godot/scene/2d/polygon_2d.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

399 lines
11 KiB
C++

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