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@@ -6,21 +6,19 @@ Custom drawing in 2D
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Introduction
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Introduction
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------------
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------------
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-Godot has nodes to draw sprites, polygons, particles, and all sorts of
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-stuff. For most cases, this is enough. If there's no node to draw something specific
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-you need, you can make any 2D node (for example, :ref:`Control <class_Control>` or
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-:ref:`Node2D <class_Node2D>` based) draw custom commands.
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+Godot has nodes to draw sprites, polygons, particles, text, and many other
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+common game development needs. However, if you need something specific
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+not covered with the standard nodes you can make any 2D node (for example,
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+:ref:`Control <class_Control>` or :ref:`Node2D <class_Node2D>`-based)
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+draw on screen using custom commands.
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Custom drawing in a 2D node is *really* useful. Here are some use cases:
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Custom drawing in a 2D node is *really* useful. Here are some use cases:
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- Drawing shapes or logic that existing nodes can't do, such as an image
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- Drawing shapes or logic that existing nodes can't do, such as an image
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with trails or a special animated polygon.
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with trails or a special animated polygon.
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-- Visualizations that are not that compatible with nodes, such as a
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- tetris board. (The tetris example uses a custom draw function to draw
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- the blocks.)
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-- Drawing a large number of simple objects. Custom drawing avoids the
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- overhead of using a large number of nodes, possibly lowering memory
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- usage and improving performance.
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+- Drawing a large number of simple objects, such as a grid or a board
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+ for a 2d game. Custom drawing avoids the overhead of using a large number
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+ of nodes, possibly lowering memory usage and improving performance.
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- Making a custom UI control. There are plenty of controls available,
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- Making a custom UI control. There are plenty of controls available,
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but when you have unusual needs, you will likely need a custom
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but when you have unusual needs, you will likely need a custom
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control.
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control.
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@@ -30,7 +28,8 @@ Drawing
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Add a script to any :ref:`CanvasItem <class_CanvasItem>`
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Add a script to any :ref:`CanvasItem <class_CanvasItem>`
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derived node, like :ref:`Control <class_Control>` or
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derived node, like :ref:`Control <class_Control>` or
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-:ref:`Node2D <class_Node2D>`. Then override the ``_draw()`` function.
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+:ref:`Node2D <class_Node2D>`. Then override the
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+:ref:`_draw()<class_CanvasItem_private_method__draw>` function.
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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@@ -38,45 +37,49 @@ derived node, like :ref:`Control <class_Control>` or
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extends Node2D
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extends Node2D
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func _draw():
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func _draw():
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- # Your draw commands here
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- pass
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+ pass # Your draw commands here.
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.. code-tab:: csharp
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.. code-tab:: csharp
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- public override void _Draw()
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+ using Godot;
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+
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+ public partial class MyNode2D : Node2D
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{
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{
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- // Your draw commands here
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+ public override void _Draw()
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+ {
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+ // Your draw commands here.
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+ }
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}
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}
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Draw commands are described in the :ref:`CanvasItem <class_CanvasItem>`
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Draw commands are described in the :ref:`CanvasItem <class_CanvasItem>`
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-class reference. There are plenty of them.
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+class reference. There are plenty of them and we will see some of them
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+in the examples below.
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Updating
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Updating
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--------
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--------
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-The ``_draw()`` function is only called once, and then the draw commands
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-are cached and remembered, so further calls are unnecessary.
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+The :ref:`_draw <class_CanvasItem_private_method__draw>` function is only called
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+once, and then the draw commands are cached and remembered, so further calls
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+are unnecessary.
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-If re-drawing is required because a state or something else changed,
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-call :ref:`CanvasItem.queue_redraw() <class_CanvasItem_method_queue_redraw>`
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+If re-drawing is required because a variable or something else changed,
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+call :ref:`CanvasItem.queue_redraw <class_CanvasItem_method_queue_redraw>`
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in that same node and a new ``_draw()`` call will happen.
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in that same node and a new ``_draw()`` call will happen.
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-Here is a little more complex example, a texture variable that will be
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-redrawn if modified:
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+Here is a little more complex example, where we have a texture variable
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+that can be modified at any time, and using a
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+:ref:`setter<doc_gdscript_basics_setters_getters>`, it forces a redraw
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+of the texture when modified:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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extends Node2D
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extends Node2D
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- @export var texture: Texture:
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- set = _set_texture
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-
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- func _set_texture(value):
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- # If the texture variable is modified externally,
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- # this callback is called.
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- texture = value # Texture was changed.
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- queue_redraw() # Trigger a redraw of the node.
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+ @export var texture : Texture2D:
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+ set(value):
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+ texture = value
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+ queue_redraw()
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func _draw():
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func _draw():
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draw_texture(texture, Vector2())
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draw_texture(texture, Vector2())
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@@ -87,8 +90,10 @@ redrawn if modified:
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public partial class MyNode2D : Node2D
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public partial class MyNode2D : Node2D
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{
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{
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- private Texture _texture;
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- public Texture Texture
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+ private Texture2D _texture;
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+
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+ [Export]
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+ public Texture2D Texture
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{
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{
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get
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get
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{
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{
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@@ -108,8 +113,15 @@ redrawn if modified:
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}
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}
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}
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}
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-In some cases, it may be desired to draw every frame. For this,
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-call ``queue_redraw()`` from the ``_process()`` callback, like this:
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+To see it in action, you can set the texture to be the Godot icon on the
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+editor by dragging and dropping the default ``icon.svg`` from the
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+``FileSystem`` tab to the Texture property on the ``Inspector`` tab.
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+When changing the ``Texture`` property value while the previous script is
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+running, the texture will also change automatically.
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+
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+In some cases, we may need to redraw every frame. For this,
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+call :ref:`queue_redraw <class_CanvasItem_method_queue_redraw>`
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+from the :ref:`_process <class_Node_private_method__process>` method, like this:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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@@ -117,21 +129,20 @@ call ``queue_redraw()`` from the ``_process()`` callback, like this:
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extends Node2D
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extends Node2D
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func _draw():
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func _draw():
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- # Your draw commands here
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- pass
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+ pass # Your draw commands here.
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- func _process(delta):
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+ func _process(_delta):
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queue_redraw()
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queue_redraw()
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.. code-tab:: csharp
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.. code-tab:: csharp
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using Godot;
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using Godot;
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- public partial class CustomNode2D : Node2D
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+ public partial class MyNode2D : Node2D
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{
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{
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public override void _Draw()
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public override void _Draw()
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{
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{
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- // Your draw commands here
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+ // Your draw commands here.
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}
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}
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public override void _Process(double delta)
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public override void _Process(double delta)
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@@ -140,19 +151,20 @@ call ``queue_redraw()`` from the ``_process()`` callback, like this:
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}
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}
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}
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}
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-Coordinates
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------------
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+Coordinates and line width alignment
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+------------------------------------
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The drawing API uses the CanvasItem's coordinate system, not necessarily pixel
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The drawing API uses the CanvasItem's coordinate system, not necessarily pixel
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-coordinates. Which means it uses the coordinate space created after applying
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-the CanvasItem's transform. Additionally, you can apply a custom transform on
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-top of it by using
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+coordinates. This means ``_draw()`` uses the coordinate space created after
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+applying the CanvasItem's transform. Additionally, you can apply a custom
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+transform on top of it by using
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:ref:`draw_set_transform<class_CanvasItem_method_draw_set_transform>` or
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:ref:`draw_set_transform<class_CanvasItem_method_draw_set_transform>` or
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:ref:`draw_set_transform_matrix<class_CanvasItem_method_draw_set_transform_matrix>`.
