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:
parent
4011429e57
commit
c218c631f6
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@ -31,7 +31,10 @@
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#include "sprite_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "scene/2d/collision_polygon_2d.h"
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#include "scene/2d/light_occluder_2d.h"
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#include "scene/2d/mesh_instance_2d.h"
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#include "scene/2d/polygon_2d.h"
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#include "scene/gui/box_container.h"
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#include "thirdparty/misc/clipper.hpp"
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@ -116,8 +119,42 @@ void SpriteEditor::_menu_option(int p_option) {
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return;
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}
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selected_menu_item = (Menu)p_option;
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switch (p_option) {
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case MENU_OPTION_CREATE_MESH_2D: {
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case MENU_OPTION_CONVERT_TO_MESH_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
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debug_uv_dialog->set_title("Mesh2D Preview");
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D"));
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debug_uv_dialog->set_title("Polygon2D Preview");
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D"));
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debug_uv_dialog->set_title("CollisionPolygon2D Preview");
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D"));
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debug_uv_dialog->set_title("LightOccluder2D Preview");
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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@ -169,47 +206,107 @@ void SpriteEditor::_update_mesh_data() {
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computed_indices.clear();
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Size2 img_size = Vector2(image->get_width(), image->get_height());
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for (int j = 0; j < lines.size(); j++) {
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lines.write[j] = expand(lines[j], rect, epsilon);
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for (int i = 0; i < lines.size(); i++) {
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lines.write[i] = expand(lines[i], rect, epsilon);
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}
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int index_ofs = computed_vertices.size();
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if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
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for (int i = 0; i < lines[j].size(); i++) {
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Vector2 vtx = lines[j][i];
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computed_uv.push_back(vtx / img_size);
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for (int j = 0; j < lines.size(); j++) {
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int index_ofs = computed_vertices.size();
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vtx -= rect.position; //offset by rect position
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for (int i = 0; i < lines[j].size(); i++) {
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Vector2 vtx = lines[j][i];
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computed_uv.push_back(vtx / img_size);
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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vtx -= rect.position; //offset by rect position
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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computed_vertices.push_back(vtx);
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}
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
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for (int i = 0; i < poly.size(); i += 3) {
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for (int k = 0; k < 3; k++) {
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int idx = i + k;
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int idxn = i + (k + 1) % 3;
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uv_lines.push_back(lines[j][poly[idx]]);
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uv_lines.push_back(lines[j][poly[idxn]]);
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computed_indices.push_back(poly[idx] + index_ofs);
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computed_vertices.push_back(vtx);
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}
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Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
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for (int i = 0; i < poly.size(); i += 3) {
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for (int k = 0; k < 3; k++) {
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int idx = i + k;
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int idxn = i + (k + 1) % 3;
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uv_lines.push_back(lines[j][poly[idx]]);
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uv_lines.push_back(lines[j][poly[idxn]]);
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computed_indices.push_back(poly[idx] + index_ofs);
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}
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}
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}
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}
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outline_lines.clear();
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computed_outline_lines.clear();
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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) {
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outline_lines.resize(lines.size());
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computed_outline_lines.resize(lines.size());
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for (int pi = 0; pi < lines.size(); pi++) {
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Vector<Vector2> ol;
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Vector<Vector2> col;
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ol.resize(lines[pi].size());
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col.resize(lines[pi].size());
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for (int i = 0; i < lines[pi].size(); i++) {
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Vector2 vtx = lines[pi][i];
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ol.write[i] = vtx;
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vtx -= rect.position; //offset by rect position
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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col.write[i] = vtx;
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}
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outline_lines.write[pi] = ol;
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computed_outline_lines.write[pi] = col;
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}
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}
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debug_uv->update();
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}
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void SpriteEditor::_create_mesh_node() {
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void SpriteEditor::_create_node() {
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switch (selected_menu_item) {
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case MENU_OPTION_CONVERT_TO_MESH_2D: {
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_convert_to_mesh_2d_node();
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} break;
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case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
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_convert_to_polygon_2d_node();
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} break;
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case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
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_create_collision_polygon_2d_node();
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} break;
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case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
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_create_light_occluder_2d_node();
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} break;
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}
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}
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void SpriteEditor::_convert_to_mesh_2d_node() {
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if (computed_vertices.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
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@ -233,6 +330,117 @@ void SpriteEditor::_create_mesh_node() {
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EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, mesh_instance);
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}
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void SpriteEditor::_convert_to_polygon_2d_node() {
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Polygon2D *polygon_2d_instance = memnew(Polygon2D);
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int total_point_count = 0;
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for (int i = 0; i < computed_outline_lines.size(); i++)
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total_point_count += computed_outline_lines[i].size();
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PoolVector2Array polygon;
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polygon.resize(total_point_count);
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PoolVector2Array::Write polygon_write = polygon.write();
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PoolVector2Array uvs;
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uvs.resize(total_point_count);
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PoolVector2Array::Write uvs_write = uvs.write();
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int current_point_index = 0;
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Array polys;
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polys.resize(computed_outline_lines.size());
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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Vector<Vector2> uv_outline = outline_lines[i];
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if (outline.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
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err_dialog->popup_centered_minsize();
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return;
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}
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PoolIntArray pia;
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pia.resize(outline.size());
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PoolIntArray::Write pia_write = pia.write();
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for (int pi = 0; pi < outline.size(); pi++) {
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polygon_write[current_point_index] = outline[pi];
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uvs_write[current_point_index] = uv_outline[pi];
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pia_write[pi] = current_point_index;
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current_point_index++;
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}
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polys[i] = pia;
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}
