Skeleton for 2D WIP
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@ -1297,6 +1297,10 @@ Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleto
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return Transform2D();
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}
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void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
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}
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void RasterizerStorageGLES2::update_dirty_skeletons() {
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}
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@ -555,6 +555,7 @@ public:
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virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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/* Light API */
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@ -160,6 +160,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
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state.canvas_shader.set_custom_shader(0);
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state.canvas_shader.bind();
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@ -180,6 +181,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
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glBindVertexArray(data.canvas_quad_array);
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state.using_texture_rect = true;
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state.using_ninepatch = false;
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state.using_skeleton = false;
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}
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void RasterizerCanvasGLES3::canvas_end() {
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@ -284,6 +286,9 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
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state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
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if (state.using_skeleton) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform);
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}
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if (storage->frame.current_rt) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
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} else {
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@ -293,7 +298,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
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state.using_ninepatch = p_ninepatch;
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}
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void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
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void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
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glBindVertexArray(data.polygon_buffer_pointer_array);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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@ -333,6 +338,23 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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if (p_bones && p_weights) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
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glEnableVertexAttribArray(VS::ARRAY_BONES);
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glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(int) * 4 * p_vertex_count;
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
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glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
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glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(float) * 4 * p_vertex_count;
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} else if (state.using_skeleton) {
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glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
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glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
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}
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//bind the indices buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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@ -342,6 +364,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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storage->frame.canvas_draw_commands++;
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if (p_bones && p_weights) {
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//not used so often, so disable when used
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glDisableVertexAttribArray(VS::ARRAY_BONES);
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glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
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}
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glBindVertexArray(0);
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}
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@ -735,7 +763,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
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}
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_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
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#ifdef GLES_OVER_GL
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if (polygon->antialiased) {
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glEnable(GL_LINE_SMOOTH);
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@ -921,7 +950,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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}
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_bind_canvas_texture(RID(), RID());
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_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
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_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
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//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
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//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
