godot/scene/2d/polygon_2d.cpp

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/*************************************************************************/
/* polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 "polygon_2d.h"
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#include "core/math/geometry.h"
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#include "skeleton_2d.h"
Dictionary Polygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void Polygon2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_offset(get_offset() - p_pivot);
}
Point2 Polygon2D::_edit_get_pivot() const {
return Vector2();
}
bool Polygon2D::_edit_use_pivot() const {
return true;
}
Rect2 Polygon2D::_edit_get_rect() const {
if (rect_cache_dirty) {
int l = polygon.size();
PoolVector<Vector2>::Read r = polygon.read();
item_rect = Rect2();
for (int i = 0; i < l; i++) {
Vector2 pos = r[i] + offset;
if (i == 0)
item_rect.position = pos;
else
item_rect.expand_to(pos);
}
rect_cache_dirty = false;
}
return item_rect;
}
bool Polygon2D::_edit_use_rect() const {
return true;
}
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bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return Geometry::is_point_in_polygon(p_point - get_offset(), Variant(polygon));
}
void Polygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (polygon.size() < 3)
return;
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Skeleton2D *skeleton_node = NULL;
if (has_node(skeleton)) {
skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
}
if (skeleton_node)
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
else
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
Vector<Vector2> points;
Vector<Vector2> uvs;
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Vector<int> bones;
Vector<float> weights;
points.resize(polygon.size());
int len = points.size();
{
PoolVector<Vector2>::Read polyr = polygon.read();
for (int i = 0; i < len; i++) {
points[i] = polyr[i] + offset;
}
}
if (invert) {
Rect2 bounds;
int highest_idx = -1;
float highest_y = -1e20;
float sum = 0;
for (int i = 0; i < len; i++) {
if (i == 0)
bounds.position = points[i];
else
bounds.expand_to(points[i]);
if (points[i].y > highest_y) {
highest_idx = i;
highest_y = points[i].y;
}
int ni = (i + 1) % len;
sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
}
bounds = bounds.grow(invert_border);
Vector2 ep[7] = {
Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
Vector2(bounds.position + bounds.size),
Vector2(bounds.position + Vector2(bounds.size.x, 0)),
Vector2(bounds.position),
Vector2(bounds.position + Vector2(0, bounds.size.y)),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
};
if (sum > 0) {
SWAP(ep[1], ep[4]);
SWAP(ep[2], ep[3]);
SWAP(ep[5], ep[0]);
SWAP(ep[6], points[highest_idx]);
}
points.resize(points.size() + 7);
for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
points[i] = points[i - 7];
}
for (int i = 0; i < 7; i++) {
points[highest_idx + i + 1] = ep[i];
}
len = points.size();
}
if (texture.is_valid()) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
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Size2 tex_size = texture->get_size();
uvs.resize(points.size());
if (points.size() == uv.size()) {
PoolVector<Vector2>::Read uvr = uv.read();
for (int i = 0; i < len; i++) {
uvs[i] = texmat.xform(uvr[i]) / tex_size;
}
} else {
for (int i = 0; i < len; i++) {
uvs[i] = texmat.xform(points[i]) / tex_size;
}
}
}
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if (!invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
int vc = points.size();
bones.resize(vc * 4);
weights.resize(vc * 4);
int *bonesw = bones.ptrw();
float *weightsw = weights.ptrw();
for (int i = 0; i < vc * 4; i++) {
bonesw[i] = 0;
weightsw[i] = 0;
}
for (int i = 0; i < bone_weights.size(); i++) {
if (bone_weights[i].weights.size() != points.size()) {
continue; //different number of vertices, sorry not using.
