Browse Source

Skeleton for 2D WIP

Juan Linietsky 7 years ago
parent
commit
b3e4bc562c

+ 4 - 0
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -1297,6 +1297,10 @@ Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleto
 	return Transform2D();
 }
 
+void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+
+}
+
 void RasterizerStorageGLES2::update_dirty_skeletons() {
 }
 

+ 1 - 0
drivers/gles2/rasterizer_storage_gles2.h

@@ -555,6 +555,7 @@ public:
 	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
 	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
 	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
+	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
 
 	/* Light API */
 

+ 62 - 3
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -160,6 +160,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
 	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
+	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
 
 	state.canvas_shader.set_custom_shader(0);
 	state.canvas_shader.bind();
@@ -180,6 +181,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
 	glBindVertexArray(data.canvas_quad_array);
 	state.using_texture_rect = true;
 	state.using_ninepatch = false;
+	state.using_skeleton = false;
 }
 
 void RasterizerCanvasGLES3::canvas_end() {
@@ -284,6 +286,9 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
+	if (state.using_skeleton) {
+		state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform);
+	}
 	if (storage->frame.current_rt) {
 		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
 	} else {
@@ -293,7 +298,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
 	state.using_ninepatch = p_ninepatch;
 }
 
-void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
+void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
 
 	glBindVertexArray(data.polygon_buffer_pointer_array);
 	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
@@ -333,6 +338,23 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
 		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
 	}
 
+	if (p_bones && p_weights) {
+
+		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
+		glEnableVertexAttribArray(VS::ARRAY_BONES);
+		glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
+		buffer_ofs += sizeof(int) * 4 * p_vertex_count;
+
+		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
+		glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
+		glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
+		buffer_ofs += sizeof(float) * 4 * p_vertex_count;
+
+	} else if (state.using_skeleton) {
+		glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
+		glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
+	}
+
 	//bind the indices buffer.
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
 	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
@@ -342,6 +364,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
 
 	storage->frame.canvas_draw_commands++;
 
+	if (p_bones && p_weights) {
+		//not used so often, so disable when used
+		glDisableVertexAttribArray(VS::ARRAY_BONES);
+		glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
+	}
+
 	glBindVertexArray(0);
 }
 
@@ -735,7 +763,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
 					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
 					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
 				}
-				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+
+				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
 #ifdef GLES_OVER_GL
 				if (polygon->antialiased) {
 					glEnable(GL_LINE_SMOOTH);
@@ -921,7 +950,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
 				}
 
 				_bind_canvas_texture(RID(), RID());
-				_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
+				_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
 
 				//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
 				//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
@@ -1068,6 +1097,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 	RID canvas_last_material;
 
 	bool prev_distance_field = false;
+	bool prev_use_skeleton = false;
 
 	while (p_item_list) {
 
@@ -1106,6 +1136,35 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 			}
 		}
 
+		RasterizerStorageGLES3::Skeleton *skeleton = NULL;
+
+		{
+			//skeleton handling
+			if (ci->skeleton.is_valid()) {
+				skeleton = storage->skeleton_owner.getornull(ci->skeleton);
+				if (!skeleton->use_2d) {
+					skeleton = NULL;
+				} else {
+					state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d);
+				}
+			}
+
+			bool use_skeleton = skeleton != NULL;
+			if (prev_use_skeleton != use_skeleton) {
+				rebind_shader = true;
+				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
+				prev_use_skeleton = use_skeleton;
+			}
+
+			if (skeleton) {
+				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+				glBindTexture(GL_TEXTURE_2D, skeleton->texture);
+				state.using_skeleton = true;
+			} else {
+				state.using_skeleton = false;
+			}
+		}
+
 		//begin rect
 		Item *material_owner = ci->material_owner ? ci->material_owner : ci;
 

+ 3 - 1
drivers/gles3/rasterizer_canvas_gles3.h

@@ -84,6 +84,8 @@ public:
 		Color canvas_item_modulate;
 		Transform2D extra_matrix;
 		Transform2D final_transform;
+		bool using_skeleton;
+		Transform2D skeleton_transform;
 
