Add converters / generators to Sprite

Adds the following menu options to the Sprite editor: "Convert to Mesh2D", "Convert to Polygon2D", "Create CollisionPolygon2D Sibling" and "Create LightOccluder2D Sibling"
This commit is contained in:
ShyRed 2019-03-31 12:39:54 +02:00
parent 4011429e57
commit c218c631f6
2 changed files with 273 additions and 39 deletions

View File

@ -31,7 +31,10 @@
#include "sprite_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "scene/2d/collision_polygon_2d.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/gui/box_container.h"
#include "thirdparty/misc/clipper.hpp"
@ -116,8 +119,42 @@ void SpriteEditor::_menu_option(int p_option) {
return;
}
selected_menu_item = (Menu)p_option;
switch (p_option) {
case MENU_OPTION_CREATE_MESH_2D: {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
debug_uv_dialog->set_title("Mesh2D Preview");
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D"));
debug_uv_dialog->set_title("Polygon2D Preview");
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D"));
debug_uv_dialog->set_title("CollisionPolygon2D Preview");
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D"));
debug_uv_dialog->set_title("LightOccluder2D Preview");
_update_mesh_data();
debug_uv_dialog->popup_centered();
@ -169,47 +206,107 @@ void SpriteEditor::_update_mesh_data() {
computed_indices.clear();
Size2 img_size = Vector2(image->get_width(), image->get_height());
for (int j = 0; j < lines.size(); j++) {
lines.write[j] = expand(lines[j], rect, epsilon);
for (int i = 0; i < lines.size(); i++) {
lines.write[i] = expand(lines[i], rect, epsilon);
}
int index_ofs = computed_vertices.size();
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
for (int i = 0; i < lines[j].size(); i++) {
Vector2 vtx = lines[j][i];
computed_uv.push_back(vtx / img_size);
for (int j = 0; j < lines.size(); j++) {
int index_ofs = computed_vertices.size();
vtx -= rect.position; //offset by rect position
for (int i = 0; i < lines[j].size(); i++) {
Vector2 vtx = lines[j][i];
computed_uv.push_back(vtx / img_size);
//flip if flipped
if (node->is_flipped_h())
vtx.x = rect.size.x - vtx.x - 1.0;
if (node->is_flipped_v())
vtx.y = rect.size.y - vtx.y - 1.0;
vtx -= rect.position; //offset by rect position
if (node->is_centered())
vtx -= rect.size / 2.0;
//flip if flipped
if (node->is_flipped_h())
vtx.x = rect.size.x - vtx.x - 1.0;
if (node->is_flipped_v())
vtx.y = rect.size.y - vtx.y - 1.0;
computed_vertices.push_back(vtx);
}
if (node->is_centered())
vtx -= rect.size / 2.0;
Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
for (int i = 0; i < poly.size(); i += 3) {
for (int k = 0; k < 3; k++) {
int idx = i + k;
int idxn = i + (k + 1) % 3;
uv_lines.push_back(lines[j][poly[idx]]);
uv_lines.push_back(lines[j][poly[idxn]]);
computed_indices.push_back(poly[idx] + index_ofs);
computed_vertices.push_back(vtx);
}
Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
for (int i = 0; i < poly.size(); i += 3) {
for (int k = 0; k < 3; k++) {
int idx = i + k;
int idxn = i + (k + 1) % 3;
uv_lines.push_back(lines[j][poly[idx]]);
uv_lines.push_back(lines[j][poly[idxn]]);
computed_indices.push_back(poly[idx] + index_ofs);
}
}
}
}
outline_lines.clear();
computed_outline_lines.clear();
if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) {
outline_lines.resize(lines.size());
computed_outline_lines.resize(lines.size());
for (int pi = 0; pi < lines.size(); pi++) {
Vector<Vector2> ol;
Vector<Vector2> col;
ol.resize(lines[pi].size());
col.resize(lines[pi].size());
for (int i = 0; i < lines[pi].size(); i++) {
Vector2 vtx = lines[pi][i];
ol.write[i] = vtx;
vtx -= rect.position; //offset by rect position
//flip if flipped
if (node->is_flipped_h())
vtx.x = rect.size.x - vtx.x - 1.0;
if (node->is_flipped_v())
vtx.y = rect.size.y - vtx.y - 1.0;
if (node->is_centered())
vtx -= rect.size / 2.0;
col.write[i] = vtx;
}
outline_lines.write[pi] = ol;
computed_outline_lines.write[pi] = col;
}
}
debug_uv->update();
}
void SpriteEditor::_create_mesh_node() {
void SpriteEditor::_create_node() {
switch (selected_menu_item) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
_convert_to_mesh_2d_node();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
_convert_to_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
_create_collision_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
_create_light_occluder_2d_node();
} break;
}
}
void SpriteEditor::_convert_to_mesh_2d_node() {
if (computed_vertices.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
@ -233,6 +330,117 @@ void SpriteEditor::_create_mesh_node() {
EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, mesh_instance);
}
void SpriteEditor::_convert_to_polygon_2d_node() {
Polygon2D *polygon_2d_instance = memnew(Polygon2D);
int total_point_count = 0;
for (int i = 0; i < computed_outline_lines.size(); i++)
total_point_count += computed_outline_lines[i].size();
