850 lines
25 KiB
C++
850 lines
25 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "core/math/geometry.h"
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#include "skeleton_2d.h"
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Dictionary Polygon2D::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = offset;
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return state;
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}
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void Polygon2D::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_offset(p_state["offset"]);
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}
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void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
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set_position(get_transform().xform(p_pivot));
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set_offset(get_offset() - p_pivot);
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}
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Point2 Polygon2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool Polygon2D::_edit_use_pivot() const {
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return true;
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}
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Rect2 Polygon2D::_edit_get_rect() const {
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if (rect_cache_dirty) {
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int l = polygon.size();
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PoolVector<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.position = pos;
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else
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item_rect.expand_to(pos);
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}
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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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bool Polygon2D::_edit_use_rect() const {
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return true;
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}
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bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector<Vector2> polygon2d = Variant(polygon);
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if (internal_vertices > 0) {
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polygon2d.resize(polygon2d.size() - internal_vertices);
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}
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return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
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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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Skeleton2D *skeleton_node = NULL;
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if (has_node(skeleton)) {
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skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
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}
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if (skeleton_node)
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VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
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else
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VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<int> bones;
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Vector<float> weights;
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int len = polygon.size();
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if ((invert || polygons.size() == 0) && internal_vertices > 0) {
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//if no polygons are around, internal vertices must not be drawn, else let them be
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len -= internal_vertices;
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}
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if (len <= 0) {
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return;
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}
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points.resize(len);
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{
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PoolVector<Vector2>::Read polyr = polygon.read();
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for (int i = 0; i < len; i++) {
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points.write[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.position = 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.position + bounds.size),
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Vector2(bounds.position + Vector2(bounds.size.x, 0)),
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Vector2(bounds.position),
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Vector2(bounds.position + 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.write[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.write[i] = points[i - 7];
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}
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for (int i = 0; i < 7; i++) {
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points.write[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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Transform2D texmat(tex_rot, tex_ofs);
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texmat.scale(tex_scale);
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Size2 tex_size = texture->get_size();
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uvs.resize(len);
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if (points.size() == uv.size()) {
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PoolVector<Vector2>::Read uvr = uv.read();
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for (int i = 0; i < len; i++) {
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uvs.write[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.write[i] = texmat.xform(points[i]) / tex_size;
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}
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}
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}
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if (skeleton_node && !invert && bone_weights.size()) {
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//a skeleton is set! fill indices and weights
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int vc = len;
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bones.resize(vc * 4);
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weights.resize(vc * 4);
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int *bonesw = bones.ptrw();
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float *weightsw = weights.ptrw();
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for (int i = 0; i < vc * 4; i++) {
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bonesw[i] = 0;
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weightsw[i] = 0;
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}
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for (int i = 0; i < bone_weights.size(); i++) {
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if (bone_weights[i].weights.size() != points.size()) {
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continue; //different number of vertices, sorry not using.
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}
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if (!skeleton_node->has_node(bone_weights[i].path)) {
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continue; //node does not exist
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}
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Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
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if (!bone) {
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continue;
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}
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int bone_index = bone->get_index_in_skeleton();
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PoolVector<float>::Read r = bone_weights[i].weights.read();
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for (int j = 0; j < vc; j++) {
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if (r[j] == 0.0)
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continue; //weight is unpainted, skip
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//find an index with a weight
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for (int k = 0; k < 4; k++) {
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if (weightsw[j * 4 + k] < r[j]) {
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//this is less than this weight, insert weight!