 	} state;
 
@@ -123,7 +125,7 @@ public:
 	_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
 
 	_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
-	_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
+	_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights);
 	_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
 
 	_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);

+ 9 - 0
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -4496,6 +4496,15 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
 	return ret;
 }
 
+void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+	ERR_FAIL_COND(!skeleton->use_2d);
+
+	skeleton->base_transform_2d = p_base_transform;
+}
+
 void RasterizerStorageGLES3::update_dirty_skeletons() {
 
 	glActiveTexture(GL_TEXTURE0);

+ 2 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -868,6 +868,7 @@ public:
 		GLuint texture;
 		SelfList<Skeleton> update_list;
 		Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
+		Transform2D base_transform_2d;
 
 		Skeleton() :
 				update_list(this) {
@@ -891,6 +892,7 @@ public:
 	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
 	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
 	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
+	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
 
 	/* Light API */
 

+ 55 - 1
drivers/gles3/shaders/canvas.glsl

@@ -4,6 +4,11 @@
 layout(location=0) in highp vec2 vertex;
 layout(location=3) in vec4 color_attrib;
 
+#ifdef USE_SKELETON
+layout(location=6) in uvec4 bone_indices; // attrib:6
+layout(location=7) in vec4 bone_weights; // attrib:7
+#endif
+
 #ifdef USE_TEXTURE_RECT
 
 uniform vec4 dst_rect;
@@ -51,6 +56,11 @@ out highp vec2 pixel_size_interp;
 #endif
 
 
+#ifdef USE_SKELETON
+uniform mediump sampler2D skeleton_texture; // texunit:-1
+uniform mat4 skeleton_to_object_local_matrix;
+#endif
+
 #ifdef USE_LIGHTING
 
 layout(std140) uniform LightData { //ubo:1
@@ -75,7 +85,6 @@ out vec4 light_uv_interp;
 
 out vec4 local_rot;
 
-
 #ifdef USE_SHADOWS
 out highp vec2 pos;
 #endif
@@ -101,6 +110,7 @@ MATERIAL_UNIFORMS
 
 #endif
 
+
 VERTEX_SHADER_GLOBALS
 
 void main() {
@@ -146,6 +156,49 @@ void main() {
 
 #endif
 
+#ifdef USE_SKELETON
+
+	if (bone_weights!=vec4(0.0)){ //must be a valid bone
+		//skeleton transform
+
+		ivec4 bone_indicesi = ivec4(bone_indices);
+
+		ivec2 tex_ofs = ivec2( bone_indicesi.x%256, (bone_indicesi.x/256)*2 );
+
+		highp mat2x4 m = mat2x4(
+			texelFetch(skeleton_texture,tex_ofs,0),
+			texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+		) * bone_weights.x;
+
+		tex_ofs = ivec2( bone_indicesi.y%256, (bone_indicesi.y/256)*2 );
+
+		m+= mat2x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+				) * bone_weights.y;
+
+		tex_ofs = ivec2( bone_indicesi.z%256, (bone_indicesi.z/256)*2 );
+
+		m+= mat2x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+				) * bone_weights.z;
+
+
+		tex_ofs = ivec2( bone_indicesi.w%256, (bone_indicesi.w/256)*2 );
+
+		m+= mat2x4(
+					texelFetch(skeleton_texture,tex_ofs,0),
+					texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
+				) * bone_weights.w;
+
+		mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
+
+		outvec = bone_matrix * outvec;
+	}
+
+#endif
+
 #define extra_matrix extra_matrix2
 
 {
@@ -207,6 +260,7 @@ uniform mediump sampler2D color_texture; // texunit:0
 uniform highp vec2 color_texpixel_size;
 uniform mediump sampler2D normal_texture; // texunit:1
 
+
 in highp vec2 uv_interp;
 in mediump vec4 color_interp;
 

+ 62 - 11
editor/plugins/polygon_2d_editor_plugin.cpp

@@ -314,6 +314,9 @@ void Polygon2DEditor::_menu_option(int p_option) {
 			undo_redo->commit_action();
 
