/**************************************************************************/ /* polygon_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "polygon_2d.h" #include "core/math/geometry_2d.h" #include "skeleton_2d.h" #ifdef TOOLS_ENABLED Dictionary Polygon2D::_edit_get_state() const { Dictionary state = Node2D::_edit_get_state(); state["offset"] = offset; return state; } void Polygon2D::_edit_set_state(const Dictionary &p_state) { Node2D::_edit_set_state(p_state); set_offset(p_state["offset"]); } void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) { set_position(get_transform().xform(p_pivot)); set_offset(get_offset() - p_pivot); } Point2 Polygon2D::_edit_get_pivot() const { return Vector2(); } bool Polygon2D::_edit_use_pivot() const { return true; } Rect2 Polygon2D::_edit_get_rect() const { if (rect_cache_dirty) { int l = polygon.size(); const Vector2 *r = polygon.ptr(); item_rect = Rect2(); for (int i = 0; i < l; i++) { Vector2 pos = r[i] + offset; if (i == 0) { item_rect.position = pos; } else { item_rect.expand_to(pos); } } rect_cache_dirty = false; } return item_rect; } bool Polygon2D::_edit_use_rect() const { return polygon.size() > 0; } bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { Vector polygon2d = Variant(polygon); if (internal_vertices > 0) { polygon2d.resize(polygon2d.size() - internal_vertices); } return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d); } #endif void Polygon2D::_validate_property(PropertyInfo &p_property) const { if (!invert && p_property.name == "invert_border") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } void Polygon2D::_skeleton_bone_setup_changed() { queue_redraw(); } void Polygon2D::_notification(int p_what) { if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) { return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor. } switch (p_what) { case NOTIFICATION_TRANSFORM_CHANGED: case NOTIFICATION_DRAW: { if (polygon.size() < 3) { return; } Skeleton2D *skeleton_node = nullptr; if (has_node(skeleton)) { skeleton_node = Object::cast_to(get_node(skeleton)); } ObjectID new_skeleton_id; if (skeleton_node && !invert && bone_weights.size()) { RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton()); new_skeleton_id = skeleton_node->get_instance_id(); } else { RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID()); } if (new_skeleton_id != current_skeleton_id) { Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id); if (old_skeleton) { old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed)); } if (skeleton_node) { skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed)); } current_skeleton_id = new_skeleton_id; } Vector points; Vector uvs; Vector bones; Vector weights; int len = polygon.size(); if ((invert || polygons.size() == 0) && internal_vertices > 0) { //if no polygons are around, internal vertices must not be drawn, else let them be len -= internal_vertices; } if (len <= 0) { return; } points.resize(len); { const Vector2 *polyr = polygon.ptr(); for (int i = 0; i < len; i++) { points.write[i] = polyr[i] + offset; } } if (invert) { Rect2 bounds; int highest_idx = -1; real_t highest_y = -1e20; real_t sum = 0.0; for (int i = 0; i < len; i++) { if (i == 0) { bounds.position = points[i]; } else { bounds.expand_to(points[i]); } if (points[i].y > highest_y) { highest_idx = i; highest_y = points[i].y; } int ni = (i + 1) % len; sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y); } bounds = bounds.grow(invert_border); Vector2 ep[7] = { Vector2(points[highest_idx].x, points[highest_idx].y + invert_border), Vector2(bounds.position + bounds.size), Vector2(bounds.position + Vector2(bounds.size.x, 0)), Vector2(bounds.position), Vector2(bounds.position + Vector2(0, bounds.size.y)), Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border), Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y), }; if (sum > 0) { SWAP(ep[1], ep[4]); SWAP(ep[2], ep[3]); SWAP(ep[5], ep[0]); SWAP(ep[6], points.write[highest_idx]); } points.resize(points.size() + 7); for (int i = points.size() - 1; i >= highest_idx + 7; i--) { points.write[i] = points[i - 7]; } for (int i = 0; i < 7; i++) { points.write[highest_idx + i + 1] = ep[i]; } len = points.size(); } if (texture.is_valid()) { Transform2D texmat(tex_rot, tex_ofs); texmat.scale(tex_scale); Size2 tex_size = texture->get_size(); uvs.resize(len); if (points.size() == uv.size()) { const Vector2 *uvr = uv.ptr(); for (int i = 0; i < len; i++) { uvs.write[i] = texmat.xform(uvr[i]) / tex_size; } } else { for (int i = 0; i < len; i++) { uvs.write[i] = texmat.xform(points[i]) / tex_size; } } } if (skeleton_node && !invert && bone_weights.size()) { //a skeleton is set! fill indices and weights int vc = len; 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(skeleton_node->get_node(bone_weights[i].path)); if (!bone) { continue; } int bone_index = bone->get_index_in_skeleton(); const