h"
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class GPUParticles3DEditorBase : public Control {
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GDCLASS(GPUParticles3DEditorBase, Control);
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protected:
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Node3D *base_node;
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Panel *panel;
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MenuButton *options;
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HBoxContainer *particles_editor_hb;
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SceneTreeDialog *emission_tree_dialog;
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ConfirmationDialog *emission_dialog;
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SpinBox *emission_amount;
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OptionButton *emission_fill;
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Vector<Face3> geometry;
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bool _generate(Vector<Vector3> &points, Vector<Vector3> &normals);
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virtual void _generate_emission_points() = 0;
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void _node_selected(const NodePath &p_path);
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static void _bind_methods();
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public:
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GPUParticles3DEditorBase();
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};
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class GPUParticles3DEditor : public GPUParticles3DEditorBase {
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GDCLASS(GPUParticles3DEditor, GPUParticles3DEditorBase);
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ConfirmationDialog *generate_aabb;
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SpinBox *generate_seconds;
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GPUParticles3D *node;
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enum Menu {
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MENU_OPTION_GENERATE_AABB,
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MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE,
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MENU_OPTION_CLEAR_EMISSION_VOLUME,
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MENU_OPTION_CONVERT_TO_CPU_PARTICLES,
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MENU_OPTION_RESTART,
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};
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void _generate_aabb();
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void _menu_option(int);
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friend class GPUParticles3DEditorPlugin;
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virtual void _generate_emission_points();
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protected:
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void _notification(int p_notification);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(GPUParticles3D *p_particles);
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GPUParticles3DEditor();
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};
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class GPUParticles3DEditorPlugin : public EditorPlugin {
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GDCLASS(GPUParticles3DEditorPlugin, EditorPlugin);
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GPUParticles3DEditor *particles_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Particles"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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GPUParticles3DEditorPlugin(EditorNode *p_node);
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~GPUParticles3DEditorPlugin();
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};
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#endif // PARTICLES_EDITOR_PLUGIN_H
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