 		} break;
+		case UVEDIT_GRID_SETTINGS: {
+			grid_settings->popup_centered_minsize();
+		} break;
 		default: {
 			AbstractPolygon2DEditor::_menu_option(p_option);
 		} break;
@@ -809,6 +812,8 @@ void Polygon2DEditor::_uv_draw() {
 	if (base_tex.is_null())
 		return;
 
+	String warning;
+
 	Transform2D mtx;
 	mtx.elements[2] = -uv_draw_ofs;
 	mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
@@ -911,6 +916,50 @@ void Polygon2DEditor::_uv_draw() {
 
 	if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
 
+		NodePath bone_path;
+		for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
+			CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
+			if (c && c->is_pressed()) {
+				bone_path = node->get_bone_path(i);
+				break;
+			}
+		}
+
+		//draw skeleton
+		NodePath skeleton_path = node->get_skeleton();
+		if (node->has_node(skeleton_path)) {
+			Skeleton2D *skeleton = Object::cast_to<Skeleton2D>(node->get_node(skeleton_path));
+			if (skeleton) {
+				for (int i = 0; i < skeleton->get_bone_count(); i++) {
+
+					Bone2D *bone = skeleton->get_bone(i);
+					if (bone->get_rest() == Transform2D(0, 0, 0, 0, 0, 0))
+						continue; //not set
+
+					bool current = bone_path == skeleton->get_path_to(bone);
+
+					for (int j = 0; j < bone->get_child_count(); j++) {
+
+						Node2D *n = Object::cast_to<Node2D>(bone->get_child(j));
+						if (!n)
+							continue;
+
+						bool edit_bone = n->has_meta("_edit_bone_") && n->get_meta("_edit_bone_");
+						if (edit_bone) {
+
+							Transform2D bone_xform = node->get_global_transform().affine_inverse() * (skeleton->get_global_transform() * bone->get_skeleton_rest());
+							Transform2D endpoint_xform = bone_xform * n->get_transform();
+
+							Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
+							uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), current ? 5 : 4);
+							uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, current ? 3 : 2);
+						}
+					}
+				}
+			}
+		}
+
+		//draw paint circle
 		uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
 	}
 
@@ -1075,6 +1124,8 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	uv_menu->get_popup()->add_item(TTR("UV->Polygon"), UVEDIT_UV_TO_POLYGON);
 	uv_menu->get_popup()->add_separator();
 	uv_menu->get_popup()->add_item(TTR("Clear UV"), UVEDIT_UV_CLEAR);
+	uv_menu->get_popup()->add_separator();
+	uv_menu->get_popup()->add_item(TTR("Grid Settings"), UVEDIT_GRID_SETTINGS);
 	uv_menu->get_popup()->connect("id_pressed", this, "_menu_option");
 
 	uv_mode_hb->add_child(memnew(VSeparator));
@@ -1097,8 +1148,11 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	b_snap_grid->set_tooltip(TTR("Show Grid"));
 	b_snap_grid->connect("toggled", this, "_set_show_grid");
 
-	uv_mode_hb->add_child(memnew(VSeparator));
-	uv_mode_hb->add_child(memnew(Label(TTR("Grid Offset:"))));
+	grid_settings = memnew(AcceptDialog);
+	grid_settings->set_title(TTR("Configure Grid:"));
+	add_child(grid_settings);
+	VBoxContainer *grid_settings_vb = memnew(VBoxContainer);
+	grid_settings->add_child(grid_settings_vb);
 
 	SpinBox *sb_off_x = memnew(SpinBox);
 	sb_off_x->set_min(-256);
@@ -1107,7 +1161,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	sb_off_x->set_value(snap_offset.x);
 	sb_off_x->set_suffix("px");
 	sb_off_x->connect("value_changed", this, "_set_snap_off_x");
-	uv_mode_hb->add_child(sb_off_x);
+	grid_settings_vb->add_margin_child(TTR("Grid Offset X:"), sb_off_x);
 