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for (int l = 3; l > k; l--) {
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weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
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bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
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}
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weightsw[j * 4 + k] = r[j];
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bonesw[j * 4 + k] = bone_index;
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break;
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}
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}
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}
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}
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//normalize the weights
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for (int i = 0; i < vc; i++) {
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float tw = 0;
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for (int j = 0; j < 4; j++) {
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tw += weightsw[i * 4 + j];
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}
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if (tw == 0)
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continue; //unpainted, do nothing
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//normalize
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for (int j = 0; j < 4; j++) {
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weightsw[i * 4 + j] /= tw;
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}
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}
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}
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Vector<Color> colors;
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if (vertex_colors.size() == points.size()) {
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colors.resize(len);
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PoolVector<Color>::Read color_r = vertex_colors.read();
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for (int i = 0; i < len; i++) {
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colors.write[i] = color_r[i];
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}
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} else {
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colors.push_back(color);
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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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if (invert || polygons.size() == 0) {
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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, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
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} else {
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//draw individual polygons
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Vector<int> total_indices;
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for (int i = 0; i < polygons.size(); i++) {
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PoolVector<int> src_indices = polygons[i];
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int ic = src_indices.size();
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if (ic < 3)
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continue;
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PoolVector<int>::Read r = src_indices.read();
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Vector<Vector2> tmp_points;
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tmp_points.resize(ic);
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for (int j = 0; j < ic; j++) {
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int idx = r[j];
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ERR_CONTINUE(idx < 0 || idx >= points.size());
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tmp_points.write[j] = points[r[j]];
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}
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Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
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int ic2 = indices.size();
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const int *r2 = indices.ptr();
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int bic = total_indices.size();
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total_indices.resize(bic + ic2);
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int *w2 = total_indices.ptrw();
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for (int j = 0; j < ic2; j++) {
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w2[j + bic] = r[r2[j]];
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}
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}
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if (total_indices.size()) {
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
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}
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#if 0
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//use splits
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Vector<int> loop;
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int sc = splits.size();
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PoolVector<int>::Read r = splits.read();
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print_line("has splits, amount " + itos(splits.size()));
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Vector<Vector<int> > loops;
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// find a point that can be used to begin, must not be in a split, and have to the left and right the same one
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// like this one -> x---o
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// \ / \ .
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// o---o
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int base_point = -1;
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{
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int current_point = -1;
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int base_point_prev_split = -1;
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for (int i = 0; i < points.size(); i++) {
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//find if this point is in a split
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int split_index = -1;
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bool has_prev_split = false;
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int min_dist_to_end = 0x7FFFFFFF;
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for (int j = 0; j < sc; j += 2) {
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int split_pos = -1;
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int split_end = -1;
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if (r[j + 0] == i) { //found split in first point
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split_pos = r[j + 0];
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split_end = r[j + 1];
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} else if (r[j + 1] == i) { //found split in second point
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split_pos = r[j + 1];
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split_end = r[j + 0];
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}
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if (split_pos == split_end) {
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continue; //either nothing found or begin == end, this not a split in either case
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}
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if (j == base_point_prev_split) {
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has_prev_split = true;
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}
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//compute distance from split pos to split end in current traversal direction
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int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
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if (dist_to_end < min_dist_to_end) {
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//always keep the valid split with the least distance to the loop
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min_dist_to_end = dist_to_end;
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split_index = j;
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}
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}
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if (split_index == -1) {
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current_point = i; //no split here, we are testing this point
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} else if (has_prev_split) {
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base_point = current_point; // there is a split and it contains the previous visited split, success
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break;
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} else {
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//invalidate current point and keep split
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current_point = -1;
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base_point_prev_split = split_index;
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}
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}
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}
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print_line("found base point: " + itos(base_point));
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if (base_point != -1) {
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int point = base_point;
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int last = base_point;
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//go through all the points, find splits
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do {
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int split;
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int last_dist_to_end = -1; //maximum valid distance to end
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do {
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loop.push_back(point); //push current point
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split = -1;
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int end = -1;
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int max_dist_to_end = 0;
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//find if this point is in a split
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for (int j = 0; j < sc; j += 2) {
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int split_pos = -1;
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int split_end = -1;
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if (r[j + 0] == point) { //match first split index
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split_pos = r[j + 0];
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split_end = r[j + 1];
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} else if (r[j + 1] == point) { //match second split index
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split_pos = r[j + 1];
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split_end = r[j + 0];
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}
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if (split_pos == split_end) {
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continue; //either nothing found or begin == end, this not a split in either case
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}
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//compute distance from split pos to split end
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int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
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if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
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//distance must be shorter than in last iteration, means we've tested this before so ignore
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continue;
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} else if (dist_to_end > max_dist_to_end) {
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//always keep the valid point with the most distance (as long as it's valid)
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max_dist_to_end = dist_to_end;
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split = split_pos;
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end = split_end;
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}
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}
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if (split != -1) {
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//found a split!
