godot/editor/plugins/sprite_editor_plugin.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

679 lines
21 KiB
C++

/*************************************************************************/
/* sprite_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "sprite_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "editor/editor_scale.h"
#include "scene/2d/collision_polygon_2d.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/gui/box_container.h"
#include "thirdparty/misc/clipper.hpp"
void SpriteEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = NULL;
options->hide();
}
}
void SpriteEditor::edit(Sprite *p_sprite) {
node = p_sprite;
}
#define PRECISION 10.0
Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
int size = points.size();
ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
ClipperLib::Path subj;
ClipperLib::PolyTree solution;
ClipperLib::PolyTree out;
for (int i = 0; i < points.size(); i++) {
subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
}
ClipperLib::ClipperOffset co;
co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
co.Execute(solution, epsilon * PRECISION);
ClipperLib::PolyNode *p = solution.GetFirst();
ERR_FAIL_COND_V(!p, points);
while (p->IsHole()) {
p = p->GetNext();
}
//turn the result into simply polygon (AKA, fix overlap)
//clamp into the specified rect
ClipperLib::Clipper cl;
cl.StrictlySimple(true);
cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
//create the clipping rect
ClipperLib::Path clamp;
clamp.push_back(ClipperLib::IntPoint(0, 0));
clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
cl.AddPath(clamp, ClipperLib::ptClip, true);
cl.Execute(ClipperLib::ctIntersection, out);
Vector<Vector2> outPoints;
ClipperLib::PolyNode *p2 = out.GetFirst();
ERR_FAIL_COND_V(!p2, points);
while (p2->IsHole()) {
p2 = p2->GetNext();
}
int lasti = p2->Contour.size() - 1;
Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
for (uint64_t i = 0; i < p2->Contour.size(); i++) {
Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
if (cur.distance_to(prev) > 0.5) {
outPoints.push_back(cur);
prev = cur;
}
}
return outPoints;
}
void SpriteEditor::_menu_option(int p_option) {
if (!node) {
return;
}
selected_menu_item = (Menu)p_option;
switch (p_option) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
debug_uv_dialog->set_title(TTR("Mesh2D Preview"));
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D"));
debug_uv_dialog->set_title(TTR("Polygon2D Preview"));
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D"));
debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview"));
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D"));
debug_uv_dialog->set_title(TTR("LightOccluder2D Preview"));
_update_mesh_data();
debug_uv_dialog->popup_centered();
debug_uv->update();
} break;
}
}
void SpriteEditor::_update_mesh_data() {
Ref<Texture> texture = node->get_texture();
if (texture.is_null()) {
err_dialog->set_text(TTR("Sprite is empty!"));
err_dialog->popup_centered_minsize();
return;
}
if (node->get_hframes() > 1 || node->get_vframes() > 1) {
err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh."));
err_dialog->popup_centered_minsize();
return;
}
Ref<Image> image = texture->get_data();
ERR_FAIL_COND(image.is_null());
Rect2 rect;
if (node->is_region())
rect = node->get_region_rect();
else
rect.size = Size2(image->get_width(), image->get_height());
Ref<BitMap> bm;
bm.instance();
bm->create_from_image_alpha(image);
int shrink = shrink_pixels->get_value();
if (shrink > 0) {
bm->shrink_mask(shrink, rect);
}
int grow = grow_pixels->get_value();
if (grow > 0) {
bm->grow_mask(grow, rect);
}
float epsilon = simplification->get_value();
Vector<Vector<Vector2> > lines = bm->clip_opaque_to_polygons(rect, epsilon);
uv_lines.clear();
computed_vertices.clear();
computed_uv.clear();
computed_indices.clear();
Size2 img_size = Vector2(image->get_width(), image->get_height());
for (int i = 0; i < lines.size(); i++) {
lines.write[i] = expand(lines[i], rect, epsilon);
}
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
for (int j = 0; j < lines.size(); j++) {
int index_ofs = computed_vertices.size();
for (int i = 0; i < lines[j].size(); i++) {
Vector2 vtx = lines[j][i];
computed_uv.push_back(vtx / img_size);
vtx -= rect.position; //offset by rect position
//flip if flipped
if (node->is_flipped_h())
vtx.x = rect.size.x - vtx.x - 1.0;
if (node->is_flipped_v())
vtx.y = rect.size.y - vtx.y - 1.0;
if (node->is_centered())
vtx -= rect.size / 2.0;
computed_vertices.push_back(vtx);
}
Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
for (int i = 0; i < poly.size(); i += 3) {
for (int k = 0; k < 3; k++) {
int idx = i + k;
int idxn = i + (k + 1) % 3;
uv_lines.push_back(lines[j][poly[idx]]);
uv_lines.push_back(lines[j][poly[idxn]]);
computed_indices.push_back(poly[idx] + index_ofs);
}
}
}
}
outline_lines.clear();
computed_outline_lines.clear();
if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) {
outline_lines.resize(lines.size());
computed_outline_lines.resize(lines.size());
for (int pi = 0; pi < lines.size(); pi++) {
Vector<Vector2> ol;