 	SpinBox *sb_off_y = memnew(SpinBox);
 	sb_off_y->set_min(-256);
@@ -1116,10 +1170,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	sb_off_y->set_value(snap_offset.y);
 	sb_off_y->set_suffix("px");
 	sb_off_y->connect("value_changed", this, "_set_snap_off_y");
-	uv_mode_hb->add_child(sb_off_y);
-
-	uv_mode_hb->add_child(memnew(VSeparator));
-	uv_mode_hb->add_child(memnew(Label(TTR("Grid Step:"))));
+	grid_settings_vb->add_margin_child(TTR("Grid Offset Y:"), sb_off_y);
 
 	SpinBox *sb_step_x = memnew(SpinBox);
 	sb_step_x->set_min(-256);
@@ -1128,7 +1179,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	sb_step_x->set_value(snap_step.x);
 	sb_step_x->set_suffix("px");
 	sb_step_x->connect("value_changed", this, "_set_snap_step_x");
-	uv_mode_hb->add_child(sb_step_x);
+	grid_settings_vb->add_margin_child(TTR("Grid Step X:"), sb_step_x);
 
 	SpinBox *sb_step_y = memnew(SpinBox);
 	sb_step_y->set_min(-256);
@@ -1137,7 +1188,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	sb_step_y->set_value(snap_step.y);
 	sb_step_y->set_suffix("px");
 	sb_step_y->connect("value_changed", this, "_set_snap_step_y");
-	uv_mode_hb->add_child(sb_step_y);
+	grid_settings_vb->add_margin_child(TTR("Grid Step Y:"), sb_step_y);
 
 	uv_mode_hb->add_child(memnew(VSeparator));
 	uv_icon_zoom = memnew(TextureRect);
@@ -1150,7 +1201,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 	uv_zoom->set_v_size_flags(SIZE_SHRINK_CENTER);
 
 	uv_mode_hb->add_child(uv_zoom);
-	uv_zoom->set_custom_minimum_size(Size2(200, 0));
+	uv_zoom->set_custom_minimum_size(Size2(80 * EDSCALE, 0));
 	uv_zoom_value = memnew(SpinBox);
 	uv_zoom->share(uv_zoom_value);
 	uv_zoom_value->set_custom_minimum_size(Size2(50, 0));
@@ -1166,7 +1217,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
 
 	bone_scroll_main_vb = memnew(VBoxContainer);
 	bone_scroll_main_vb->hide();
-	sync_bones = memnew(Button(TTR("Sync Bones")));
+	sync_bones = memnew(Button(TTR("Sync Bones to Polygon")));
 	bone_scroll_main_vb->add_child(sync_bones);
 	uv_main_hb->add_child(bone_scroll_main_vb);
 	bone_scroll = memnew(ScrollContainer);

+ 3 - 1
editor/plugins/polygon_2d_editor_plugin.h

@@ -45,7 +45,8 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
 		MODE_EDIT_UV = MODE_CONT,
 		UVEDIT_POLYGON_TO_UV,
 		UVEDIT_UV_TO_POLYGON,
-		UVEDIT_UV_CLEAR
+		UVEDIT_UV_CLEAR,
+		UVEDIT_GRID_SETTINGS
 
 	};
 
@@ -91,6 +92,7 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
 	int bone_painting_bone;
 	PoolVector<float> prev_weights;
 	Vector2 bone_paint_pos;
+	AcceptDialog *grid_settings;
 
 	void _sync_bones();
 	void _update_bone_list();

+ 2 - 1
scene/2d/line_2d.cpp

@@ -270,7 +270,8 @@ void Line2D::_draw() {
 			lb.indices,
 			lb.vertices,
 			lb.colors,
-			lb.uvs,
+			lb.uvs, Vector<int>(), Vector<float>(),
+
 			texture_rid);
 
 	// DEBUG

+ 83 - 3
scene/2d/polygon_2d.cpp

@@ -30,7 +30,7 @@
 
 #include "polygon_2d.h"
 #include "core/math/geometry.h"
-
+#include "skeleton_2d.h"
 Dictionary Polygon2D::_edit_get_state() const {
 	Dictionary state = Node2D::_edit_get_state();
 	state["offset"] = offset;
@@ -91,8 +91,20 @@ void Polygon2D::_notification(int p_what) {
 			if (polygon.size() < 3)
 				return;
 