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int from = end;
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//add points until last is reached
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while (true) {
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//find if point is in a split
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loop.push_back(from);
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if (from == last) {
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break;
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}
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from++;
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if (from >= points.size()) { //wrap if reached end
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from = 0;
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}
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if (from == loop[0]) {
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break; //end because we reached split source
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}
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}
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loops.push_back(loop); //done with this loop
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loop.clear();
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last_dist_to_end = max_dist_to_end;
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last = end; //algorithm can safely finish in this split point
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}
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} while (split != -1);
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} while (point != last);
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}
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if (loop.size() >=2 ) { //points remained
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//points remain
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loop.push_back(last); //no splits found, use last
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loops.push_back(loop);
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}
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print_line("total loops: " + itos(loops.size()));
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if (loops.size()) { //loops found
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Vector<int> indices;
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for (int i = 0; i < loops.size(); i++) {
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Vector<int> loop = loops[i];
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Vector<Vector2> vertices;
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vertices.resize(loop.size());
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for (int j = 0; j < vertices.size(); j++) {
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vertices.write[j] = points[loop[j]];
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}
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Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
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int from = indices.size();
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indices.resize(from + sub_indices.size());
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for (int j = 0; j < sub_indices.size(); j++) {
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indices.write[from + j] = loop[sub_indices[j]];
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}
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}
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
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}
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#endif
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}
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} break;
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}
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}
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void Polygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
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polygon = p_polygon;
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|
rect_cache_dirty = true;
|
|
update();
|
|
}
|
|
|
|
PoolVector<Vector2> 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 PoolVector<Vector2> &p_uv) {
|
|
|
|
uv = p_uv;
|
|
update();
|
|
}
|
|
|
|
PoolVector<Vector2> Polygon2D::get_uv() const {
|
|
|
|
return uv;
|
|
}
|
|
|
|
void Polygon2D::set_polygons(const Array &p_polygons) {
|
|
|
|
polygons = p_polygons;
|
|
update();
|
|
}
|
|
|
|
Array Polygon2D::get_polygons() const {
|
|
|
|
return polygons;