Vector<Vector2> col;
ol.resize(lines[pi].size());
col.resize(lines[pi].size());
for (int i = 0; i < lines[pi].size(); i++) {
Vector2 vtx = lines[pi][i];
ol.write[i] = vtx;
vtx -= rect.position; //offset by rect position
//flip if flipped
if (node->is_flipped_h())
vtx.x = rect.size.x - vtx.x - 1.0;
if (node->is_flipped_v())
vtx.y = rect.size.y - vtx.y - 1.0;
if (node->is_centered())
vtx -= rect.size / 2.0;
col.write[i] = vtx;
}
outline_lines.write[pi] = ol;
computed_outline_lines.write[pi] = col;
}
}
debug_uv->update();
}
void SpriteEditor::_create_node() {
switch (selected_menu_item) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
_convert_to_mesh_2d_node();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
_convert_to_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
_create_collision_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
_create_light_occluder_2d_node();
} break;
}
}
void SpriteEditor::_convert_to_mesh_2d_node() {
if (computed_vertices.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
err_dialog->popup_centered_minsize();
return;
}
Ref<ArrayMesh> mesh;
mesh.instance();
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = computed_vertices;
a[Mesh::ARRAY_TEX_UV] = computed_uv;
a[Mesh::ARRAY_INDEX] = computed_indices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
mesh_instance->set_mesh(mesh);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Convert to Mesh2D"));
ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, mesh_instance, true, false);
ur->add_do_reference(mesh_instance);
ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", mesh_instance, node, false, false);
ur->add_undo_reference(node);
ur->commit_action();
}
void SpriteEditor::_convert_to_polygon_2d_node() {
if (computed_outline_lines.empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
err_dialog->popup_centered_minsize();
return;
}
Polygon2D *polygon_2d_instance = memnew(Polygon2D);
int total_point_count = 0;
for (int i = 0; i < computed_outline_lines.size(); i++)
total_point_count += computed_outline_lines[i].size();
PoolVector2Array polygon;
polygon.resize(total_point_count);
PoolVector2Array::Write polygon_write = polygon.write();
PoolVector2Array uvs;
uvs.resize(total_point_count);
PoolVector2Array::Write uvs_write = uvs.write();
int current_point_index = 0;
Array polys;
polys.resize(computed_outline_lines.size());
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
Vector<Vector2> uv_outline = outline_lines[i];
PoolIntArray pia;
pia.resize(outline.size());
PoolIntArray::Write pia_write = pia.write();
for (int pi = 0; pi < outline.size(); pi++) {
polygon_write[current_point_index] = outline[pi];
uvs_write[current_point_index] = uv_outline[pi];
pia_write[pi] = current_point_index;
current_point_index++;
}
polys[i] = pia;
}
polygon_2d_instance->set_uv(uvs);
polygon_2d_instance->set_polygon(polygon);
polygon_2d_instance->set_polygons(polys);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Convert to Polygon2D"));
ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, polygon_2d_instance, true, false);
ur->add_do_reference(polygon_2d_instance);
ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", polygon_2d_instance, node, false, false);
ur->add_undo_reference(node);
ur->commit_action();
}
void SpriteEditor::_create_collision_polygon_2d_node() {
if (computed_outline_lines.empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
err_dialog->popup_centered_minsize();
return;
}
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
collision_polygon_2d_instance->set_polygon(outline);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Create CollisionPolygon2D Sibling"));
ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance);
ur->add_do_reference(collision_polygon_2d_instance);
ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance);
ur->commit_action();
}
}
void SpriteEditor::_create_light_occluder_2d_node() {
if (computed_outline_lines.empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
err_dialog->popup_centered_minsize();
return;
}
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
Ref<OccluderPolygon2D> polygon;
polygon.instance();
PoolVector2Array a;
a.resize(outline.size());
PoolVector2Array::Write aw = a.write();
for (int io = 0; io < outline.size(); io++) {
aw[io] = outline[io];
}
polygon->set_polygon(a);
LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
light_occluder_2d_instance->set_occluder_polygon(polygon);
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Create LightOccluder2D Sibling"));
ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance);
ur->add_do_reference(light_occluder_2d_instance);
ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance);
ur->commit_action();
}
}
void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) {
// Can't make sibling if own node is scene root
if (p_own_node != this->get_tree()->get_edited_scene_root()) {
p_own_node->get_parent()->add_child(p_new_node, true);
Object::cast_to<Node2D>(p_new_node)->set_transform(Object::cast_to<Node2D>(p_own_node)->get_transform());
} else {