float *r = bone_weights[i].weights.ptr(); 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++) { real_t tw = 0.0; 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; } } } Vector colors; colors.resize(len); if (vertex_colors.size() == points.size()) { const Color *color_r = vertex_colors.ptr(); for (int i = 0; i < len; i++) { colors.write[i] = color_r[i]; } } else { for (int i = 0; i < len; i++) { colors.write[i] = color; } } Vector index_array; if (invert || polygons.size() == 0) { index_array = Geometry2D::triangulate_polygon(points); } else { //draw individual polygons for (int i = 0; i < polygons.size(); i++) { Vector src_indices = polygons[i]; int ic = src_indices.size(); if (ic < 3) { continue; } const int *r = src_indices.ptr(); Vector tmp_points; tmp_points.resize(ic); for (int j = 0; j < ic; j++) { int idx = r[j]; ERR_CONTINUE(idx < 0 || idx >= points.size()); tmp_points.write[j] = points[r[j]]; } Vector indices = Geometry2D::triangulate_polygon(tmp_points); int ic2 = indices.size(); const int *r2 = indices.ptr(); int bic = index_array.size(); index_array.resize(bic + ic2); int *w2 = index_array.ptrw(); for (int j = 0; j < ic2; j++) { w2[j + bic] = r[r2[j]]; } } } RS::get_singleton()->mesh_clear(mesh); if (index_array.size()) { Array arr; arr.resize(RS::ARRAY_MAX); arr[RS::ARRAY_VERTEX] = points; if (uvs.size() == points.size()) { arr[RS::ARRAY_TEX_UV] = uvs; } if (colors.size() == points.size()) { arr[RS::ARRAY_COLOR] = colors; } if (bones.size() == points.size() * 4) { arr[RS::ARRAY_BONES] = bones; arr[RS::ARRAY_WEIGHTS] = weights; } arr[RS::ARRAY_INDEX] = index_array; RS::SurfaceData sd; if (skeleton_node) { // Compute transform between mesh and skeleton for runtime AABB compute. const Transform2D mesh_transform = get_global_transform(); const Transform2D skeleton_transform = skeleton_node->get_global_transform(); const Transform2D mesh_to_sk2d = skeleton_transform.affine_inverse() * mesh_transform; // Convert 2d transform to 3d. sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0]; sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[0][1]; sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x; sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[1][0]; sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1]; sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y; } Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES); if (err != OK) { return; } RS::get_singleton()->mesh_add_surface(mesh, sd); RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID()); } } break; } } void Polygon2D::set_polygon(const Vector &p_polygon) { polygon = p_polygon; rect_cache_dirty = true; queue_redraw(); } Vector Polygon2D::get_polygon() const { return polygon; } void Polygon2D::set_internal_vertex_count(int p_count) { internal_vertices = p_count; } int Polygon2D::get_internal_vertex_count() const { return internal_vertices; } void Polygon2D::set_uv(const Vector &p_uv) { uv = p_uv; queue_redraw(); } Vector Polygon2D::get_uv() const { return uv; } void Polygon2D::set_polygons(const Array &p_polygons) { polygons = p_polygons; queue_redraw(); } Array Polygon2D::get_polygons() const { return polygons; } void Polygon2D::set_color(const Color &p_color) { color = p_color; queue_redraw(); } Color Polygon2D::get_color() const { return color; } void Polygon2D::set_vertex_colors(const Vector &p_colors) { vertex_colors = p_colors; queue_redraw(); } Vector Polygon2D::get_vertex_colors() const { return vertex_colors; } void Polygon2D::set_texture(const Ref &p_texture) { texture = p_texture; queue_redraw(); } Ref Polygon2D::get_texture() const { return texture; } void Polygon2D::set_texture_offset(const Vector2 &p_offset) { tex_ofs = p_offset; queue_redraw(); } Vector2 Polygon2D::get_texture_offset() const { return tex_ofs; } void Polygon2D::set_texture_rotation(real_t p_rot) { tex_rot = p_rot; queue_redraw(); } real_t Polygon2D::get_texture_rotation() const { return tex_rot; } void Polygon2D::set_texture_scale(const Size2 &p_scale) { tex_scale = p_scale; queue_redraw(); } Size2 Polygon2D::get_texture_scale() const { return tex_scale; } void Polygon2D::set_invert(bool p_invert) { invert = p_invert; queue_redraw(); notify_property_list_changed(); } bool Polygon2D::get_invert() const { return invert; } void Polygon2D::set_antialiased(bool p_antialiased) { antialiased = p_antialiased; queue_redraw(); } bool Polygon2D::get_antialiased() const { return antialiased; } void Polygon2D::set_invert_border(real_t p_invert_border) { invert_border = p_invert_border; queue_redraw(); } real_t Polygon2D::get_invert_border() const { return invert_border; } void Polygon2D::set_offset(const Vector2 &p_offset) { offset = p_offset; rect_cache_dirty = true; queue_redraw(); } Vector2 Polygon2D::get_offset() const { return offset; } void Polygon2D::add_bone(const NodePath &p_path, const Vector &p_weights) { Bone bone; bone.path = p_path; bone.weights = p_weights; bone_weights.push_back(bone); } int Polygon2D::get_bone_count() const { return bone_weights.size(); } NodePath Polygon2D::get_bone_path(int p_index) const { ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath()); return bone_weights[p_index].path; } Vector Polygon2D::get_bone_weights(int p_index) const { ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector()); return bone_weights[p_index].weights; } void Polygon2D::erase_bone(int p_idx) { ERR_FAIL_INDEX(p_idx, bone_weights.size()); bone_weights.remove_at(p_idx); } void Polygon2D::clear_bones() { bone_weights.clear(); } void Polygon2D::set_bone_weights(int p_index, const Vector &p_weights) { ERR_FAIL_INDEX(p_index, bone_weights.size()); bone_weights.write[p_index].weights = p_weights; queue_redraw(); } void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) { ERR_FAIL_INDEX(p_index, bone_weights.size()); bone_weights.write[p_index].path = p_path; queue_redraw(); } Array Polygon2D::_get_bones() const { Array bones; for (int i = 0; i < get_bone_count(); i++) { // Convert path property to String to avoid errors due to invalid node path in editor, // because it's relative to the Skeleton2D node and not Polygon2D. bones.push_back(String(get_bone_path(i))); bones.push_back(get_bone_weights(i)); } return bones; } void Polygon2D::_set_bones(const Array &p_bones) { ERR_FAIL_COND(p_bones.size() & 1); clear_bones(); for (int i = 0; i < p_bones.size(); i += 2) { // Convert back from String to NodePath. add_bone(NodePath(p_bones[i]), p_bones[i + 1]); } } void Polygon2D::set_skeleton(const NodePath &p_skeleton) { if (skeleton == p_skeleton) { return; } skeleton = p_skeleton; queue_redraw(); } NodePath Polygon2D::get_skeleton() const { return skeleton; } void Polygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon); ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv); ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv); ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color); ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color); ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons); ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons); ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors); ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors); ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture); ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset); ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset); ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation); ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation); ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale); ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale); ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert); ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert); ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased); ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased); ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border); ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset); ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone); ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count); ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path); ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights); ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone); ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones); ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path); ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights); ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton); ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton); ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count); ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count); ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones); ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased"); ADD_GROUP("Texture", "texture_"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_texture_rotation", "get_texture_rotation"); ADD_GROUP("Skeleton", ""); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton"); ADD_GROUP("Invert", "invert_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled"), "set_invert_enabled", "get_invert_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border"); ADD_GROUP("Data", ""); ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv"); ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_bones", "_get_bones"); ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count"); } Polygon2D::Polygon2D() { mesh = RS::get_singleton()->mesh_create(); } Polygon2D::~Polygon2D() { // This will free the internally-allocated mesh instance, if allocated. ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID()); RS::get_singleton()->free(mesh); }