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@ -1068,6 +1097,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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RID canvas_last_material;
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bool prev_distance_field = false;
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bool prev_use_skeleton = false;
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while (p_item_list) {
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@ -1106,6 +1136,35 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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}
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}
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RasterizerStorageGLES3::Skeleton *skeleton = NULL;
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{
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//skeleton handling
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if (ci->skeleton.is_valid()) {
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skeleton = storage->skeleton_owner.getornull(ci->skeleton);
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if (!skeleton->use_2d) {
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skeleton = NULL;
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} else {
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state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d);
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}
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}
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bool use_skeleton = skeleton != NULL;
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if (prev_use_skeleton != use_skeleton) {
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rebind_shader = true;
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
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prev_use_skeleton = use_skeleton;
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}
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if (skeleton) {
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, skeleton->texture);
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state.using_skeleton = true;
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} else {
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state.using_skeleton = false;
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}
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}
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//begin rect
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Item *material_owner = ci->material_owner ? ci->material_owner : ci;
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@ -84,6 +84,8 @@ public:
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Color canvas_item_modulate;
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Transform2D extra_matrix;
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Transform2D final_transform;
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bool using_skeleton;
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Transform2D skeleton_transform;
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} state;
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@ -123,7 +125,7 @@ public:
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights);
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_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
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@ -4496,6 +4496,15 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
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return ret;
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}
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void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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ERR_FAIL_COND(!skeleton->use_2d);
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skeleton->base_transform_2d = p_base_transform;
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}
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void RasterizerStorageGLES3::update_dirty_skeletons() {
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glActiveTexture(GL_TEXTURE0);
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@ -868,6 +868,7 @@ public:
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GLuint texture;
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SelfList<Skeleton> update_list;
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Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
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Transform2D base_transform_2d;
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Skeleton() :
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update_list(this) {
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@ -891,6 +892,7 @@ public:
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virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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/* Light API */
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@ -4,6 +4,11 @@
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layout(location=0) in highp vec2 vertex;
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layout(location=3) in vec4 color_attrib;
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#ifdef USE_SKELETON
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layout(location=6) in uvec4 bone_indices; // attrib:6
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layout(location=7) in vec4 bone_weights; // attrib:7
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#endif
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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@ -51,6 +56,11 @@ out highp vec2 pixel_size_interp;
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#endif
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#ifdef USE_SKELETON
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uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform mat4 skeleton_to_object_local_matrix;
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#endif
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#ifdef USE_LIGHTING
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layout(std140) uniform LightData { //ubo:1