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:ref:`draw_set_transform_matrix<class_CanvasItem_method_draw_set_transform_matrix>`.
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-When using ``draw_line``, you should consider the width of the line.
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-When using a width that is an odd size, the position should be shifted
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-by ``0.5`` to keep the line centered as shown below.
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+When using :ref:`draw_line <class_CanvasItem_method_draw_line>`, you should
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+consider the width of the line. When using a width that is an odd size, the
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+position of the start and end points should be shifted by ``0.5`` to keep the
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+line centered, as shown below.
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.. image:: img/draw_line.png
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.. image:: img/draw_line.png
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@@ -173,7 +185,8 @@ by ``0.5`` to keep the line centered as shown below.
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DrawLine(new Vector2(7.5f, 1.0f), new Vector2(7.5f, 4.0f), Colors.Green, 3.0f);
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DrawLine(new Vector2(7.5f, 1.0f), new Vector2(7.5f, 4.0f), Colors.Green, 3.0f);
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}
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}
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-The same applies to the ``draw_rect`` method with ``filled = false``.
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+The same applies to the :ref:`draw_rect <class_CanvasItem_method_draw_rect>`
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+method with ``filled = false``.
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.. image:: img/draw_rect.png
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.. image:: img/draw_rect.png
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@@ -196,333 +209,850 @@ The same applies to the ``draw_rect`` method with ``filled = false``.
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DrawRect(new Rect2(16.0f, 2.0f, 3.0f, 3.0f), Colors.Green, false, 2.0f);
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DrawRect(new Rect2(16.0f, 2.0f, 3.0f, 3.0f), Colors.Green, false, 2.0f);
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}
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}
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-An example: drawing circular arcs
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+Antialiased drawing
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+-------------------
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+
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+Godot offers method parameters in :ref:`draw_line<class_CanvasItem_method_draw_line>`
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+to enable antialiasing, but not all custom drawing methods offer this ``antialiased``
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+parameter.
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+
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+For custom drawing methods that don't provide an ``antialiased`` parameter,
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+you can enable 2D MSAA instead, which affects rendering in the entire viewport.
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+This provides high-quality antialiasing, but a higher performance cost and only
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+on specific elements. See :ref:`doc_2d_antialiasing` for more information.
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+
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+Here is a comparison of a line of minimal width (``width=-1``) drawn with
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+``antialiased=false``, ``antialiased=true``, and ``antialiased=false`` with
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+2D MSAA 2x, 4x, and 8x enabled.
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+
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+.. image:: img/draw_antialiasing_options.webp
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+
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+Tools
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+-----
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+
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+Drawing your own nodes might also be desired while running them in the
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+editor. This can be used as a preview or visualization of some feature or
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+behavior.
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+
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+To do this, you can use the :ref:`tool annotation<doc_gdscript_tool_mode>`
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+on both GDScript and C#. See
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+:ref:`the example below<doc_draw_show_drawing_while_editing_example>` and
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+:ref:`doc_running_code_in_the_editor` for more information.
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+
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+.. _doc_draw_custom_example_1:
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+
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+Example 1: drawing a custom shape
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---------------------------------
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---------------------------------
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We will now use the custom drawing functionality of the Godot Engine to draw
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We will now use the custom drawing functionality of the Godot Engine to draw
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-something that Godot doesn't provide functions for. As an example, Godot provides
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-a ``draw_circle()`` function that draws a whole circle. However, what about drawing a
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-portion of a circle? You will have to code a function to perform this and draw it yourself.
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+something that Godot doesn't provide functions for. We will recreate the Godot
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+logo but with code- only using drawing functions.
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-Arc function
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-^^^^^^^^^^^^
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+You will have to code a function to perform this and draw it yourself.
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+
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+.. note::
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-An arc is defined by its support circle parameters, that is, the center position
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-and the radius. The arc itself is then defined by the angle it starts from
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-and the angle at which it stops. These are the 4 arguments that we have to provide to our drawing function.
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-We'll also provide the color value, so we can draw the arc in different colors if we wish.
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+ The following instructions use a fixed set of coordinates that could be too small
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+ for high resolution screens (larger than 1080p). If that is your case, and the
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+ drawing is too small consider increasing your window scale in
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+ ``Menu > Project > Project settings > display/window/stretch/scale`` to adjust
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+ the project to a higher resolution (a 2 or 4 scale tends to work well).
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-Basically, drawing a shape on the screen requires it to be decomposed into a certain number of points
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-linked from one to the next. As you can imagine, the more points your shape is made of,
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-the smoother it will appear, but the heavier it will also be in terms of processing cost. In general,
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-if your shape is huge (or in 3D, close to the camera), it will require more points to be drawn without
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-it being angular-looking. On the contrary, if your shape is small (or in 3D, far from the camera),
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-you may decrease its number of points to save processing costs; this is known as *Level of Detail (LOD)*.
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-In our example, we will simply use a fixed number of points, no matter the radius.
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+Drawing a custom polygon shape
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+While there is a dedicated node to draw custom polygons (
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+:ref:`Polygon2D <class_Polygon2D>`), we will use in this case exclusively lower
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+level drawing functions to combine them on the same node and be able to create
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+more complex shapes later on.
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+
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+First, we will define a set of points -or X and Y coordinates- that will form
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+the base of our shape:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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- func draw_circle_arc(center, radius, angle_from, angle_to, color):
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- var nb_points = 32
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- var points_arc = PackedVector2Array()
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-
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- for i in range(nb_points + 1):
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- var angle_point = deg_to_rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
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- points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
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+ extends Node2D
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- for index_point in range(nb_points):
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- draw_line(points_arc[index_point], points_arc[index_point + 1], color)
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+ var coords_head : Array = [
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+ [ 22.952, 83.271 ], [ 28.385, 98.623 ],
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+ [ 53.168, 107.647 ], [ 72.998, 107.647 ],
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+ [ 99.546, 98.623 ], [ 105.048, 83.271 ],
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+ [ 105.029, 55.237 ], [ 110.740, 47.082 ],
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+ [ 102.364, 36.104 ], [ 94.050, 40.940 ],
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+ [ 85.189, 34.445 ], [ 85.963, 24.194 ],
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+ [ 73.507, 19.930 ], [ 68.883, 28.936 ],
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+ [ 59.118, 28.936 ], [ 54.494, 19.930 ],
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+ [ 42.039, 24.194 ], [ 42.814, 34.445 ],
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+ [ 33.951, 40.940 ], [ 25.637, 36.104 ],
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+ [ 17.262, 47.082 ], [ 22.973, 55.237 ]
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+ ]
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.. code-tab:: csharp
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.. code-tab:: csharp
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- public void DrawCircleArc(Vector2 center, float radius, float angleFrom, float angleTo, Color color)
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- {
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- int nbPoints = 32;
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- var pointsArc = new Vector2[nbPoints + 1];
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+ using Godot;
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- for (int i = 0; i <= nbPoints; i++)
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+ public partial class MyNode2D : Node2D
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+ {
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+ private float[,] _coordsHead =
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{
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{
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- float anglePoint = Mathf.DegToRad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
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- pointsArc[i] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
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- }
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+ { 22.952f, 83.271f }, { 28.385f, 98.623f },
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+ { 53.168f, 107.647f }, { 72.998f, 107.647f },
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+ { 99.546f, 98.623f }, { 105.048f, 83.271f },
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+ { 105.029f, 55.237f }, { 110.740f, 47.082f },
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+ { 102.364f, 36.104f }, { 94.050f, 40.940f },
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+ { 85.189f, 34.445f }, { 85.963f, 24.194f },
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+ { 73.507f, 19.930f }, { 68.883f, 28.936f },
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+ { 59.118f, 28.936f }, { 54.494f, 19.930f },
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+ { 42.039f, 24.194f }, { 42.814f, 34.445f },
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+ { 33.951f, 40.940f }, { 25.637f, 36.104f },
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+ { 17.262f, 47.082f }, { 22.973f, 55.237f }
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+ };
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+ }
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+
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+This format, while compact, is not the one that Godot understands to
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+draw a polygon. In a different scenario we could have to load
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+these coordinates from a file or calculate the positions while the
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+application is running, so some transformation may be needed.