+			Skeleton2D *skeleton_node = NULL;
+			if (has_node(skeleton)) {
+				skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
+			}
+
+			if (skeleton_node)
+				VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
+			else
+				VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
+
 			Vector<Vector2> points;
 			Vector<Vector2> uvs;
+			Vector<int> bones;
+			Vector<float> weights;
 
 			points.resize(polygon.size());
 
@@ -180,6 +192,70 @@ void Polygon2D::_notification(int p_what) {
 				}
 			}
 
+			if (!invert && bone_weights.size()) {
+				//a skeleton is set! fill indices and weights
+				int vc = points.size();
+				bones.resize(vc * 4);
+				weights.resize(vc * 4);
+
+				int *bonesw = bones.ptrw();
+				float *weightsw = weights.ptrw();
+
+				for (int i = 0; i < vc * 4; i++) {
+					bonesw[i] = 0;
+					weightsw[i] = 0;
+				}
+
+				for (int i = 0; i < bone_weights.size(); i++) {
+					if (bone_weights[i].weights.size() != points.size()) {
+						continue; //different number of vertices, sorry not using.
+					}
+					if (!skeleton_node->has_node(bone_weights[i].path)) {
+						continue; //node does not exist
+					}
+					Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
+					if (!bone) {
+						continue;
+					}
+
+					int bone_index = bone->get_index_in_skeleton();
+					PoolVector<float>::Read r = bone_weights[i].weights.read();
+					for (int j = 0; j < vc; j++) {
+						if (r[j] == 0.0)
+							continue; //weight is unpainted, skip
+						//find an index with a weight
+						for (int k = 0; k < 4; k++) {
+							if (weightsw[j * 4 + k] < r[j]) {
+								//this is less than this weight, insert weight!
+								for (int l = 3; l > k; l--) {
+									weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
+									bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
+								}
+								weightsw[j * 4 + k] = r[j];
+								bonesw[j * 4 + k] = bone_index;
+								break;
+							}
+						}
+					}
+				}
+
+				//normalize the weights
+				for (int i = 0; i < vc; i++) {
+					float tw = 0;
+					for (int j = 0; j < 4; j++) {
+						tw += weightsw[i * 4 + j];
+					}
+					if (tw == 0)
+						continue; //unpainted, do nothing
+
+					//normalize
+					for (int j = 0; j < 4; j++) {
+						weightsw[i * 4 + j] /= tw;
+						//						print_line("point " + itos(i) + " idx " + itos(j) + " index: " + itos(bonesw[i * 4 + j]) + " weight: " + rtos(weightsw[i * 4 + j]));
+					}
+				}
+			}
+
 			Vector<Color> colors;
 			int color_len = vertex_colors.size();
 			colors.resize(len);
@@ -197,7 +273,8 @@ void Polygon2D::_notification(int p_what) {
 			//			VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
 
 			if (invert || splits.size() == 0) {
-				VS::get_singleton()->canvas_item_add_polygon(get_canvas_item(), points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID(), RID(), antialiased);
+				Vector<int> indices = Geometry::triangulate_polygon(points);
+				VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
 			} else {
 				//use splits
 				Vector<int> loop;
@@ -268,7 +345,7 @@ void Polygon2D::_notification(int p_what) {
 
 				//print_line("loops: " + itos(loops.size()) + " indices: " + itos(indices.size()));
 
-				VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
+				VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
 			}
 
 		} break;
@@ -488,9 +565,12 @@ void Polygon2D::_set_bones(const Array &p_bones) {
 }
 
 void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
+	if (skeleton == p_skeleton)
+		return;
 	skeleton = p_skeleton;
 	update();
 }
+
 NodePath Polygon2D::get_skeleton() const {
 	return skeleton;
 }