}
if (!skeleton_node->has_node(bone_weights[i].path)) {
continue; //node does not exist
}
Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
if (!bone) {
continue;
}
int bone_index = bone->get_index_in_skeleton();
PoolVector<float>::Read r = bone_weights[i].weights.read();
for (int j = 0; j < vc; j++) {
if (r[j] == 0.0)
continue; //weight is unpainted, skip
//find an index with a weight
for (int k = 0; k < 4; k++) {
if (weightsw[j * 4 + k] < r[j]) {
//this is less than this weight, insert weight!
for (int l = 3; l > k; l--) {
weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
}
weightsw[j * 4 + k] = r[j];
bonesw[j * 4 + k] = bone_index;
break;
}
}
}
}
//normalize the weights
for (int i = 0; i < vc; i++) {
float tw = 0;
for (int j = 0; j < 4; j++) {
tw += weightsw[i * 4 + j];
}
if (tw == 0)
continue; //unpainted, do nothing
//normalize
for (int j = 0; j < 4; j++) {
weightsw[i * 4 + j] /= tw;
// print_line("point " + itos(i) + " idx " + itos(j) + " index: " + itos(bonesw[i * 4 + j]) + " weight: " + rtos(weightsw[i * 4 + j]));
}
}
}
Vector<Color> colors;
int color_len = vertex_colors.size();
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colors.resize(len);
{
PoolVector<Color>::Read color_r = vertex_colors.read();
for (int i = 0; i < color_len && i < len; i++) {
colors[i] = color_r[i];
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}
for (int i = color_len; i < len; i++) {
colors[i] = color;
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}
}
// Vector<int> indices = Geometry::triangulate_polygon(points);
// VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
if (invert || splits.size() == 0) {
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Vector<int> indices = Geometry::triangulate_polygon(points);
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
} else {
//use splits
Vector<int> loop;
int sc = splits.size();
PoolVector<int>::Read r = splits.read();
int last = points.size();
Vector<Vector<int> > loops;
for (int i = 0; i < last; i++) {
int split;
int min_end = -1;
do {
loop.push_back(i);
split = -1;
int end = -1;
for (int j = 0; j < sc; j += 2) {
if (r[j + 1] >= last)
continue; //no longer valid
if (min_end != -1 && r[j + 1] >= min_end)
continue;
if (r[j] == i) {
if (split == -1 || r[j + 1] > end) {
split = r[j];
end = r[j + 1];
}
}
}
if (split != -1) {
for (int j = end; j < last; j++) {
loop.push_back(j);
}
loops.push_back(loop);
last = end + 1;
loop.clear();
min_end = end; //avoid this split from repeating
}
} while (split != -1);
}
if (loop.size()) {
loops.push_back(loop);
}
Vector<int> indices;
for (int i = 0; i < loops.size(); i++) {
Vector<int> loop = loops[i];
Vector<Vector2> vertices;
vertices.resize(loop.size());
for (int j = 0; j < vertices.size(); j++) {
vertices[j] = points[loop[j]];
}
Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
int from = indices.size();
indices.resize(from + sub_indices.size());
for (int j = 0; j < sub_indices.size(); j++) {
indices[from + j] = loop[sub_indices[j]];
}
}
//print_line("loops: " + itos(loops.size()) + " indices: " + itos(indices.size()));
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
}
} break;
}
}
void Polygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
polygon = p_polygon;
rect_cache_dirty = true;
update();
}
PoolVector<Vector2> Polygon2D::get_polygon() const {
return polygon;
}
void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
update();
}
PoolVector<Vector2> Polygon2D::get_uv() const {
return uv;
}
void Polygon2D::set_splits(const PoolVector<int> &p_splits) {
ERR_FAIL_COND(p_splits.size() & 1); //splits should be multiple of 2
splits = p_splits;
update();
}
PoolVector<int> Polygon2D::get_splits() const {
return splits;
}
void Polygon2D::set_color(const Color &p_color) {
color = p_color;
update();
}
Color Polygon2D::get_color() const {
return color;
}
void Polygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
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vertex_colors = p_colors;
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update();
}
PoolVector<Color> Polygon2D::get_vertex_colors() const {
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return vertex_colors;
}
void Polygon2D::set_texture(const Ref<Texture> &p_texture) {
texture = p_texture;
/*if (texture.is_valid()) {
uint32_t flags=texture->get_flags();
flags&=~Texture::FLAG_REPEAT;
if (tex_tile)
flags|=Texture::FLAG_REPEAT;
texture->set_flags(flags);
}*/
update();
}
Ref<Texture> Polygon2D::get_texture() const {