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+
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+To transform these coordinates into the right format, we will create a new
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+method ``float_array_to_Vector2Array()``. Then we will override the ``_ready()``
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+function, which Godot will call only once -at the start of the execution-
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+to load those coordinates into a variable:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ var head : PackedVector2Array
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+
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+ func float_array_to_Vector2Array(coords : Array) -> PackedVector2Array:
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+ # Convert the array of floats into a PackedVector2Array.
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+ var array : PackedVector2Array = []
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+ for coord in coords:
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+ array.append(Vector2(coord[0], coord[1]))
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+ return array
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- for (int i = 0; i < nbPoints - 1; i++)
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+ func _ready():
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+ head = float_array_to_Vector2Array(coords_head);
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+
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+ .. code-tab:: csharp
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+
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+ private Vector2[] _head;
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+
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+ private Vector2[] FloatArrayToVector2Array(float[,] coords)
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+ {
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+ // Convert the array of floats into an array of Vector2.
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+ int size = coords.GetUpperBound(0);
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+ Vector2[] array = new Vector2[size + 1];
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+ for (int i = 0; i <= size; i++)
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{
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{
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- DrawLine(pointsArc[i], pointsArc[i + 1], color);
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+ array[i] = new Vector2(coords[i, 0], coords[i, 1]);
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}
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}
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+ return array;
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}
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}
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+ public override void _Ready()
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+ {
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+ _head = FloatArrayToVector2Array(_coordsHead);
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+ }
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-Remember the number of points our shape has to be decomposed into? We fixed this
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-number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty
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-``PackedVector2Array``, which is simply an array of ``Vector2``\ s.
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-
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-The next step consists of computing the actual positions of these 32 points that
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-compose an arc. This is done in the first for-loop: we iterate over the number of
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-points for which we want to compute the positions, plus one to include the last point.
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-We first determine the angle of each point, between the starting and ending angles.
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-
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-The reason why each angle is decreased by 90° is that we will compute 2D positions
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-out of each angle using trigonometry (you know, cosine and sine stuff...). However,
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-``cos()`` and ``sin()`` use radians, not degrees. The angle of 0° (0 radian)
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-starts at 3 o'clock, although we want to start counting at 12 o'clock. So we decrease
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-each angle by 90° in order to start counting from 12 o'clock.
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-
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-The actual position of a point located on a circle at angle ``angle`` (in radians)
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-is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` and ``sin()`` return values
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-between -1 and 1, the position is located on a circle of radius 1. To have this
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-position on our support circle, which has a radius of ``radius``, we simply need to
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-multiply the position by ``radius``. Finally, we need to position our support circle
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-at the ``center`` position, which is performed by adding it to our ``Vector2`` value.
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-Finally, we insert the point in the ``PackedVector2Array`` which was previously defined.
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-
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-Now, we need to actually draw our points. As you can imagine, we will not simply
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-draw our 32 points: we need to draw everything that is between each of them.
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-We could have computed every point ourselves using the previous method, and drew
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-it one by one. But this is too complicated and inefficient (except if explicitly needed),
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-so we simply draw lines between each pair of points. Unless the radius of our
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-support circle is big, the length of each line between a pair of points will
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-never be long enough to see them. If that were to happen, we would simply need to
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-increase the number of points.
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-
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-Draw the arc on the screen
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-^^^^^^^^^^^^^^^^^^^^^^^^^^
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-
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-We now have a function that draws stuff on the screen;
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-it is time to call it inside the ``_draw()`` function:
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+To finally draw our first shape, we will use the method
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+:ref:`draw_polygon <class_CanvasItem_method_draw_polygon>`
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+and pass the points (as an array of Vector2 coordinates) and its color,
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+like this:
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.. tabs::
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.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ func _draw():
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+ # We are going to paint with this color.
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+ var godot_blue : Color = Color("478cbf")
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+ # We pass the PackedVector2Array to draw the shape.
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+ draw_polygon(head, [ godot_blue ])
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+
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+ .. code-tab:: csharp
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+
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+ public override void _Draw()
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+ {
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+ // We are going to paint with this color.
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+ Color godotBlue = new Color("478cbf");
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+ // We pass the array of Vector2 to draw the shape.
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+ DrawPolygon(_head, new Color[]{ godotBlue });
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+ }
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+
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+When running it you should see something like this:
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+.. image:: img/draw_godot_logo_polygon.webp
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+
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+Note the lower part of the logo looks segmented- this is because a low
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+amount of points were used to define that part. To simulate a smooth curve,
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+we could add more points to our array, or maybe use a mathematical function to
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+interpolate a curve and create a smooth shape from code (see
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+:ref:`example 2<doc_draw_custom_example_2>`).
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+
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+Polygons will always **connect its last defined point to its first
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+one** in order to have a closed shape.
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+
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+Drawing connected lines
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+^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Drawing a sequence of connected lines that don't close down to form a polygon
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+is very similar to the previous method. We will use a connected set of lines to
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+draw Godot's logo mouth.
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+
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+First, we will define the list of coordinates that form the mouth shape, like this:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ var coords_mouth = [
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+ [ 22.817, 81.100 ], [ 38.522, 82.740 ],
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+ [ 39.001, 90.887 ], [ 54.465, 92.204 ],
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+ [ 55.641, 84.260 ], [ 72.418, 84.177 ],
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+ [ 73.629, 92.158 ], [ 88.895, 90.923 ],
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+ [ 89.556, 82.673 ], [ 105.005, 81.100 ]
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+ ]
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+
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+ .. code-tab:: csharp
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+
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+ private float[,] _coordsMouth =
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+ {
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+ { 22.817f, 81.100f }, { 38.522f, 82.740f },
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+ { 39.001f, 90.887f }, { 54.465f, 92.204f },
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+ { 55.641f, 84.260f }, { 72.418f, 84.177f },
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+ { 73.629f, 92.158f }, { 88.895f, 90.923f },
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+ { 89.556f, 82.673f }, { 105.005f, 81.100f }
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+ };
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+
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+We will load these coordinates into a variable and define an additional
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+variable with the configurable line thickness:
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+
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+.. tabs::
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+ .. code-tab:: gdscript GDScript
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+
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+ var mouth : PackedVector2Array
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+ var _mouth_width : float = 4.4
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+
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+ func _ready():
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+ head = float_array_to_Vector2Array(coords_head);
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+ mouth = float_array_to_Vector2Array(coords_mouth);
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+
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+ .. code-tab:: csharp
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+
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+ private Vector2[] _mouth;
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+ private float _mouthWidth = 4.4f;
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+
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+ public override void _Ready()
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+ {
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+ _head = FloatArrayToVector2Array(_coordsHead);
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+ _mouth = FloatArrayToVector2Array(_coordsMouth);
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+ }
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+
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+And finally we will use the method
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+:ref:`draw_polyline <class_CanvasItem_method_draw_polyline>` to actually
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+draw the line, like this:
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+
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+.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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func _draw():
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func _draw():
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- var center = Vector2(200, 200)
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- var radius = 80
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- var angle_from = 75
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- var angle_to = 195
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- var color = Color(1.0, 0.0, 0.0)
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- draw_circle_arc(center, radius, angle_from, angle_to, color)
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+ # We will use white to draw the line.