PoolVector2Array polygon;
polygon.resize(total_point_count);
PoolVector2Array::Write polygon_write = polygon.write();
PoolVector2Array uvs;
uvs.resize(total_point_count);
PoolVector2Array::Write uvs_write = uvs.write();
int current_point_index = 0;
Array polys;
polys.resize(computed_outline_lines.size());
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
Vector<Vector2> uv_outline = outline_lines[i];
if (outline.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
err_dialog->popup_centered_minsize();
return;
}
PoolIntArray pia;
pia.resize(outline.size());
PoolIntArray::Write pia_write = pia.write();
for (int pi = 0; pi < outline.size(); pi++) {
polygon_write[current_point_index] = outline[pi];
uvs_write[current_point_index] = uv_outline[pi];
pia_write[pi] = current_point_index;
current_point_index++;
}
polys[i] = pia;
}
polygon_2d_instance->set_uv(uvs);
polygon_2d_instance->set_polygon(polygon);
polygon_2d_instance->set_polygons(polys);
EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, polygon_2d_instance);
}
void SpriteEditor::_create_collision_polygon_2d_node() {
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
if (outline.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
err_dialog->popup_centered_minsize();
continue;
}
CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
collision_polygon_2d_instance->set_polygon(outline);
_add_as_sibling_or_child(node, collision_polygon_2d_instance);
}
}
void SpriteEditor::_create_light_occluder_2d_node() {
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
if (outline.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
err_dialog->popup_centered_minsize();
continue;
}
Ref<OccluderPolygon2D> polygon;
polygon.instance();
PoolVector2Array a;
a.resize(outline.size());
PoolVector2Array::Write aw = a.write();
for (int io = 0; io < outline.size(); io++) {
aw[io] = outline[io];
}
polygon->set_polygon(a);
LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
light_occluder_2d_instance->set_occluder_polygon(polygon);
_add_as_sibling_or_child(node, light_occluder_2d_instance);
}
}
void SpriteEditor::_add_as_sibling_or_child(Node2D *p_own_node, Node2D *p_new_node) {
// Can't make sibling if own node is scene root
if (p_own_node != this->get_tree()->get_edited_scene_root()) {
p_own_node->get_parent()->add_child(p_new_node, true);
p_new_node->set_transform(p_own_node->get_transform());
} else {
p_own_node->add_child(p_new_node, true);
}
p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
}
#if 0
void SpriteEditor::_create_uv_lines() {
@ -298,16 +506,26 @@ void SpriteEditor::_create_uv_lines() {
#endif
void SpriteEditor::_debug_uv_draw() {
if (uv_lines.size() == 0)
return;
Ref<Texture> tex = node->get_texture();
ERR_FAIL_COND(!tex.is_valid());
debug_uv->set_clip_contents(true);
debug_uv->draw_texture(tex, Point2());
debug_uv->set_custom_minimum_size(tex->get_size());
//debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
debug_uv->draw_multiline(uv_lines, Color(1.0, 0.8, 0.7));
Color color = Color(1.0, 0.8, 0.7);
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
debug_uv->draw_multiline(uv_lines, color);
} else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) {
for (int i = 0; i < outline_lines.size(); i++) {
Vector<Vector2> outline = outline_lines[i];
debug_uv->draw_polyline(outline, color);
debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
}
}
}
void SpriteEditor::_bind_methods() {
@ -315,7 +533,7 @@ void SpriteEditor::_bind_methods() {
ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
ClassDB::bind_method("_create_mesh_node", &SpriteEditor::_create_mesh_node);
ClassDB::bind_method("_create_node", &SpriteEditor::_create_node);
}
SpriteEditor::SpriteEditor() {
@ -327,7 +545,10 @@ SpriteEditor::SpriteEditor() {
options->set_text(TTR("Sprite"));
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
options->get_popup()->add_item(TTR("Convert to 2D Mesh"), MENU_OPTION_CREATE_MESH_2D);
options->get_popup()->add_item(TTR("Convert to Mesh2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
options->get_popup()->connect("id_pressed", this, "_menu_option");
@ -335,7 +556,7 @@ SpriteEditor::SpriteEditor() {
add_child(err_dialog);
debug_uv_dialog = memnew(ConfirmationDialog);
debug_uv_dialog->get_ok()->set_text(TTR("Create 2D Mesh"));
debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
debug_uv_dialog->set_title("Mesh 2D Preview");
VBoxContainer *vb = memnew(VBoxContainer);
debug_uv_dialog->add_child(vb);
@ -347,7 +568,7 @@ SpriteEditor::SpriteEditor() {
debug_uv = memnew(Control);
debug_uv->connect("draw", this, "_debug_uv_draw");
scroll->add_child(debug_uv);
debug_uv_dialog->connect("confirmed", this, "_create_mesh_node");
debug_uv_dialog->connect("confirmed", this, "_create_node");
HBoxContainer *hb = memnew(HBoxContainer);
hb->add_child(memnew(Label(TTR("Simplification: "))));