p_own_node->add_child(p_new_node, true);
}
p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
}
#if 0
void SpriteEditor::_create_uv_lines() {
Ref<Mesh> sprite = node->get_sprite();
ERR_FAIL_COND(!sprite.is_valid());
Set<SpriteEditorEdgeSort> edges;
uv_lines.clear();
for (int i = 0; i < sprite->get_surface_count(); i++) {
if (sprite->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
continue;
Array a = sprite->surface_get_arrays(i);
PoolVector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
if (uv.size() == 0) {
err_dialog->set_text(TTR("Model has no UV in this layer"));
err_dialog->popup_centered_minsize();
return;
}
PoolVector<Vector2>::Read r = uv.read();
PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
PoolVector<int>::Read ri;
int ic;
bool use_indices;
if (indices.size()) {
ic = indices.size();
ri = indices.read();
use_indices = true;
} else {
ic = uv.size();
use_indices = false;
}
for (int j = 0; j < ic; j += 3) {
for (int k = 0; k < 3; k++) {
SpriteEditorEdgeSort edge;
if (use_indices) {
edge.a = r[ri[j + k]];
edge.b = r[ri[j + ((k + 1) % 3)]];
} else {
edge.a = r[j + k];
edge.b = r[j + ((k + 1) % 3)];
}
if (edges.has(edge))
continue;
uv_lines.push_back(edge.a);
uv_lines.push_back(edge.b);
edges.insert(edge);
}
}
}
debug_uv_dialog->popup_centered_minsize();
}
#endif
void SpriteEditor::_debug_uv_draw() {
Ref<Texture> tex = node->get_texture();
ERR_FAIL_COND(!tex.is_valid());
Point2 draw_pos_offset = Point2(1.0, 1.0);
Size2 draw_size_offset = Size2(2.0, 2.0);
debug_uv->set_clip_contents(true);
debug_uv->draw_texture(tex, draw_pos_offset);
debug_uv->set_custom_minimum_size(tex->get_size() + draw_size_offset);
debug_uv->draw_set_transform(draw_pos_offset, 0, Size2(1.0, 1.0));
Color color = Color(1.0, 0.8, 0.7);
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
debug_uv->draw_multiline(uv_lines, color);
} else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) {
for (int i = 0; i < outline_lines.size(); i++) {
Vector<Vector2> outline = outline_lines[i];
debug_uv->draw_polyline(outline, color);
debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
}
}
}
void SpriteEditor::_bind_methods() {
ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
ClassDB::bind_method("_create_node", &SpriteEditor::_create_node);
ClassDB::bind_method("_add_as_sibling_or_child", &SpriteEditor::_add_as_sibling_or_child);
}
SpriteEditor::SpriteEditor() {
options = memnew(MenuButton);
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Sprite"));
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
options->get_popup()->add_item(TTR("Convert to Mesh2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
options->set_switch_on_hover(true);
options->get_popup()->connect("id_pressed", this, "_menu_option");
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
debug_uv_dialog = memnew(ConfirmationDialog);
debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
debug_uv_dialog->set_title("Mesh 2D Preview");
VBoxContainer *vb = memnew(VBoxContainer);
debug_uv_dialog->add_child(vb);
ScrollContainer *scroll = memnew(ScrollContainer);
scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
scroll->set_enable_h_scroll(true);
scroll->set_enable_v_scroll(true);
vb->add_margin_child(TTR("Preview:"), scroll, true);
debug_uv = memnew(Control);
debug_uv->connect("draw", this, "_debug_uv_draw");
scroll->add_child(debug_uv);
debug_uv_dialog->connect("confirmed", this, "_create_node");
HBoxContainer *hb = memnew(HBoxContainer);
hb->add_child(memnew(Label(TTR("Simplification: "))));
simplification = memnew(SpinBox);
simplification->set_min(0.01);
simplification->set_max(10.00);
simplification->set_step(0.01);
simplification->set_value(2);
hb->add_child(simplification);
hb->add_spacer();
hb->add_child(memnew(Label(TTR("Shrink (Pixels): "))));
shrink_pixels = memnew(SpinBox);
shrink_pixels->set_min(0);
shrink_pixels->set_max(10);
shrink_pixels->set_step(1);
shrink_pixels->set_value(0);
hb->add_child(shrink_pixels);
hb->add_spacer();
hb->add_child(memnew(Label(TTR("Grow (Pixels): "))));
grow_pixels = memnew(SpinBox);
grow_pixels->set_min(0);
grow_pixels->set_max(10);
grow_pixels->set_step(1);
grow_pixels->set_value(2);
hb->add_child(grow_pixels);
hb->add_spacer();
update_preview = memnew(Button);
update_preview->set_text(TTR("Update Preview"));
update_preview->connect("pressed", this, "_update_mesh_data");
hb->add_child(update_preview);
vb->add_margin_child(TTR("Settings:"), hb);
add_child(debug_uv_dialog);
}
void SpriteEditorPlugin::edit(Object *p_object) {
sprite_editor->edit(Object::cast_to<Sprite>(p_object));
}
bool SpriteEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Sprite");
}
void SpriteEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
sprite_editor->options->show();
} else {
sprite_editor->options->hide();
sprite_editor->edit(NULL);
}
}
SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) {
editor = p_node;
sprite_editor = memnew(SpriteEditor);
editor->get_viewport()->add_child(sprite_editor);
make_visible(false);
//sprite_editor->options->hide();
}
SpriteEditorPlugin::~SpriteEditorPlugin() {
}