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+ var white : Color = Color.WHITE
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+ var godot_blue : Color = Color("478cbf")
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+
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+ draw_polygon(head, [ godot_blue ])
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+
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+ # We draw the while line on top of the previous shape.
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+ draw_polyline(mouth, white, _mouth_width)
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+
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.. code-tab:: csharp
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.. code-tab:: csharp
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public override void _Draw()
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public override void _Draw()
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{
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{
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- var center = new Vector2(200, 200);
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- float radius = 80;
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- float angleFrom = 75;
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- float angleTo = 195;
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- var color = new Color(1, 0, 0);
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- DrawCircleArc(center, radius, angleFrom, angleTo, color);
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+ // We will use white to draw the line.
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+ Color white = Colors.White;
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+ Color godotBlue = new Color("478cbf");
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+
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+ DrawPolygon(_head, new Color[]{ godotBlue });
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+
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+ // We draw the while line on top of the previous shape.
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+ DrawPolyline(_mouth, white, _mouthWidth);
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}
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}
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-Result:
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+You should get the following output:
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+
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+.. image:: img/draw_godot_logo_polyline.webp
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-.. image:: img/result_drawarc.png
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+Unlike ``draw_polygon()``, polylines can only have a single unique color
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+for all its points (the second argument). This method has 2 additional
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+arguments: the width of the line (which is as small as possible by default)
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+and enabling or disabling the anti-aliasing (it is disabled by default).
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-Arc polygon function
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-^^^^^^^^^^^^^^^^^^^^
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+The order of the ``_draw`` calls is important- like with the Node positions on
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+the tree hierarchy, the different shapes will be drawn from top to bottom,
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+resulting in the latest shapes hiding earlier ones if they overlap. In this
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+case we want the mouth drawn over the head, so we put it afterwards.
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-We can take this a step further and not only write a function that draws the plain
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-portion of the disc defined by the arc, but also its shape. The method is exactly
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-the same as before, except that we draw a polygon instead of lines:
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+Notice how we can define colors in different ways, either with a hexadecimal
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+code or a predefined color name. Check the class :ref:`Color <class_Color>` for other
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+constants and ways to define Colors.
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+
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+Drawing circles
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+^^^^^^^^^^^^^^^
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+
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+To create the eyes, we are going to add 4 additional calls to draw the eye
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+shapes, in different sizes, colors and positions.
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+
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+To draw a circle, you position it based on its center using the
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+:ref:`draw_circle <class_CanvasItem_method_draw_circle>` method. The first
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+parameter is a :ref:`Vector2<class_Vector2>` with the coordinates of its center, the second is
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+its radius, and the third is its color:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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- func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
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- var nb_points = 32
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- var points_arc = PackedVector2Array()
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- points_arc.push_back(center)
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- var colors = PackedColorArray([color])
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+ func _draw():
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+ var white : Color = Color.WHITE
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+ var godot_blue : Color = Color("478cbf")
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+ var grey : Color = Color("414042")
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+
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+ draw_polygon(head, [ godot_blue ])
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+ draw_polyline(mouth, white, _mouth_width)
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- for i in range(nb_points + 1):
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- var angle_point = deg_to_rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
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- points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
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- draw_polygon(points_arc, colors)
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+ # Four circles for the 2 eyes: 2 white, 2 grey.
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+ draw_circle(Vector2(42.479, 65.4825), 9.3905, white)
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+ draw_circle(Vector2(85.524, 65.4825), 9.3905, white)
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+ draw_circle(Vector2(43.423, 65.92), 6.246, grey)
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+ draw_circle(Vector2(84.626, 66.008), 6.246, grey)
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.. code-tab:: csharp
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.. code-tab:: csharp
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- public void DrawCircleArcPoly(Vector2 center, float radius, float angleFrom, float angleTo, Color color)
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+
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+ public override void _Draw()
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{
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{
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- int nbPoints = 32;
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- var pointsArc = new Vector2[nbPoints + 2];
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- pointsArc[0] = center;
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- var colors = new Color[] { color };
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+ Color white = Colors.White;
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+ Color godotBlue = new Color("478cbf");
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+ Color grey = new Color("414042");
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+
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+ DrawPolygon(_head, new Color[]{ godotBlue });
|
|
|
|
+ DrawPolyline(_mouth, white, _mouthWidth);
|
|
|
|
+
|
|
|
|
+ // Four circles for the 2 eyes: 2 white, 2 grey.
|
|
|
|
+ DrawCircle(new Vector2(42.479f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(85.524f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(43.423f, 65.92f), 6.246f, grey);
|
|
|
|
+ DrawCircle(new Vector2(84.626f, 66.008f), 6.246f, grey);
|
|
|
|
+ }
|
|
|
|
|
|
- for (int i = 0; i <= nbPoints; i++)
|
|
|
|
- {
|
|
|
|
- float anglePoint = Mathf.DegToRad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90);
|
|
|
|
- pointsArc[i + 1] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
|
|
|
|
- }
|
|
|
|
|
|
+When executing it, you should have something like this:
|
|
|
|
+
|
|
|
|
+.. image:: img/draw_godot_logo_circle.webp
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+For partial, unfilled arcs (portions of a circle shape between certain
|
|
|
|
+arbitrary angles), you can use the method
|
|
|
|
+:ref:`draw_arc <class_CanvasItem_method_draw_arc>`.
|
|
|
|
|
|
- DrawPolygon(pointsArc, colors);
|
|
|
|
|
|
+Drawing lines
|
|
|
|
+^^^^^^^^^^^^^
|
|
|
|
+
|
|
|
|
+To draw the final shape (the nose) we will use a line to approximate it.
|
|
|
|
+
|
|
|
|
+:ref:`draw_line <class_CanvasItem_method_draw_line>` can be used to draw
|
|
|
|
+a single segment by providing its start and end coordinates as arguments,
|
|
|
|
+like this:
|
|
|
|
+
|
|
|
|
+.. tabs::
|
|
|
|
+ .. code-tab:: gdscript GDScript
|
|
|
|
+
|
|
|
|
+ func _draw():
|
|
|
|
+ var white : Color = Color.WHITE
|
|
|
|
+ var godot_blue : Color = Color("478cbf")
|
|
|
|
+ var grey : Color = Color("414042")
|
|
|
|
+
|
|
|
|
+ draw_polygon(head, [ godot_blue ])
|
|
|
|
+ draw_polyline(mouth, white, _mouth_width)
|
|
|
|
+ draw_circle(Vector2(42.479, 65.4825), 9.3905, white)
|
|
|
|
+ draw_circle(Vector2(85.524, 65.4825), 9.3905, white)
|
|
|
|
+ draw_circle(Vector2(43.423, 65.92), 6.246, grey)
|
|
|
|
+ draw_circle(Vector2(84.626, 66.008), 6.246, grey)
|
|
|
|
+
|
|
|
|
+ # Draw a short but thick white vertical line for the nose.
|
|
|
|
+ draw_line(Vector2(64.273, 60.564), Vector2(64.273, 74.349), white, 5.8)
|
|
|
|
+
|
|
|
|
+ .. code-tab:: csharp
|
|
|
|
+
|
|
|
|
+ public override void _Draw()
|
|
|
|
+ {
|
|
|
|
+ Color white = Colors.White;
|
|
|
|
+ Color godotBlue = new Color("478cbf");
|
|
|
|
+ Color grey = new Color("414042");
|
|
|
|
+
|
|
|
|
+ DrawPolygon(_head, new Color[]{ godotBlue });
|
|
|
|
+ DrawPolyline(_mouth, white, _mouthWidth);
|
|
|
|
+ DrawCircle(new Vector2(42.479f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(85.524f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(43.423f, 65.92f), 6.246f, grey);
|
|
|
|
+ DrawCircle(new Vector2(84.626f, 66.008f), 6.246f, grey);
|
|
|
|
+
|
|
|
|
+ // Draw a short but thick white vertical line for the nose.