|
|
}
|
|
|
|
void Polygon2D::set_color(const Color &p_color) {
|
|
|
|
color = p_color;
|
|
update();
|
|
}
|
|
Color Polygon2D::get_color() const {
|
|
|
|
return color;
|
|
}
|
|
|
|
void Polygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
|
|
|
|
vertex_colors = p_colors;
|
|
update();
|
|
}
|
|
PoolVector<Color> Polygon2D::get_vertex_colors() const {
|
|
|
|
return vertex_colors;
|
|
}
|
|
|
|
void Polygon2D::set_texture(const Ref<Texture> &p_texture) {
|
|
|
|
texture = p_texture;
|
|
|
|
/*if (texture.is_valid()) {
|
|
uint32_t flags=texture->get_flags();
|
|
flags&=~Texture::FLAG_REPEAT;
|
|
if (tex_tile)
|
|
flags|=Texture::FLAG_REPEAT;
|
|
|
|
texture->set_flags(flags);
|
|
}*/
|
|
update();
|
|
}
|
|
Ref<Texture> Polygon2D::get_texture() const {
|
|
|
|
return texture;
|
|
}
|
|
|
|
void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
|
|
|
|
tex_ofs = p_offset;
|
|
update();
|
|
}
|
|
Vector2 Polygon2D::get_texture_offset() const {
|
|
|
|
return tex_ofs;
|
|
}
|
|
|
|
void Polygon2D::set_texture_rotation(float p_rot) {
|
|
|
|
tex_rot = p_rot;
|
|
update();
|
|
}
|
|
float Polygon2D::get_texture_rotation() const {
|
|
|
|
return tex_rot;
|
|
}
|
|
|
|
void Polygon2D::set_texture_rotation_degrees(float p_rot) {
|
|
|
|
set_texture_rotation(Math::deg2rad(p_rot));
|
|
}
|
|
float Polygon2D::get_texture_rotation_degrees() const {
|
|
|
|
return Math::rad2deg(get_texture_rotation());
|
|
}
|
|
|
|
void Polygon2D::set_texture_scale(const Size2 &p_scale) {
|
|
|
|
tex_scale = p_scale;
|
|
update();
|
|
}
|
|
Size2 Polygon2D::get_texture_scale() const {
|
|
|
|
return tex_scale;
|
|
}
|
|
|
|
void Polygon2D::set_invert(bool p_invert) {
|
|
|
|
invert = p_invert;
|
|
update();
|
|
}
|
|
bool Polygon2D::get_invert() const {
|
|
|
|
return invert;
|
|
}
|
|
|
|
void Polygon2D::set_antialiased(bool p_antialiased) {
|
|
|
|
antialiased = p_antialiased;
|
|
update();
|
|
}
|
|
bool Polygon2D::get_antialiased() const {
|
|
|
|
return antialiased;
|
|
}
|
|
|
|
void Polygon2D::set_invert_border(float p_invert_border) {
|
|
|
|
invert_border = p_invert_border;
|
|
update();
|
|
}
|
|
float Polygon2D::get_invert_border() const {
|
|
|
|
return invert_border;
|
|
}
|
|
|
|
void Polygon2D::set_offset(const Vector2 &p_offset) {
|
|
|
|
offset = p_offset;
|
|
rect_cache_dirty = true;
|
|
update();
|
|
_change_notify("offset");
|
|
}
|
|
|
|
Vector2 Polygon2D::get_offset() const {
|
|
|
|
return offset;
|
|
}
|
|
|
|
void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &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;
|
|
}
|
|
PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
|
|
return bone_weights[p_index].weights;
|
|
}
|
|
void Polygon2D::erase_bone(int p_idx) {
|
|
|
|
ERR_FAIL_INDEX(p_idx, bone_weights.size());
|
|
bone_weights.remove(p_idx);
|
|
}
|
|
|
|
void Polygon2D::clear_bones() {
|
|
bone_weights.clear();
|
|
}
|
|
|
|
void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
|
|
ERR_FAIL_INDEX(p_index, bone_weights.size());
|
|
bone_weights.write[p_index].weights = p_weights;
|
|
update();
|
|
}
|
|
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;
|
|
update();
|
|
}
|
|
|
|
Array Polygon2D::_get_bones() const {
|
|
Array bones;
|
|
for (int i = 0; i < get_bone_count(); i++) {
|
|
bones.push_back(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) {
|
|
add_bone(p_bones[i], p_bones[i + 1]);
|
|
}
|
|
}
|
|
|
|
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
|
|
if (skeleton == p_skeleton)
|
|
return;
|
|
skeleton = p_skeleton;
|
|
update();
|
|
}
|
|
|
|
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_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
|
|
ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
|
|
|
|
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", "invert"), &Polygon2D::set_invert);
|
|
ClassDB::bind_method(D_METHOD("get_invert"), &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", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
|
|
ADD_GROUP("Texture", "texture_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "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_enable"), "set_invert", "get_invert");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
|
|
|
|
ADD_GROUP("Data", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
|
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
|
|
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_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() {
|
|
|
|
invert = 0;
|
|
invert_border = 100;
|
|
antialiased = false;
|
|
tex_rot = 0;
|
|
tex_tile = true;
|
|
tex_scale = Vector2(1, 1);
|
|
color = Color(1, 1, 1);
|
|
rect_cache_dirty = true;
|
|
internal_vertices = 0;
|
|
}
|