d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
399 lines
11 KiB
C++
399 lines
11 KiB
C++
/*************************************************************************/
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/* polygon_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "polygon_2d.h"
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Rect2 Polygon2D::get_item_rect() const {
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if (rect_cache_dirty){
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int l =polygon.size();
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DVector<Vector2>::Read r = polygon.read();
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item_rect=Rect2();
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for(int i=0;i<l;i++) {
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Vector2 pos = r[i] + offset;
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if (i==0)
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item_rect.pos=pos;
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else
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item_rect.expand_to(pos);
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}
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item_rect=item_rect.grow(20);
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rect_cache_dirty=false;
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}
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return item_rect;
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}
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void Polygon2D::edit_set_pivot(const Point2& p_pivot) {
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set_offset(p_pivot);
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}
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Point2 Polygon2D::edit_get_pivot() const {
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return get_offset();
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}
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bool Polygon2D::edit_has_pivot() const {
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return true;
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}
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void Polygon2D::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_DRAW: {
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if (polygon.size()<3)
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return;
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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points.resize(polygon.size());
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int len = points.size();
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{
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DVector<Vector2>::Read polyr =polygon.read();
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for(int i=0;i<len;i++) {
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points[i]=polyr[i]+offset;
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}
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}
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if (invert) {
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Rect2 bounds;
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int highest_idx=-1;
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float highest_y=-1e20;
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float sum=0;
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for(int i=0;i<len;i++) {
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if (i==0)
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bounds.pos=points[i];
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else
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bounds.expand_to(points[i]);
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if (points[i].y>highest_y) {
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highest_idx=i;
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highest_y=points[i].y;
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}
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int ni=(i+1)%len;
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sum+=(points[ni].x-points[i].x)*(points[ni].y+points[i].y);
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}
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bounds=bounds.grow(invert_border);
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Vector2 ep[7]={
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Vector2(points[highest_idx].x,points[highest_idx].y+invert_border),
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Vector2(bounds.pos+bounds.size),
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Vector2(bounds.pos+Vector2(bounds.size.x,0)),
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Vector2(bounds.pos),
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Vector2(bounds.pos+Vector2(0,bounds.size.y)),
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Vector2(points[highest_idx].x-CMP_EPSILON,points[highest_idx].y+invert_border),
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Vector2(points[highest_idx].x-CMP_EPSILON,points[highest_idx].y),
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};
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if (sum>0) {
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SWAP(ep[1],ep[4]);
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SWAP(ep[2],ep[3]);
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SWAP(ep[5],ep[0]);
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SWAP(ep[6],points[highest_idx]);
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}
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points.resize(points.size()+7);
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for(int i=points.size()-1;i>=highest_idx+7;i--) {
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points[i]=points[i-7];
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}
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for(int i=0;i<7;i++) {
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points[highest_idx+i+1]=ep[i];
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}
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len=points.size();
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}
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if (texture.is_valid()) {
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Matrix32 texmat(tex_rot,tex_ofs);
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texmat.scale(tex_scale);
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Size2 tex_size=Vector2(1,1);
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tex_size=texture->get_size();
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uvs.resize(points.size());
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if (points.size()==uv.size()) {
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DVector<Vector2>::Read uvr = uv.read();
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for(int i=0;i<len;i++) {
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uvs[i]=texmat.xform(uvr[i])/tex_size;
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}
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} else {
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for(int i=0;i<len;i++) {
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uvs[i]=texmat.xform(points[i])/tex_size;
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}
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}
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}
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Vector<Color> colors;
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int color_len=vertex_colors.size();
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colors.resize(len);
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{
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DVector<Color>::Read color_r=vertex_colors.read();
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for(int i=0;i<color_len && i<len;i++){
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colors[i]=color_r[i];
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}
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for(int i=color_len;i<len;i++){
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colors[i]=color;
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}
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}
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Vector<int> indices = Geometry::triangulate_polygon(points);
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(),indices,points,colors,uvs,texture.is_valid()?texture->get_rid():RID());
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} break;
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}
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}
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void Polygon2D::set_polygon(const DVector<Vector2>& p_polygon) {
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polygon=p_polygon;
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rect_cache_dirty=true;
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update();
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}
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DVector<Vector2> Polygon2D::get_polygon() const{
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return polygon;
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}
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void Polygon2D::set_uv(const DVector<Vector2>& p_uv) {
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uv=p_uv;
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update();
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}
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DVector<Vector2> Polygon2D::get_uv() const{
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return uv;
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}
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void Polygon2D::set_color(const Color& p_color){
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color=p_color;
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update();
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}
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Color Polygon2D::get_color() const{
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return color;
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}