|
|
|
|
+ DrawLine(new Vector2(64.273f, 60.564f), new Vector2(64.273f, 74.349f),
|
|
|
|
+ white, 5.8f);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+You should now be able to see the following shape on screen:
|
|
|
|
|
|
-.. image:: img/result_drawarc_poly.png
|
|
|
|
|
|
+.. image:: img/draw_godot_logo_line.webp
|
|
|
|
|
|
-Dynamic custom drawing
|
|
|
|
-^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
|
|
+Note that if multiple unconnected lines are going to be drawn at the same time,
|
|
|
|
+you may get additional performance by drawing all of them in a single call, using
|
|
|
|
+the :ref:`draw_multiline <class_CanvasItem_method_draw_multiline>` method.
|
|
|
|
+
|
|
|
|
+Drawing text
|
|
|
|
+^^^^^^^^^^^^
|
|
|
|
|
|
-All right, we are now able to draw custom stuff on the screen. However, it is static;
|
|
|
|
-let's make this shape turn around the center. The solution to do this is simply
|
|
|
|
-to change the angle_from and angle_to values over time. For our example,
|
|
|
|
-we will simply increment them by 50. This increment value has to remain
|
|
|
|
-constant or else the rotation speed will change accordingly.
|
|
|
|
|
|
+While using the :ref:`Label <class_Label>` Node is the most common way to add
|
|
|
|
+text to your application, the low level `_draw` function includes functionality
|
|
|
|
+to add text to your custom Node drawing. We will use it to add the name "GODOT"
|
|
|
|
+under the robot head.
|
|
|
|
|
|
-First, we have to make both angle_from and angle_to variables global at the top
|
|
|
|
-of our script. Also note that you can store them in other nodes and access them
|
|
|
|
-using ``get_node()``.
|
|
|
|
|
|
+We will use the :ref:`draw_string <class_CanvasItem_method_draw_string>` method
|
|
|
|
+to do it, like this:
|
|
|
|
|
|
.. tabs::
|
|
.. tabs::
|
|
.. code-tab:: gdscript GDScript
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
|
|
- extends Node2D
|
|
|
|
|
|
+ var default_font : Font = ThemeDB.fallback_font;
|
|
|
|
|
|
- var rotation_angle = 50
|
|
|
|
- var angle_from = 75
|
|
|
|
- var angle_to = 195
|
|
|
|
|
|
+ func _draw():
|
|
|
|
+ var white : Color = Color.WHITE
|
|
|
|
+ var godot_blue : Color = Color("478cbf")
|
|
|
|
+ var grey : Color = Color("414042")
|
|
|
|
+
|
|
|
|
+ draw_polygon(head, [ godot_blue ])
|
|
|
|
+ draw_polyline(mouth, white, _mouth_width)
|
|
|
|
+ draw_circle(Vector2(42.479, 65.4825), 9.3905, white)
|
|
|
|
+ draw_circle(Vector2(85.524, 65.4825), 9.3905, white)
|
|
|
|
+ draw_circle(Vector2(43.423, 65.92), 6.246, grey)
|
|
|
|
+ draw_circle(Vector2(84.626, 66.008), 6.246, grey)
|
|
|
|
+ draw_line(Vector2(64.273, 60.564), Vector2(64.273, 74.349), white, 5.8)
|
|
|
|
+
|
|
|
|
+ # Draw GODOT text below the logo with the default font, size 22.
|
|
|
|
+ draw_string(default_font, Vector2(20, 130), "GODOT",
|
|
|
|
+ HORIZONTAL_ALIGNMENT_CENTER, 90, 22)
|
|
|
|
|
|
.. code-tab:: csharp
|
|
.. code-tab:: csharp
|
|
|
|
|
|
- using Godot;
|
|
|
|
|
|
+ private Font _defaultFont = ThemeDB.FallbackFont;
|
|
|
|
|
|
- public partial class MyNode2D : Node2D
|
|
|
|
|
|
+ public override void _Draw()
|
|
{
|
|
{
|
|
- private float _rotationAngle = 50;
|
|
|
|
- private float _angleFrom = 75;
|
|
|
|
- private float _angleTo = 195;
|
|
|
|
|
|
+ Color white = Colors.White;
|
|
|
|
+ Color godotBlue = new Color("478cbf");
|
|
|
|
+ Color grey = new Color("414042");
|
|
|
|
+
|
|
|
|
+ DrawPolygon(_head, new Color[]{ godotBlue });
|
|
|
|
+ DrawPolyline(_mouth, white, _mouthWidth);
|
|
|
|
+ DrawCircle(new Vector2(42.479f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(85.524f, 65.4825f), 9.3905f, white);
|
|
|
|
+ DrawCircle(new Vector2(43.423f, 65.92f), 6.246f, grey);
|
|
|
|
+ DrawCircle(new Vector2(84.626f, 66.008f), 6.246f, grey);
|
|
|
|
+ DrawLine(new Vector2(64.273f, 60.564f), new Vector2(64.273f, 74.349f),
|
|
|
|
+ white, 5.8f);
|
|
|
|
+
|
|
|
|
+ // Draw GODOT text below the logo with the default font, size 22.
|
|
|
|
+ DrawString(_defaultFont, new Vector2(20f, 130f), "GODOT",
|
|
|
|
+ HorizontalAlignment.Center, 90, 22);
|
|
}
|
|
}
|
|
|
|
|
|
-We make these values change in the _process(delta) function.
|
|
|
|
|
|
+Here we first load into the defaultFont variable the configured default theme
|
|
|
|
+font (a custom one can be set instead) and then we pass the following
|
|
|
|
+parameters: font, position, text, horizontal alignment, width, and font size.
|
|
|
|
+
|
|
|
|
+You should see the following on your screen:
|
|
|
|
+
|
|
|
|
+.. image:: img/draw_godot_logo_text.webp
|
|
|
|
+
|
|
|
|
+Additional parameters as well as other methods related to text and characters
|
|
|
|
+can be found on the :ref:`CanvasItem <class_CanvasItem>` class reference.
|
|
|
|
+
|
|
|
|
+.. _doc_draw_show_drawing_while_editing_example:
|
|
|
|
|
|
-We also increment our angle_from and angle_to values here. However, we must not
|
|
|
|
-forget to ``wrap()`` the resulting values between 0 and 360°! That is, if the angle
|
|
|
|
-is 361°, then it is actually 1°. If you don't wrap these values, the script will
|
|
|
|
-work correctly, but the angle values will grow bigger and bigger over time until
|
|
|
|
-they reach the maximum integer value Godot can manage (``2^31 - 1``).
|
|
|
|
-When this happens, Godot may crash or produce unexpected behavior.
|
|
|
|
|
|
+Show the drawing while editing
|
|
|
|
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
|
|
-Finally, we must not forget to call the ``queue_redraw()`` function, which automatically
|
|
|
|
-calls ``_draw()``. This way, you can control when you want to refresh the frame.
|
|
|
|
|
|
+While the code so far is able to draw the logo on a running window, it will
|
|
|
|
+not show up on the ``2D view`` on the editor. In certain cases you would
|
|
|
|
+also like to show your custom Node2D or control on the editor, to position
|
|
|
|
+and scale it appropriately, like most other nodes do.