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@ -75,7 +85,6 @@ out vec4 light_uv_interp;
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out vec4 local_rot;
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#ifdef USE_SHADOWS
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out highp vec2 pos;
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#endif
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@ -101,6 +110,7 @@ MATERIAL_UNIFORMS
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#endif
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VERTEX_SHADER_GLOBALS
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void main() {
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@ -146,6 +156,49 @@ void main() {
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#endif
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#ifdef USE_SKELETON
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if (bone_weights!=vec4(0.0)){ //must be a valid bone
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//skeleton transform
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ivec4 bone_indicesi = ivec4(bone_indices);
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ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
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highp mat2x4 m = mat2x4(
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texelFetch(skeleton_texture,tex_ofs,0),
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texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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) * bone_weights.x;
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tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
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m+= mat2x4(
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texelFetch(skeleton_texture,tex_ofs,0),
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texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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) * bone_weights.y;
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tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
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m+= mat2x4(
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texelFetch(skeleton_texture,tex_ofs,0),
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texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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) * bone_weights.z;
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tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
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m+= mat2x4(
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texelFetch(skeleton_texture,tex_ofs,0),
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texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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) * bone_weights.w;
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mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
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outvec = bone_matrix * outvec;
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}
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#endif
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#define extra_matrix extra_matrix2
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{
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@ -207,6 +260,7 @@ uniform mediump sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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in highp vec2 uv_interp;
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in mediump vec4 color_interp;
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@ -314,6 +314,9 @@ void Polygon2DEditor::_menu_option(int p_option) {
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undo_redo->commit_action();
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} break;
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case UVEDIT_GRID_SETTINGS: {
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grid_settings->popup_centered_minsize();
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} break;
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default: {
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AbstractPolygon2DEditor::_menu_option(p_option);
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} break;
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@ -809,6 +812,8 @@ void Polygon2DEditor::_uv_draw() {
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if (base_tex.is_null())
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return;
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String warning;
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Transform2D mtx;
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mtx.elements[2] = -uv_draw_ofs;
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mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
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@ -911,6 +916,50 @@ void Polygon2DEditor::_uv_draw() {
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if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
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NodePath bone_path;
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for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
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CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
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if (c && c->is_pressed()) {
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bone_path = node->get_bone_path(i);
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break;
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}
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}
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//draw skeleton
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NodePath skeleton_path = node->get_skeleton();
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if (node->has_node(skeleton_path)) {
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Skeleton2D *skeleton = Object::cast_to<Skeleton2D>(node->get_node(skeleton_path));