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void Polygon2D::set_vertex_colors(const DVector<Color>& p_colors){
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vertex_colors=p_colors;
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update();
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}
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DVector<Color> Polygon2D::get_vertex_colors() const{
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return vertex_colors;
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}
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void Polygon2D::set_texture(const Ref<Texture>& p_texture){
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texture=p_texture;
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/*if (texture.is_valid()) {
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uint32_t flags=texture->get_flags();
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flags&=~Texture::FLAG_REPEAT;
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if (tex_tile)
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flags|=Texture::FLAG_REPEAT;
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texture->set_flags(flags);
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}*/
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update();
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}
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Ref<Texture> Polygon2D::get_texture() const{
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return texture;
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}
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void Polygon2D::set_texture_offset(const Vector2& p_offset){
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tex_ofs=p_offset;
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update();
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}
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Vector2 Polygon2D::get_texture_offset() const{
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return tex_ofs;
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}
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void Polygon2D::set_texture_rotation(float p_rot){
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tex_rot=p_rot;
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update();
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}
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float Polygon2D::get_texture_rotation() const{
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return tex_rot;
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}
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void Polygon2D::_set_texture_rotationd(float p_rot){
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set_texture_rotation(Math::deg2rad(p_rot));
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}
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float Polygon2D::_get_texture_rotationd() const{
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return Math::rad2deg(get_texture_rotation());
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}
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void Polygon2D::set_texture_scale(const Size2& p_scale){
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tex_scale=p_scale;
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update();
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}
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Size2 Polygon2D::get_texture_scale() const{
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return tex_scale;
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}
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void Polygon2D::set_invert(bool p_invert){
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invert=p_invert;
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update();
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}
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bool Polygon2D::get_invert() const{
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return invert;
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}
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void Polygon2D::set_invert_border(float p_invert_border){
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invert_border=p_invert_border;
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update();
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}
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float Polygon2D::get_invert_border() const{
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return invert_border;
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}
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void Polygon2D::set_offset(const Vector2& p_offset) {
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offset=p_offset;
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rect_cache_dirty=true;
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update();
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}
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Vector2 Polygon2D::get_offset() const {
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return offset;
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}
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void Polygon2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&Polygon2D::set_polygon);
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ObjectTypeDB::bind_method(_MD("get_polygon"),&Polygon2D::get_polygon);
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ObjectTypeDB::bind_method(_MD("set_uv","uv"),&Polygon2D::set_uv);
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ObjectTypeDB::bind_method(_MD("get_uv"),&Polygon2D::get_uv);
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ObjectTypeDB::bind_method(_MD("set_color","color"),&Polygon2D::set_color);
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ObjectTypeDB::bind_method(_MD("get_color"),&Polygon2D::get_color);
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ObjectTypeDB::bind_method(_MD("set_vertex_colors","vertex_colors"),&Polygon2D::set_vertex_colors);
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ObjectTypeDB::bind_method(_MD("get_vertex_colors"),&Polygon2D::get_vertex_colors);
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ObjectTypeDB::bind_method(_MD("set_texture","texture"),&Polygon2D::set_texture);
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ObjectTypeDB::bind_method(_MD("get_texture"),&Polygon2D::get_texture);
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ObjectTypeDB::bind_method(_MD("set_texture_offset","texture_offset"),&Polygon2D::set_texture_offset);
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ObjectTypeDB::bind_method(_MD("get_texture_offset"),&Polygon2D::get_texture_offset);
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ObjectTypeDB::bind_method(_MD("set_texture_rotation","texture_rotation"),&Polygon2D::set_texture_rotation);
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ObjectTypeDB::bind_method(_MD("get_texture_rotation"),&Polygon2D::get_texture_rotation);
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ObjectTypeDB::bind_method(_MD("_set_texture_rotationd","texture_rotation"),&Polygon2D::_set_texture_rotationd);
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ObjectTypeDB::bind_method(_MD("_get_texture_rotationd"),&Polygon2D::_get_texture_rotationd);
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ObjectTypeDB::bind_method(_MD("set_texture_scale","texture_scale"),&Polygon2D::set_texture_scale);
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ObjectTypeDB::bind_method(_MD("get_texture_scale"),&Polygon2D::get_texture_scale);
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ObjectTypeDB::bind_method(_MD("set_invert","invert"),&Polygon2D::set_invert);
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ObjectTypeDB::bind_method(_MD("get_invert"),&Polygon2D::get_invert);
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ObjectTypeDB::bind_method(_MD("set_invert_border","invert_border"),&Polygon2D::set_invert_border);
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ObjectTypeDB::bind_method(_MD("get_invert_border"),&Polygon2D::get_invert_border);
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ObjectTypeDB::bind_method(_MD("set_offset","offset"),&Polygon2D::set_offset);
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ObjectTypeDB::bind_method(_MD("get_offset"),&Polygon2D::get_offset);
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"uv"),_SCS("set_uv"),_SCS("get_uv"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
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ADD_PROPERTY( PropertyInfo(Variant::COLOR_ARRAY,"vertex_colors"),_SCS("set_vertex_colors"),_SCS("get_vertex_colors"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"offset"),_SCS("set_offset"),_SCS("get_offset"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"texture/texture",PROPERTY_HINT_RESOURCE_TYPE,"Texture"),_SCS("set_texture"),_SCS("get_texture"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture/offset"),_SCS("set_texture_offset"),_SCS("get_texture_offset"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"texture/scale"),_SCS("set_texture_scale"),_SCS("get_texture_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"texture/rotation",PROPERTY_HINT_RANGE,"-1440,1440,0.1"),_SCS("_set_texture_rotationd"),_SCS("_get_texture_rotationd"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"invert/enable"),_SCS("set_invert"),_SCS("get_invert"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"invert/border",PROPERTY_HINT_RANGE,"0.1,16384,0.1"),_SCS("set_invert_border"),_SCS("get_invert_border"));
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}
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Polygon2D::Polygon2D() {
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invert=0;
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invert_border=100;
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tex_rot=0;
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tex_tile=true;
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tex_scale=Vector2(1,1);
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color=Color(1,1,1);
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rect_cache_dirty=true;
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}
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