|
|
|
|
+
|
|
|
|
+To show the logo directly on the editor (without running it), you can use the
|
|
|
|
+:ref:`@tool<doc_gdscript_tool_mode>` annotation to request the custom drawing
|
|
|
|
+of the node to also appear while editing, like this:
|
|
|
|
|
|
.. tabs::
|
|
.. tabs::
|
|
.. code-tab:: gdscript GDScript
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
|
|
- func _process(delta):
|
|
|
|
- angle_from += rotation_angle
|
|
|
|
- angle_to += rotation_angle
|
|
|
|
|
|
+ @tool
|
|
|
|
+ extends Node2D
|
|
|
|
|
|
- # We only wrap angles when both of them are bigger than 360.
|
|
|
|
- if angle_from > 360 and angle_to > 360:
|
|
|
|
- angle_from = wrapf(angle_from, 0, 360)
|
|
|
|
- angle_to = wrapf(angle_to, 0, 360)
|
|
|
|
- queue_redraw()
|
|
|
|
|
|
+ .. code-tab:: csharp
|
|
|
|
+
|
|
|
|
+ using Godot;
|
|
|
|
+
|
|
|
|
+ [Tool]
|
|
|
|
+ public partial class MyNode2D : Node2D
|
|
|
|
+
|
|
|
|
+You will need to save your scene, rebuild your project (for C# only) and reload
|
|
|
|
+the current scene manually at the menu option ``Scene > Reload Saved Scene``
|
|
|
|
+to refresh the current node in the ``2D`` view the first time you add or remove
|
|
|
|
+the ``@tool`` annotation.
|
|
|
|
+
|
|
|
|
+Animation
|
|
|
|
+^^^^^^^^^
|
|
|
|
+
|
|
|
|
+If we wanted to make the custom shape change at runtime, we could modify the
|
|
|
|
+methods called or its arguments at execution time, or apply a transform.
|
|
|
|
+
|
|
|
|
+For example, if we want the custom shape we just designed to rotate, we could add
|
|
|
|
+the following variable and code to the ``_ready`` and ``_process`` methods:
|
|
|
|
+
|
|
|
|
+.. tabs::
|
|
|
|
+ .. code-tab:: gdscript GDScript
|
|
|
|
+
|
|
|
|
+ extends Node2D
|
|
|
|
+
|
|
|
|
+ @export var rotation_speed : float = 1 # In radians per second.
|
|
|
|
+
|
|
|
|
+ func _ready():
|
|
|
|
+ rotation = 0
|
|
|
|
+ ...
|
|
|
|
+
|
|
|
|
+ func _process(delta: float):
|
|
|
|
+ rotation -= rotation_speed * delta
|
|
|
|
|
|
.. code-tab:: csharp
|
|
.. code-tab:: csharp
|
|
|
|
|
|
- public override void _Process(double delta)
|
|
|
|
|
|
+ [Export]
|
|
|
|
+ public float RotationSpeed { get; set; } = 1.0f; // In radians per second.
|
|
|
|
+
|
|
|
|
+ public override void _Ready()
|
|
{
|
|
{
|
|
- _angleFrom += _rotationAngle;
|
|
|
|
- _angleTo += _rotationAngle;
|
|
|
|
|
|
+ Rotation = 0;
|
|
|
|
+ ...
|
|
|
|
+ }
|
|
|
|
|
|
- // We only wrap angles when both of them are bigger than 360.
|
|
|
|
- if (_angleFrom > 360 && _angleTo > 360)
|
|
|
|
- {
|
|
|
|
- _angleFrom = Mathf.Wrap(_angleFrom, 0, 360);
|
|
|
|
- _angleTo = Mathf.Wrap(_angleTo, 0, 360);
|
|
|
|
- }
|
|
|
|
- QueueRedraw();
|
|
|
|
|
|
+ public override void _Process(double delta)
|
|
|
|
+ {
|
|
|
|
+ Rotation -= RotationSpeed * (float)delta;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+The problem with the above code is that because we have created the points
|
|
|
|
+approximately on a rectangle starting from the upper left corner, the ``(0, 0)``
|
|
|
|
+coordinate and extending to the right and down, we see that the rotation is done
|
|
|
|
+using the top left corner as pivot. A position transform change on the node
|
|
|
|
+won't help us here, as the rotation transform is applied first.
|
|
|
|
+
|
|
|
|
+While we could rewrite all of the points' coordinates to be centered around
|
|
|
|
+``(0, 0)``, including negative coordinates, that would be a lot of work.
|
|
|
|
|
|
-Also, don't forget to modify the ``_draw()`` function to make use of these variables:
|
|
|
|
|
|
+One possible way to work around this is to use the lower level
|
|
|
|
+:ref:`draw_set_transform<class_CanvasItem_method_draw_set_transform>`
|
|
|
|
+method to fix this issue, translating all points in the CanvasItem's own space,
|
|
|
|
+and then moving it back to its original place with a regular node transform,
|
|
|
|
+either in the editor or in code, like this:
|
|
|
|
|
|
.. tabs::
|
|
.. tabs::
|
|
.. code-tab:: gdscript GDScript
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
|
|
- func _draw():
|
|
|
|
- var center = Vector2(200, 200)
|
|
|
|
- var radius = 80
|
|
|
|
- var color = Color(1.0, 0.0, 0.0)
|
|
|
|
|
|
|
|
- draw_circle_arc( center, radius, angle_from, angle_to, color )
|
|
|
|
|
|
+ func _ready():
|
|
|
|
+ rotation = 0
|
|
|
|
+ position = Vector2(60, 60)
|
|
|
|
+ ...
|
|
|
|
+
|
|
|
|
+ func _draw():
|
|
|
|
+ draw_set_transform(Vector2(-60, -60))
|
|
|
|
+ ...
|
|
|
|
|
|
.. code-tab:: csharp
|
|
.. code-tab:: csharp
|
|
|
|
|
|
- public override void _Draw()
|
|
|
|
|
|
+ public override void _Ready()
|
|
{
|
|
{
|
|
- var center = new Vector2(200, 200);
|
|
|
|
- float radius = 80;
|
|
|
|
- var color = new Color(1, 0, 0);
|
|
|
|
|
|
+ Rotation = 0;
|
|
|
|
+ Position = new Vector2(60, 60);
|
|
|
|
+ ...
|
|
|
|
+ }
|
|
|
|
|
|
- DrawCircleArc(center, radius, _angleFrom, _angleTo, color);
|
|
|
|
|
|
+ public override void _Draw()
|
|
|
|
+ {
|
|
|
|
+ DrawSetTransform(new Vector2(-60.0f, -60.0f));
|
|
|
|
+ ...
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+This is the result, rotating around a pivot now on ``(60, 60)``:
|
|
|
|
|
|
-Let's run!
|
|
|
|
-It works, but the arc is rotating insanely fast! What's wrong?
|
|
|
|
|
|
+.. image:: img/draw_godot_rotation.webp
|
|
|
|
|
|
-The reason is that your GPU is actually displaying the frames as fast as it can.
|
|
|
|
-We need to "normalize" the drawing by this speed; to achieve that, we have to make
|
|
|
|
-use of the ``delta`` parameter of the ``_process()`` function. ``delta`` contains the
|
|
|
|
-time elapsed between the two last rendered frames. It is generally small
|
|
|
|
-(about 0.0003 seconds, but this depends on your hardware), so using ``delta`` to
|
|
|
|
-control your drawing ensures that your program runs at the same speed on
|
|
|
|
-everybody's hardware.
|
|
|
|
|
|
+If what we wanted to animate was a property inside the ``_draw()`` call, we must remember to
|
|
|
|
+call ``queue_redraw()`` to force a refresh, as otherwise it would not be updated on screen.