View File

@ -41,9 +41,14 @@ class SpriteEditor : public Control {
GDCLASS(SpriteEditor, Control);
enum Menu {
MENU_OPTION_CREATE_MESH_2D,
MENU_OPTION_CONVERT_TO_MESH_2D,
MENU_OPTION_CONVERT_TO_POLYGON_2D,
MENU_OPTION_CREATE_COLLISION_POLY_2D,
MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
};
Menu selected_menu_item;
Sprite *node;
MenuButton *options;
@ -55,7 +60,8 @@ class SpriteEditor : public Control {
ConfirmationDialog *debug_uv_dialog;
Control *debug_uv;
Vector<Vector2> uv_lines;
Vector<Vector<Vector2> > outline_lines;
Vector<Vector<Vector2> > computed_outline_lines;
Vector<Vector2> computed_vertices;
Vector<Vector2> computed_uv;
Vector<int> computed_indices;
@ -71,7 +77,14 @@ class SpriteEditor : public Control {
void _debug_uv_draw();
void _update_mesh_data();
void _create_mesh_node();
void _create_node();
void _convert_to_mesh_2d_node();
void _convert_to_polygon_2d_node();
void _create_collision_polygon_2d_node();
void _create_light_occluder_2d_node();
void _add_as_sibling_or_child(Node2D *p_own_node, Node2D *p_new_node);
protected:
void _node_removed(Node *p_node);