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if (skeleton) {
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for (int i = 0; i < skeleton->get_bone_count(); i++) {
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Bone2D *bone = skeleton->get_bone(i);
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if (bone->get_rest() == Transform2D(0, 0, 0, 0, 0, 0))
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continue; //not set
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bool current = bone_path == skeleton->get_path_to(bone);
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for (int j = 0; j < bone->get_child_count(); j++) {
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Node2D *n = Object::cast_to<Node2D>(bone->get_child(j));
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if (!n)
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continue;
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bool edit_bone = n->has_meta("_edit_bone_") && n->get_meta("_edit_bone_");
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if (edit_bone) {
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Transform2D bone_xform = node->get_global_transform().affine_inverse() * (skeleton->get_global_transform() * bone->get_skeleton_rest());
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Transform2D endpoint_xform = bone_xform * n->get_transform();
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Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
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uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), current ? 5 : 4);
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uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, current ? 3 : 2);
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}
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}
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}
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}
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}
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//draw paint circle
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uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
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}
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@ -1075,6 +1124,8 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
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uv_menu->get_popup()->add_item(TTR("UV->Polygon"), UVEDIT_UV_TO_POLYGON);
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uv_menu->get_popup()->add_separator();
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uv_menu->get_popup()->add_item(TTR("Clear UV"), UVEDIT_UV_CLEAR);
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uv_menu->get_popup()->add_separator();
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uv_menu->get_popup()->add_item(TTR("Grid Settings"), UVEDIT_GRID_SETTINGS);
|
||||
uv_menu->get_popup()->connect("id_pressed", this, "_menu_option");
|
||||
|
||||
uv_mode_hb->add_child(memnew(VSeparator));
|
||||
|
@ -1097,8 +1148,11 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
b_snap_grid->set_tooltip(TTR("Show Grid"));
|
||||
b_snap_grid->connect("toggled", this, "_set_show_grid");
|
||||
|
||||
uv_mode_hb->add_child(memnew(VSeparator));
|
||||
uv_mode_hb->add_child(memnew(Label(TTR("Grid Offset:"))));
|
||||
grid_settings = memnew(AcceptDialog);
|
||||
grid_settings->set_title(TTR("Configure Grid:"));
|
||||
add_child(grid_settings);
|
||||
VBoxContainer *grid_settings_vb = memnew(VBoxContainer);
|
||||
grid_settings->add_child(grid_settings_vb);
|
||||
|
||||
SpinBox *sb_off_x = memnew(SpinBox);
|
||||
sb_off_x->set_min(-256);
|
||||
|
@ -1107,7 +1161,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
sb_off_x->set_value(snap_offset.x);
|
||||
sb_off_x->set_suffix("px");
|
||||
sb_off_x->connect("value_changed", this, "_set_snap_off_x");
|
||||
uv_mode_hb->add_child(sb_off_x);
|
||||
grid_settings_vb->add_margin_child(TTR("Grid Offset X:"), sb_off_x);
|
||||
|
||||
SpinBox *sb_off_y = memnew(SpinBox);
|
||||
sb_off_y->set_min(-256);
|
||||
|
@ -1116,10 +1170,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
sb_off_y->set_value(snap_offset.y);
|
||||
sb_off_y->set_suffix("px");
|
||||
sb_off_y->connect("value_changed", this, "_set_snap_off_y");
|
||||
uv_mode_hb->add_child(sb_off_y);
|
||||
|
||||
uv_mode_hb->add_child(memnew(VSeparator));
|
||||
uv_mode_hb->add_child(memnew(Label(TTR("Grid Step:"))));
|
||||
grid_settings_vb->add_margin_child(TTR("Grid Offset Y:"), sb_off_y);
|
||||
|
||||
SpinBox *sb_step_x = memnew(SpinBox);
|
||||
sb_step_x->set_min(-256);
|
||||
|
@ -1128,7 +1179,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
sb_step_x->set_value(snap_step.x);
|
||||
sb_step_x->set_suffix("px");
|
||||
sb_step_x->connect("value_changed", this, "_set_snap_step_x");
|
||||
uv_mode_hb->add_child(sb_step_x);
|
||||
grid_settings_vb->add_margin_child(TTR("Grid Step X:"), sb_step_x);
|
||||
|
||||
SpinBox *sb_step_y = memnew(SpinBox);
|
||||
sb_step_y->set_min(-256);
|
||||
|
@ -1137,7 +1188,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
sb_step_y->set_value(snap_step.y);
|
||||
sb_step_y->set_suffix("px");
|
||||
sb_step_y->connect("value_changed", this, "_set_snap_step_y");
|
||||
uv_mode_hb->add_child(sb_step_y);
|
||||
grid_settings_vb->add_margin_child(TTR("Grid Step Y:"), sb_step_y);
|
||||
|
||||
uv_mode_hb->add_child(memnew(VSeparator));
|
||||
uv_icon_zoom = memnew(TextureRect);
|
||||
|
@ -1150,7 +1201,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
uv_zoom->set_v_size_flags(SIZE_SHRINK_CENTER);
|
||||
|
||||
uv_mode_hb->add_child(uv_zoom);
|
||||
uv_zoom->set_custom_minimum_size(Size2(200, 0));
|
||||
uv_zoom->set_custom_minimum_size(Size2(80 * EDSCALE, 0));
|
||||
uv_zoom_value = memnew(SpinBox);
|
||||
uv_zoom->share(uv_zoom_value);
|
||||
uv_zoom_value->set_custom_minimum_size(Size2(50, 0));
|
||||
|
@ -1166,7 +1217,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
|
||||
bone_scroll_main_vb = memnew(VBoxContainer);
|
||||
bone_scroll_main_vb->hide();
|
||||
sync_bones = memnew(Button(TTR("Sync Bones")));
|
||||
sync_bones = memnew(Button(TTR("Sync Bones to Polygon")));
|
||||
bone_scroll_main_vb->add_child(sync_bones);
|
||||