|
|
|
|
|
|
-In our case, we simply need to multiply our ``rotation_angle`` variable by ``delta``
|
|
|
|
-in the ``_process()`` function. This way, our 2 angles will be increased by a much
|
|
|
|
-smaller value, which directly depends on the rendering speed.
|
|
|
|
|
|
+For example, this is how we can make the robot appear to open and close its mouth, by
|
|
|
|
+changing the width of its mouth line follow a sinusoidal (:ref:`sin<class_@globalscope_method_sin>`) curve:
|
|
|
|
|
|
.. tabs::
|
|
.. tabs::
|
|
.. code-tab:: gdscript GDScript
|
|
.. code-tab:: gdscript GDScript
|
|
|
|
|
|
- func _process(delta):
|
|
|
|
- angle_from += rotation_angle * delta
|
|
|
|
- angle_to += rotation_angle * delta
|
|
|
|
|
|
+ var _mouth_width : float = 4.4
|
|
|
|
+ var _max_width : float = 7
|
|
|
|
+ var _time : float = 0
|
|
|
|
|
|
- # We only wrap angles when both of them are bigger than 360.
|
|
|
|
- if angle_from > 360 and angle_to > 360:
|
|
|
|
- angle_from = wrapf(angle_from, 0, 360)
|
|
|
|
- angle_to = wrapf(angle_to, 0, 360)
|
|
|
|
|
|
+ func _process(delta : float):
|
|
|
|
+ _time += delta
|
|
|
|
+ _mouth_width = abs(sin(_time) * _max_width)
|
|
queue_redraw()
|
|
queue_redraw()
|
|
|
|
|
|
|
|
+ func _draw():
|
|
|
|
+ ...
|
|
|
|
+ draw_polyline(mouth, white, _mouth_width)
|
|
|
|
+ ...
|
|
|
|
+
|
|
.. code-tab:: csharp
|
|
.. code-tab:: csharp
|
|
|
|
|
|
|
|
+ private float _mouthWidth = 4.4f;
|
|
|
|
+ private float _maxWidth = 7f;
|
|
|
|
+ private float _time = 0f;
|
|
|
|
+
|
|
public override void _Process(double delta)
|
|
public override void _Process(double delta)
|
|
{
|
|
{
|
|
- _angleFrom += _rotationAngle * (float)delta;
|
|
|
|
- _angleTo += _rotationAngle * (float)delta;
|
|
|
|
|
|
+ _time += (float)delta;
|
|
|
|
+ _mouthWidth = Mathf.Abs(Mathf.Sin(_time) * _maxWidth);
|
|
|
|
+ QueueRedraw();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public override void _Draw()
|
|
|
|
+ {
|
|
|
|
+ ...
|
|
|
|
+ DrawPolyline(_mouth, white, _mouthWidth);
|
|
|
|
+ ...
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+It will look somewhat like this when run:
|
|
|
|
+
|
|
|
|
+.. image:: img/draw_godot_mouth_animation.webp
|
|
|
|
+
|
|
|
|
+Please note that ``_mouth_width`` is a user defined property like any other
|
|
|
|
+and it or any other used as a drawing argument can be animated using more
|
|
|
|
+standard and high level methods such as a :ref:`Tween<class_Tween>` or an
|
|
|
|
+:ref:`AnimationPlayer<class_AnimationPlayer>` Node. The only difference is
|
|
|
|
+that a ``queue_redraw()`` call is needed to apply those changes so they get
|
|
|
|
+shown on screen.
|
|
|
|
+
|
|
|
|
+.. _doc_draw_custom_example_2:
|
|
|
|
+
|
|
|
|
+Example 2: drawing a dynamic line
|
|
|
|
+---------------------------------
|
|
|
|
+
|
|
|
|
+The previous example was useful to learn how to draw and modify nodes with
|
|
|
|
+custom shapes and animations. This could have some advantages, such as using
|
|
|
|
+exact coordinates and vectors for drawing, rather than bitmaps -which means
|
|
|
|
+they will scale well when transformed on screen. In some cases, similar results
|
|
|
|
+could be achieved composing higher level functionality with nodes such as
|
|
|
|
+:ref:`sprites<class_Sprite2D>` or
|
|
|
|
+:ref:`AnimatedSprites<class_AnimatedSprite2D>` loading SVG resources (which are
|
|
|
|
+also images defined with vectors) and the
|
|
|
|
+:ref:`AnimationPlayer<class_AnimationPlayer>` node.
|
|
|
|
+
|
|
|
|
+In other cases that will not be possible because we will not know what the
|
|
|
|
+resulting graphical representation will be before running the code. Here we
|
|
|
|
+will see how to draw a dynamic line whose coordinates are not known beforehand,
|
|
|
|
+and are affected by the user's input.
|
|
|
|
+
|
|
|
|
+Drawing a straight line between 2 points
|
|
|
|
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
+
|
|
|
|
+Let's assume we want to draw a straight line between 2 points, the first one
|
|
|
|
+will be fixed on the upper left corner ``(0, 0)`` and the second will be defined
|
|
|
|
+by the cursor position on screen.
|
|
|
|
+
|
|
|
|
+We could draw a dynamic line between those 2 points like this:
|
|
|
|
+
|
|
|
|
+.. tabs::
|
|
|
|
+ .. code-tab:: gdscript GDScript
|
|
|
|
+
|
|
|
|
+ extends Node2D
|
|
|
|
+
|
|
|
|
+ var point1 : Vector2 = Vector2(0, 0)
|
|
|
|
+ var width : int = 10
|
|
|
|
+ var color : Color = Color.GREEN
|
|
|
|
+
|
|
|
|
+ var _point2 : Vector2
|
|
|
|
+
|
|
|
|
+ func _process(_delta):
|
|
|
|
+ var mouse_position = get_viewport().get_mouse_position()
|
|
|
|
+ if mouse_position != _point2:
|
|
|
|
+ _point2 = mouse_position
|
|
|
|
+ queue_redraw()
|
|
|
|
+
|
|
|
|
+ func _draw():
|
|
|
|
+ draw_line(point1, _point2, color, width)
|
|
|
|
+
|
|
|
|
+ .. code-tab:: csharp
|
|
|
|
+
|
|
|
|
+ using Godot;
|
|
|
|
+ using System;
|
|
|
|
+
|
|
|
|
+ public partial class MyNode2DLine : Node2D
|
|
|
|
+ {
|
|
|
|
+ public Vector2 Point1 { get; set; } = new Vector2(0f, 0f);
|
|
|
|
+ public int Width { get; set; } = 10;
|
|
|
|
+ public Color Color { get; set; } = Colors.Green;
|
|
|
|
|
|
- // We only wrap angles when both of them are bigger than 360.
|
|
|
|
- if (_angleFrom > 360 && _angleTo > 360)
|
|
|
|
|
|
+ private Vector2 _point2;
|
|
|
|
+
|
|
|
|
+ public override void _Process(double delta)
|
|
{
|
|
{
|
|
- _angleFrom = Wrap(_angleFrom, 0, 360);
|
|
|
|
- _angleTo = Wrap(_angleTo, 0, 360);
|
|
|
|
|
|
+ Vector2 mousePosition = GetViewport().GetMousePosition();
|
|
|
|
+ if (mousePosition != _point2)
|
|
|
|
+ {
|
|
|
|
+ _point2 = mousePosition;
|
|
|
|
+ QueueRedraw();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public override void _Draw()
|
|
|
|
+ {
|
|
|
|
+ DrawLine(Point1, _point2, Color, Width);
|
|
}
|
|
}
|
|
- QueueRedraw();
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+In this example we obtain the position of the mouse in the default viewport
|
|
|
|
+every frame with the method
|
|
|
|
+:ref:`get_mouse_position <class_Viewport_method_get_mouse_position>`. If the
|
|
|
|
+position has changed since the last draw request (a small optimization to
|
|
|
|
+avoid redrawing on every frame)- we will schedule a redraw. Our ``_draw()``
|
|
|
|
+method only has one line: requesting the drawing of a green line of
|
|
|
|
+width 10 pixels between the top left corner and that obtained position.