+ 60 - 9
scene/2d/skeleton_2d.cpp

@@ -28,6 +28,11 @@ void Bone2D::_notification(int p_what) {
 			skeleton->_make_transform_dirty();
 		}
 	}
+	if (p_what == NOTIFICATION_MOVED_IN_PARENT) {
+		if (skeleton) {
+			skeleton->_make_bone_setup_dirty();
+		}
+	}
 
 	if (p_what == NOTIFICATION_EXIT_TREE) {
 		if (skeleton) {
@@ -48,12 +53,18 @@ void Bone2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
 	ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
 	ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
+	ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
+	ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
+
+	ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D,"rest"),"set_rest","get_rest");
 }
 
 void Bone2D::set_rest(const Transform2D &p_rest) {
 	rest = p_rest;
 	if (skeleton)
 		skeleton->_make_bone_setup_dirty();
+
+	update_configuration_warning();
 }
 
 Transform2D Bone2D::get_rest() const {
@@ -73,22 +84,45 @@ void Bone2D::apply_rest() {
 	set_transform(rest);
 }
 
+int Bone2D::get_index_in_skeleton() const {
+	ERR_FAIL_COND_V(!skeleton,-1);
+	skeleton->_update_bone_setup();
+	return skeleton_index;
+}
 String Bone2D::get_configuration_warning() const {
+
+	String warning = Node2D::get_configuration_warning();
 	if (!skeleton) {
+		if (warning!=String()) {
+			warning+="\n";
+		}
 		if (parent_bone) {
-			return TTR("This Bone2D chain should end at a Skeleton2D node.");
+			warning+=TTR("This Bone2D chain should end at a Skeleton2D node.");
 		} else {
-			return TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
+			warning+=TTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node.");
+		}
+	}
+
+	if (rest==Transform2D(0,0,0,0,0,0)) {
+		if (warning!=String()) {
+			warning+="\n";
 		}
+		warning+=TTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one.");
+
 	}
 
-	return Node2D::get_configuration_warning();
+	return warning;
 }
 
 Bone2D::Bone2D() {
 	skeleton = NULL;
 	parent_bone = NULL;
+	skeleton_index=-1;
 	set_notify_local_transform(true);
+	//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
+	for(int i=0;i<3;i++) {
+		rest[i]=Vector2(0,0);
+	}
 }
 
 //////////////////////////////////////
@@ -114,7 +148,14 @@ void Skeleton2D::_update_bone_setup() {
 	bones.sort(); //sorty so they are always in the same order/index
 
 	for (int i = 0; i < bones.size(); i++) {
-		bones[i].rest_inverse = bones[i].bone->get_skeleton_rest(); //bind pose
+		bones[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
+		bones[i].bone->skeleton_index=i;
+		Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
+		if (parent_bone) {
+			bones[i].parent_index=parent_bone->skeleton_index;
+		} else {
+			bones[i].parent_index=-1;
+		}
 	}
 
 	transform_dirty = true;
@@ -142,13 +183,20 @@ void Skeleton2D::_update_transform() {
 
 	transform_dirty = false;
 
-	Transform2D global_xform = get_global_transform();
-	Transform2D global_xform_inverse = global_xform.affine_inverse();
+	for (int i = 0; i < bones.size(); i++) {
+
+		ERR_CONTINUE(bones[i].parent_index>=i);
+		if (bones[i].parent_index>=0) {
+			bones[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
+		} else {
+			bones[i].accum_transform = bones[i].bone->get_transform();
+		}
+	}
 
 	for (int i = 0; i < bones.size(); i++) {
 
-		Transform2D final_xform = bones[i].rest_inverse * bones[i].bone->get_relative_transform_to_parent(this);
-		VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, global_xform * (final_xform * global_xform_inverse));
+		Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
+		VS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
 	}
 }
 
@@ -179,10 +227,12 @@ void Skeleton2D::_notification(int p_what) {
 			_update_bone_setup();
 		if (transform_dirty)
 			_update_transform();
+
+		request_ready();
 	}
 
 	if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
-		_make_transform_dirty();
+		VS::get_singleton()->skeleton_set_base_transform_2d(skeleton,get_global_transform());
 	}
 }
 
@@ -203,6 +253,7 @@ void Skeleton2D::_bind_methods() {
 Skeleton2D::Skeleton2D() {
 	bone_setup_dirty = true;
 	transform_dirty = true;
+
 	skeleton = VS::get_singleton()->skeleton_create();
 }
 