uv_main_hb->add_child(bone_scroll_main_vb);
|
||||
bone_scroll = memnew(ScrollContainer);
|
||||
|
|
|
@ -45,7 +45,8 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
|
|||
MODE_EDIT_UV = MODE_CONT,
|
||||
UVEDIT_POLYGON_TO_UV,
|
||||
UVEDIT_UV_TO_POLYGON,
|
||||
UVEDIT_UV_CLEAR
|
||||
UVEDIT_UV_CLEAR,
|
||||
UVEDIT_GRID_SETTINGS
|
||||
|
||||
};
|
||||
|
||||
|
@ -91,6 +92,7 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
|
|||
int bone_painting_bone;
|
||||
PoolVector<float> prev_weights;
|
||||
Vector2 bone_paint_pos;
|
||||
AcceptDialog *grid_settings;
|
||||
|
||||
void _sync_bones();
|
||||
void _update_bone_list();
|
||||
|
|
|
@ -270,7 +270,8 @@ void Line2D::_draw() {
|
|||
lb.indices,
|
||||
lb.vertices,
|
||||
lb.colors,
|
||||
lb.uvs,
|
||||
lb.uvs, Vector<int>(), Vector<float>(),
|
||||
|
||||
texture_rid);
|
||||
|
||||
// DEBUG
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
|
||||
#include "polygon_2d.h"
|
||||
#include "core/math/geometry.h"
|
||||
|
||||
#include "skeleton_2d.h"
|
||||
Dictionary Polygon2D::_edit_get_state() const {
|
||||
Dictionary state = Node2D::_edit_get_state();
|
||||
state["offset"] = offset;
|
||||
|
@ -91,8 +91,20 @@ void Polygon2D::_notification(int p_what) {
|
|||
if (polygon.size() < 3)
|
||||
return;
|
||||
|
||||
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;
|
||||
Vector<int> bones;
|
||||
Vector<float> weights;
|
||||
|
||||
points.resize(polygon.size());
|
||||
|
||||
|
@ -180,6 +192,70 @@ void Polygon2D::_notification(int p_what) {
|
|||
}
|
||||
}
|
||||
|
||||
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();
|
||||
colors.resize(len);
|
||||
|
@ -197,7 +273,8 @@ void Polygon2D::_notification(int p_what) {
|
|||
// 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) {
|
||||
VS::get_singleton()->canvas_item_add_polygon(get_canvas_item(), points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID(), RID(), antialiased);
|
||||
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;
|
||||
|
@ -268,7 +345,7 @@ void Polygon2D::_notification(int p_what) {
|
|||
|
||||
//print_line("loops: " + itos(loops.size()) + " indices: " + itos(indices.size()));
|
||||
|
||||
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
|
||||
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;
|
||||
|
@ -488,9 +565,12 @@ void Polygon2D::_set_bones(const Array &p_bones) {
|
|||
}
|
||||
|
||||
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
|
||||
if (skeleton == p_skeleton)
|
||||
return;
|
||||
skeleton = p_skeleton;
|
||||
update();
|
||||
}
|
||||
|
||||
NodePath Polygon2D::get_skeleton() const {
|
||||
return skeleton;
|
||||
}
|
||||
|
|
|
@ -28,6 +28,11 @@ void Bone2D::_notification(int p_what) {
|
|||
skeleton->_make_transform_dirty();
|
||||
}
|
||||
}
|
||||
if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
|
||||
if (skeleton) {
|
||||
skeleton->_make_bone_setup_dirty();
|
||||
}
|
||||
}
|
||||
|
||||
if (p_what == NOTIFICATION_EXIT_TREE) {
|
||||
if (skeleton) {
|
||||
|
@ -48,12 +53,18 @@ void Bone2D::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
|
||||
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
|
||||
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
|
||||
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
|
||||
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D,"rest"),"set_rest","get_rest");
|
||||
}
|
||||
|
||||
void Bone2D::set_rest(const Transform2D &p_rest) {
|
||||
rest = p_rest;
|
||||
if (skeleton)
|
||||
skeleton->_make_bone_setup_dirty();
|
||||
|
||||
update_configuration_warning();
|
||||
}
|
||||
|
||||
Transform2D Bone2D::get_rest() const {
|
||||
|
@ -73,22 +84,45 @@ void Bone2D::apply_rest() {
|
|||
set_transform(rest);
|
||||
}
|
||||
|
||||
int Bone2D::get_index_in_skeleton() const {
|
||||
ERR_FAIL_COND_V(!skeleton,-1);
|
||||
skeleton->_update_bone_setup();
|
||||
return skeleton_index;
|
||||
}
|
||||
String Bone2D::get_configuration_warning() const {
|
||||
|
||||
String warning = Node2D::get_configuration_warning();
|
||||
if (!skeleton) {
|
||||
if (warning!=String()) {
|
||||
warning+="\n";
|
||||
}
|
||||
if (parent_bone) {
|
||||
return TTR("This Bone2D chain should end at a Skeleton2D node.");
|
||||
warning+=TTR("This Bone2D chain should end at a Skeleton2D node.");
|
||||
} else {
|
||||
return TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
|
||||
warning+=TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
|
||||
}
|
||||
}
|
||||
|
||||
return Node2D::get_configuration_warning();
|
||||
if (rest==Transform2D(0,0,0,0,0,0)) {
|
||||
if (warning!=String()) {
|
||||
warning+="\n";
|
||||
}
|
||||
warning+=TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
|
||||
|
||||
}
|
||||
|
||||
return warning;
|
||||
}
|
||||
|
||||
Bone2D::Bone2D() {
|
||||
skeleton = NULL;
|
||||
parent_bone = NULL;
|
||||
skeleton_index=-1;
|
||||
set_notify_local_transform(true);
|
||||
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
|
||||
for(int i=0;i<3;i++) {
|
||||
rest[i]=Vector2(0,0);
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////
|
||||
|
@ -114,7 +148,14 @@ void Skeleton2D::_update_bone_setup() {
|
|||
bones.sort(); //sorty so they are always in the same order/index
|
||||
|
||||
for (int i = 0; i < bones.size(); i++) {
|
||||
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest(); //bind pose
|
||||
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
|
||||
bones[i].bone->skeleton_index=i;
|
||||
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
|
||||
if (parent_bone) {
|
||||
bones[i].parent_index=parent_bone->skeleton_index;
|
||||
} else {
|
||||
bones[i].parent_index=-1;
|
||||
}
|
||||
}
|
||||
|
||||
transform_dirty = true;
|
||||
|
@ -142,13 +183,20 @@ void Skeleton2D::_update_transform() {
|
|||
|
||||
transform_dirty = false;
|
||||
|
||||
Transform2D global_xform = get_global_transform();
|
||||
Transform2D global_xform_inverse = global_xform.affine_inverse();
|
||||
for (int i = 0; i < bones.size(); i++) {
|
||||
|
||||
ERR_CONTINUE(bones[i].parent_index>=i);
|
||||
if (bones[i].parent_index>=0) {
|
||||
bones[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
|
||||
} else {
|
||||
bones[i].accum_transform = bones[i].bone->get_transform();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < bones.size(); i++) {