|
|
|
|
|
|
-Let's run again! This time, the rotation displays fine!
|
|
|
|
|
|
+The width, color, and position of the starting point can be configured with
|
|
|
|
+with the corresponding properties.
|
|
|
|
|
|
-Antialiased drawing
|
|
|
|
-^^^^^^^^^^^^^^^^^^^
|
|
|
|
|
|
+It should look like this when run:
|
|
|
|
|
|
-Godot offers method parameters in :ref:`draw_line<class_CanvasItem_method_draw_line>`
|
|
|
|
-to enable antialiasing, but not all custom drawing methods offer this ``antialiased``
|
|
|
|
-parameter.
|
|
|
|
|
|
+.. image:: img/draw_line_between_2_points.webp
|
|
|
|
|
|
-For custom drawing methods that don't provide an ``antialiased`` parameter,
|
|
|
|
-you can enable 2D MSAA instead, which affects rendering in the entire viewport.
|
|
|
|
-This provides high-quality antialiasing, but a higher performance cost and only
|
|
|
|
-on specific elements. See :ref:`doc_2d_antialiasing` for more information.
|
|
|
|
|
|
+Drawing an arc between 2 points
|
|
|
|
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
|
|
-Tools
|
|
|
|
------
|
|
|
|
|
|
+The above example works, but we may want to join those 2 points with a
|
|
|
|
+different shape or function, other than a straight line.
|
|
|
|
|
|
-Drawing your own nodes might also be desired while running them in the
|
|
|
|
-editor. This can be used as a preview or visualization of some feature or
|
|
|
|
-behavior. See :ref:`doc_running_code_in_the_editor` for more information.
|
|
|
|
|
|
+Let's try now creating an arc (a portion of a circumference) between
|
|
|
|
+both points.
|
|
|
|
+
|
|
|
|
+Exporting the line starting point, segments, width, color, and antialiasing will
|
|
|
|
+allow us to modify those properties very easily directly from the editor
|
|
|
|
+inspector panel:
|
|
|
|
+
|
|
|
|
+.. tabs::
|
|
|
|
+ .. code-tab:: gdscript GDScript
|
|
|
|
+
|
|
|
|
+ extends Node2D
|
|
|
|
+
|
|
|
|
+ @export var point1 : Vector2 = Vector2(0, 0)
|
|
|
|
+ @export_range(1, 1000) var segments : int = 100
|
|
|
|
+ @export var width : int = 10
|
|
|
|
+ @export var color : Color = Color.GREEN
|
|
|
|
+ @export var antialiasing : bool = false
|
|
|
|
+
|
|
|
|
+ var _point2 : Vector2
|
|
|
|
+
|
|
|
|
+ .. code-tab:: csharp
|
|
|
|
+
|
|
|
|
+ using Godot;
|
|
|
|
+ using System;
|
|
|
|
+
|
|
|
|
+ public partial class MyNode2DLine : Node2D
|
|
|
|
+ {
|
|
|
|
+ [Export]
|
|
|
|
+ public Vector2 Point1 { get; set; } = new Vector2(0f, 0f);
|
|
|
|
+ [Export]
|
|
|
|
+ public float Length { get; set; } = 350f;
|
|
|
|
+ [Export(PropertyHint.Range, "1,1000,")]
|
|
|
|
+ public int Segments { get; set; } = 100;
|
|
|
|
+ [Export]
|
|
|
|
+ public int Width { get; set; } = 10;
|
|
|
|
+ [Export]
|
|
|
|
+ public Color Color { get; set; } = Colors.Green;
|
|
|
|
+ [Export]
|
|
|
|
+ public bool AntiAliasing { get; set; } = false;
|
|
|
|
+
|
|
|
|
+ private Vector2 _point2;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+.. image:: img/draw_dynamic_exported_properties.webp
|
|
|
|
+
|
|
|
|
+To draw the arc, we can use the method
|
|
|
|
+:ref:`draw_arc<class_CanvasItem_method_draw_arc>`. There are many
|
|
|
|
+arcs that pass through 2 points, so we will chose for this example
|
|
|
|
+the semicircle that has its center in the middle point between the 2 initial
|
|
|
|
+points.
|
|
|
|
+
|
|
|
|
+Calculating this arc will be more complex than in the case of the line:
|
|
|
|
+
|
|
|
|
+.. tabs::
|
|
|
|
+ .. code-tab:: gdscript GDScript
|
|
|
|
+
|
|
|
|
+ func _draw():
|
|
|
|
+ # Calculate the arc parameters.
|
|
|
|
+ var center : Vector2 = Vector2((_point2.x - point1.x) / 2,
|
|
|
|
+ (_point2.y - point1.y) / 2)
|
|
|
|
+ var radius : float = point1.distance_to(_point2) / 2
|
|
|
|
+ var start_angle : float = (_point2 - point1).angle()
|
|
|
|
+ var end_angle : float = (point1 - _point2).angle()
|
|
|
|
+ if end_angle < 0: # end_angle is likely negative, normalize it.
|
|
|
|
+ end_angle += TAU
|
|
|
|
+
|
|
|
|
+ # Finally, draw the arc.
|
|
|
|
+ draw_arc(center, radius, start_angle, end_angle, segments, color,
|
|
|
|
+ width, antialiasing)
|
|
|
|
+
|
|
|
|
+ .. code-tab:: csharp
|
|
|
|
+
|
|
|
|
+ public override void _Draw()
|
|
|
|
+ {
|
|
|
|
+ // Calculate the arc parameters.
|
|
|
|
+ Vector2 center = new Vector2((_point2.X - Point1.X) / 2.0f,
|
|
|
|
+ (_point2.Y - Point1.Y) / 2.0f);
|
|
|
|
+ float radius = Point1.DistanceTo(_point2) / 2.0f;
|
|
|
|
+ float startAngle = (_point2 - Point1).Angle();
|
|
|
|
+ float endAngle = (Point1 - _point2).Angle();
|
|
|
|
+ if (endAngle < 0.0f) // endAngle is likely negative, normalize it.
|
|
|
|
+ {
|
|
|
|
+ endAngle += Mathf.Tau;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Finally, draw the arc.
|
|
|
|
+ DrawArc(center, radius, startAngle, endAngle, Segments, Color,
|
|
|
|
+ Width, AntiAliasing);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+The center of the semicircle will be the middle point between both points.
|
|
|
|
+The radius will be half the distance between both points.
|
|
|
|
+The start and end angles will be the angles of the vector from point1
|
|
|
|
+to point2 and vice-versa.
|
|
|
|
+Note we had to normalize the ``end_angle`` in positive values because if
|
|
|
|
+``end_angle`` is less than ``start_angle``, the arc will be drawn
|
|
|
|
+counter-clockwise, which we don't want in this case (the arc would be
|
|
|
|
+upside-down).
|
|
|
|
+
|
|
|
|
+The result should be something like this, with the arc going down and
|
|
|
|
+between the points:
|
|
|
|
+
|
|
|
|
+.. image:: img/draw_arc_between_2_points.webp
|
|
|
|
+
|
|
|
|
+Feel free to play with the parameters in the inspector to obtain different
|
|
|
|
+results: change the color, the width, the antialiasing, and increase the
|
|
|
|
+number of segments to increase the curve smoothness, at the cost of extra
|
|
|
|
+performance.
|