return texture;
}
void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
tex_ofs = p_offset;
update();
}
Vector2 Polygon2D::get_texture_offset() const {
return tex_ofs;
}
void Polygon2D::set_texture_rotation(float p_rot) {
tex_rot = p_rot;
update();
}
float Polygon2D::get_texture_rotation() const {
return tex_rot;
}
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void Polygon2D::set_texture_rotation_degrees(float p_rot) {
set_texture_rotation(Math::deg2rad(p_rot));
}
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float Polygon2D::get_texture_rotation_degrees() const {
return Math::rad2deg(get_texture_rotation());
}
void Polygon2D::set_texture_scale(const Size2 &p_scale) {
tex_scale = p_scale;
update();
}
Size2 Polygon2D::get_texture_scale() const {
return tex_scale;
}
void Polygon2D::set_invert(bool p_invert) {
invert = p_invert;
update();
}
bool Polygon2D::get_invert() const {
return invert;
}
void Polygon2D::set_antialiased(bool p_antialiased) {
antialiased = p_antialiased;
update();
}
bool Polygon2D::get_antialiased() const {
return antialiased;
}
void Polygon2D::set_invert_border(float p_invert_border) {
invert_border = p_invert_border;
update();
}
float Polygon2D::get_invert_border() const {
return invert_border;
}
void Polygon2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
rect_cache_dirty = true;
update();
_change_notify("offset");
}
Vector2 Polygon2D::get_offset() const {
return offset;
}
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void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
Bone bone;
bone.path = p_path;
bone.weights = p_weights;
bone_weights.push_back(bone);
}
int Polygon2D::get_bone_count() const {
return bone_weights.size();
}
NodePath Polygon2D::get_bone_path(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
return bone_weights[p_index].path;
}
PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
return bone_weights[p_index].weights;
}
void Polygon2D::erase_bone(int p_idx) {
ERR_FAIL_INDEX(p_idx, bone_weights.size());
bone_weights.remove(p_idx);
}
void Polygon2D::clear_bones() {
bone_weights.clear();
}
void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
ERR_FAIL_INDEX(p_index, bone_weights.size());
bone_weights[p_index].weights = p_weights;
update();
}
void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
ERR_FAIL_INDEX(p_index, bone_weights.size());
bone_weights[p_index].path = p_path;
update();
}
Array Polygon2D::_get_bones() const {
Array bones;
for (int i = 0; i < get_bone_count(); i++) {
bones.push_back(get_bone_path(i));
bones.push_back(get_bone_weights(i));
}
return bones;
}
void Polygon2D::_set_bones(const Array &p_bones) {
ERR_FAIL_COND(p_bones.size() & 1);
clear_bones();
for (int i = 0; i < p_bones.size(); i += 2) {
add_bone(p_bones[i], p_bones[i + 1]);
}
}
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
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if (skeleton == p_skeleton)
return;
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skeleton = p_skeleton;
update();
}
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NodePath Polygon2D::get_skeleton() const {
return skeleton;
}
void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
ClassDB::bind_method(D_METHOD("set_splits", "splits"), &Polygon2D::set_splits);
ClassDB::bind_method(D_METHOD("get_splits"), &Polygon2D::get_splits);
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
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ClassDB::bind_method(D_METHOD("set_texture_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_invert", "invert"), &Polygon2D::set_invert);
ClassDB::bind_method(D_METHOD("get_invert"), &Polygon2D::get_invert);
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
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ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
ADD_GROUP("Texture", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_GROUP("Texture", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-1440,1440,0.1"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation");
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ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton"), "set_skeleton", "get_skeleton");
ADD_GROUP("Invert", "invert_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
}
Polygon2D::Polygon2D() {
invert = 0;
invert_border = 100;
antialiased = false;
tex_rot = 0;
tex_tile = true;
tex_scale = Vector2(1, 1);
color = Color(1, 1, 1);
rect_cache_dirty = true;
}