|
||||
|
||||
Transform2D final_xform = bones[i].rest_inverse * bones[i].bone->get_relative_transform_to_parent(this);
|
||||
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, global_xform * (final_xform * global_xform_inverse));
|
||||
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
|
||||
VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -179,10 +227,12 @@ void Skeleton2D::_notification(int p_what) {
|
|||
_update_bone_setup();
|
||||
if (transform_dirty)
|
||||
_update_transform();
|
||||
|
||||
request_ready();
|
||||
}
|
||||
|
||||
if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
|
||||
_make_transform_dirty();
|
||||
VS::get_singleton()->skeleton_set_base_transform_2d(skeleton,get_global_transform());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -203,6 +253,7 @@ void Skeleton2D::_bind_methods() {
|
|||
Skeleton2D::Skeleton2D() {
|
||||
bone_setup_dirty = true;
|
||||
transform_dirty = true;
|
||||
|
||||
skeleton = VS::get_singleton()->skeleton_create();
|
||||
}
|
||||
|
||||
|
|
|
@ -12,6 +12,9 @@ class Bone2D : public Node2D {
|
|||
Skeleton2D *skeleton;
|
||||
Transform2D rest;
|
||||
|
||||
friend class Skeleton2D;
|
||||
int skeleton_index;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
@ -24,6 +27,8 @@ public:
|
|||
|
||||
String get_configuration_warning() const;
|
||||
|
||||
int get_index_in_skeleton() const;
|
||||
|
||||
Bone2D();
|
||||
};
|
||||
|
||||
|
@ -37,6 +42,8 @@ class Skeleton2D : public Node2D {
|
|||
return p_bone.bone->is_greater_than(bone);
|
||||
}
|
||||
Bone2D *bone;
|
||||
int parent_index;
|
||||
Transform2D accum_transform;
|
||||
Transform2D rest_inverse;
|
||||
};
|
||||
|
||||
|
|
|
@ -325,6 +325,7 @@ public:
|
|||
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
@ -735,6 +736,8 @@ public:
|
|||
Vector<Point2> points;
|
||||
Vector<Point2> uvs;
|
||||
Vector<Color> colors;
|
||||
Vector<int> bones;
|
||||
Vector<float> weights;
|
||||
RID texture;
|
||||
RID normal_map;
|
||||
int count;
|
||||
|
@ -812,6 +815,8 @@ public:
|
|||
mutable bool rect_dirty;
|
||||
mutable Rect2 rect;
|
||||
RID material;
|
||||
RID skeleton;
|
||||
|
||||
Item *next;
|
||||
|
||||
struct CopyBackBuffer {
|
||||
|
|
|
@ -694,7 +694,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
|
|||
canvas_item->commands.push_back(polygon);
|
||||
}
|
||||
|
||||
void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, int p_count, RID p_normal_map) {
|
||||
void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map) {
|
||||
|
||||
Item *canvas_item = canvas_item_owner.getornull(p_item);
|
||||
ERR_FAIL_COND(!canvas_item);
|
||||
|
@ -702,6 +702,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
|
|||
int ps = p_points.size();
|
||||
ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != ps && p_colors.size() != 1);
|
||||
ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != ps);
|
||||
ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != ps * 4);
|
||||
ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != ps * 4);
|
||||
|
||||
Vector<int> indices = p_indices;
|
||||
|
||||
|
@ -726,6 +728,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
|
|||
polygon->points = p_points;
|
||||
polygon->uvs = p_uvs;
|
||||
polygon->colors = p_colors;
|
||||
polygon->bones = p_bones;
|
||||
polygon->weights = p_weights;
|
||||
polygon->indices = indices;
|
||||
polygon->count = count;
|
||||
polygon->antialiased = false;
|
||||
|
|
|
@ -51,8 +51,6 @@ public:
|
|||
|
||||
Vector<Item *> child_items;
|
||||
|
||||
RID skeleton;
|
||||
|
||||
Item() {
|
||||
children_order_dirty = true;
|
||||
E = NULL;
|
||||
|
@ -183,7 +181,7 @@ public:
|
|||
void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode = VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
|
||||
void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
|
||||
void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
|
||||
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
|
||||
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
|
||||
void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
|
||||
void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
|
||||
void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal, int p_h_frames, int p_v_frames);
|
||||
|
|
|
@ -285,6 +285,7 @@ public:
|
|||
BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
|
||||
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||
BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
@ -580,7 +581,7 @@ public:
|
|||
BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
|
||||
BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
|
||||
BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
|
||||
BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
|
||||
BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
|
||||
BIND4(canvas_item_add_mesh, RID, const RID &, RID, RID)
|
||||
BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
|
||||
BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
|
||||
|
|
|
@ -221,6 +221,7 @@ public:
|
|||
FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
|
||||
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
||||
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
||||
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
@ -498,7 +499,7 @@ public:
|
|||
FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
|
||||
FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
|
||||
FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
|
||||
FUNC8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
|
||||
FUNC10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
|
||||
FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)
|
||||
FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
|
||||
FUNC6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
|
||||
|
|
|
@ -351,6 +351,7 @@ public:
|
|||
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
|
||||
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
|
||||
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
@ -845,7 +846,7 @@ public:
|
|||
virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
|
||||
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
|
||||
virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;
|
||||
|
|
Loading…
Reference in New Issue