+ 7 - 0
scene/2d/skeleton_2d.h

@@ -12,6 +12,9 @@ class Bone2D : public Node2D {
 	Skeleton2D *skeleton;
 	Transform2D rest;
 
+friend class Skeleton2D;
+	int skeleton_index;
+
 protected:
 	void _notification(int p_what);
 	static void _bind_methods();
@@ -24,6 +27,8 @@ public:
 
 	String get_configuration_warning() const;
 
+	int get_index_in_skeleton() const;
+
 	Bone2D();
 };
 
@@ -37,6 +42,8 @@ class Skeleton2D : public Node2D {
 			return p_bone.bone->is_greater_than(bone);
 		}
 		Bone2D *bone;
+		int parent_index;
+		Transform2D accum_transform;
 		Transform2D rest_inverse;
 	};
 

+ 5 - 0
servers/visual/rasterizer.h

@@ -325,6 +325,7 @@ public:
 	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
 	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
 	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
+	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
 
 	/* Light API */
 
@@ -735,6 +736,8 @@ public:
 			Vector<Point2> points;
 			Vector<Point2> uvs;
 			Vector<Color> colors;
+			Vector<int> bones;
+			Vector<float> weights;
 			RID texture;
 			RID normal_map;
 			int count;
@@ -812,6 +815,8 @@ public:
 		mutable bool rect_dirty;
 		mutable Rect2 rect;
 		RID material;
+		RID skeleton;
+
 		Item *next;
 
 		struct CopyBackBuffer {

+ 5 - 1
servers/visual/visual_server_canvas.cpp

@@ -694,7 +694,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
 	canvas_item->commands.push_back(polygon);
 }
 
-void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, int p_count, RID p_normal_map) {
+void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map) {
 
 	Item *canvas_item = canvas_item_owner.getornull(p_item);
 	ERR_FAIL_COND(!canvas_item);
@@ -702,6 +702,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
 	int ps = p_points.size();
 	ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != ps && p_colors.size() != 1);
 	ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != ps);
+	ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != ps * 4);
+	ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != ps * 4);
 
 	Vector<int> indices = p_indices;
 
@@ -726,6 +728,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
 	polygon->points = p_points;
 	polygon->uvs = p_uvs;
 	polygon->colors = p_colors;
+	polygon->bones = p_bones;
+	polygon->weights = p_weights;
 	polygon->indices = indices;
 	polygon->count = count;
 	polygon->antialiased = false;

+ 1 - 3
servers/visual/visual_server_canvas.h

@@ -51,8 +51,6 @@ public:
 
 		Vector<Item *> child_items;
 
-		RID skeleton;
-
 		Item() {
 			children_order_dirty = true;
 			E = NULL;
@@ -183,7 +181,7 @@ public:
 	void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode = VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
 	void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
 	void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
-	void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
+	void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
 	void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
 	void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
 	void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal, int p_h_frames, int p_v_frames);

+ 2 - 1
servers/visual/visual_server_raster.h

@@ -285,6 +285,7 @@ public:
 	BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
 	BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
 	BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
+	BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
 
 	/* Light API */
 
@@ -580,7 +581,7 @@ public:
 	BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
 	BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
 	BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
-	BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
+	BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
 	BIND4(canvas_item_add_mesh, RID, const RID &, RID, RID)
 	BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
 	BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)

+ 2 - 1
servers/visual/visual_server_wrap_mt.h

@@ -221,6 +221,7 @@ public:
 	FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
 	FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
 	FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
+	FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
 
 	/* Light API */
 
@@ -498,7 +499,7 @@ public:
 	FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
 	FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
 	FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
-	FUNC8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
+	FUNC10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
 	FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)
 	FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
 	FUNC6(canvas_item_add_particles, RID, RID, RID, RID, int, int)

+ 2 - 1
servers/visual_server.h

@@ -351,6 +351,7 @@ public:
 	virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
 	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
 	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
+	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
 
 	/* Light API */
 
@@ -845,7 +846,7 @@ public:
 	virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
 	virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
 	virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
-	virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
+	virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
 	virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
 	virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
 	virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;