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polygon_2d_instance->set_uv(uvs);
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polygon_2d_instance->set_polygon(polygon);
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polygon_2d_instance->set_polygons(polys);
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EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, polygon_2d_instance);
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}
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void SpriteEditor::_create_collision_polygon_2d_node() {
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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if (outline.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
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err_dialog->popup_centered_minsize();
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continue;
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}
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CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
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collision_polygon_2d_instance->set_polygon(outline);
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_add_as_sibling_or_child(node, collision_polygon_2d_instance);
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}
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}
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void SpriteEditor::_create_light_occluder_2d_node() {
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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if (outline.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
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err_dialog->popup_centered_minsize();
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continue;
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}
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Ref<OccluderPolygon2D> polygon;
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polygon.instance();
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PoolVector2Array a;
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a.resize(outline.size());
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PoolVector2Array::Write aw = a.write();
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for (int io = 0; io < outline.size(); io++) {
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aw[io] = outline[io];
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}
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polygon->set_polygon(a);
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LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
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light_occluder_2d_instance->set_occluder_polygon(polygon);
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_add_as_sibling_or_child(node, light_occluder_2d_instance);
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}
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}
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void SpriteEditor::_add_as_sibling_or_child(Node2D *p_own_node, Node2D *p_new_node) {
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// Can't make sibling if own node is scene root
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if (p_own_node != this->get_tree()->get_edited_scene_root()) {
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p_own_node->get_parent()->add_child(p_new_node, true);
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p_new_node->set_transform(p_own_node->get_transform());
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} else {
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p_own_node->add_child(p_new_node, true);
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}
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p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
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}
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#if 0
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void SpriteEditor::_create_uv_lines() {
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@ -298,16 +506,26 @@ void SpriteEditor::_create_uv_lines() {
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#endif
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void SpriteEditor::_debug_uv_draw() {
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if (uv_lines.size() == 0)
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return;
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Ref<Texture> tex = node->get_texture();
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ERR_FAIL_COND(!tex.is_valid());
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debug_uv->set_clip_contents(true);
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debug_uv->draw_texture(tex, Point2());
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debug_uv->set_custom_minimum_size(tex->get_size());
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//debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
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debug_uv->draw_multiline(uv_lines, Color(1.0, 0.8, 0.7));
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Color color = Color(1.0, 0.8, 0.7);
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if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
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debug_uv->draw_multiline(uv_lines, color);
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} 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) {
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for (int i = 0; i < outline_lines.size(); i++) {
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Vector<Vector2> outline = outline_lines[i];
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debug_uv->draw_polyline(outline, color);
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debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
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}
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}
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}
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void SpriteEditor::_bind_methods() {
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@ -315,7 +533,7 @@ void SpriteEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
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ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
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ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
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ClassDB::bind_method("_create_mesh_node", &SpriteEditor::_create_mesh_node);
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ClassDB::bind_method("_create_node", &SpriteEditor::_create_node);
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}
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SpriteEditor::SpriteEditor() {
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@ -327,7 +545,10 @@ SpriteEditor::SpriteEditor() {
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options->set_text(TTR("Sprite"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
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options->get_popup()->add_item(TTR("Convert to 2D Mesh"), MENU_OPTION_CREATE_MESH_2D);
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options->get_popup()->add_item(TTR("Convert to Mesh2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
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options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
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options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
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options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
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options->get_popup()->connect("id_pressed", this, "_menu_option");
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@ -335,7 +556,7 @@ SpriteEditor::SpriteEditor() {
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add_child(err_dialog);
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debug_uv_dialog = memnew(ConfirmationDialog);
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debug_uv_dialog->get_ok()->set_text(TTR("Create 2D Mesh"));
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debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
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debug_uv_dialog->set_title("Mesh 2D Preview");
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VBoxContainer *vb = memnew(VBoxContainer);
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debug_uv_dialog->add_child(vb);
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@ -347,7 +568,7 @@ SpriteEditor::SpriteEditor() {
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debug_uv = memnew(Control);
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debug_uv->connect("draw", this, "_debug_uv_draw");
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scroll->add_child(debug_uv);
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debug_uv_dialog->connect("confirmed", this, "_create_mesh_node");
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debug_uv_dialog->connect("confirmed", this, "_create_node");
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HBoxContainer *hb = memnew(HBoxContainer);
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hb->add_child(memnew(Label(TTR("Simplification: "))));
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@ -41,9 +41,14 @@ class SpriteEditor : public Control {
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GDCLASS(SpriteEditor, Control);
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enum Menu {
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MENU_OPTION_CREATE_MESH_2D,
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MENU_OPTION_CONVERT_TO_MESH_2D,
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MENU_OPTION_CONVERT_TO_POLYGON_2D,
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MENU_OPTION_CREATE_COLLISION_POLY_2D,
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MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
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};
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Menu selected_menu_item;
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Sprite *node;
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MenuButton *options;
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@ -55,7 +60,8 @@ class SpriteEditor : public Control {
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ConfirmationDialog *debug_uv_dialog;
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Control *debug_uv;
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Vector<Vector2> uv_lines;
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Vector<Vector<Vector2> > outline_lines;
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Vector<Vector<Vector2> > computed_outline_lines;
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Vector<Vector2> computed_vertices;
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Vector<Vector2> computed_uv;
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Vector<int> computed_indices;
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@ -71,7 +77,14 @@ class SpriteEditor : public Control {
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void _debug_uv_draw();
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void _update_mesh_data();
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void _create_mesh_node();
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void _create_node();
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void _convert_to_mesh_2d_node();
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void _convert_to_polygon_2d_node();
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void _create_collision_polygon_2d_node();
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void _create_light_occluder_2d_node();
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void _add_as_sibling_or_child(Node2D *p_own_node, Node2D *p_new_node);
|
||||
|
||||
protected:
|
||||
void _node_removed(Node *p_node);
|
||||
|
|
Loading…
Reference in New Issue