polygon_2d.cpp 24 KB

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  1. /**************************************************************************/
  2. /* polygon_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "polygon_2d.h"
  31. #include "core/math/geometry_2d.h"
  32. #include "skeleton_2d.h"
  33. #ifndef NAVIGATION_2D_DISABLED
  34. #include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
  35. #include "scene/resources/2d/navigation_polygon.h"
  36. #include "servers/navigation_2d/navigation_server_2d.h"
  37. Callable Polygon2D::_navmesh_source_geometry_parsing_callback;
  38. RID Polygon2D::_navmesh_source_geometry_parser;
  39. #endif // NAVIGATION_2D_DISABLED
  40. #ifdef TOOLS_ENABLED
  41. Dictionary Polygon2D::_edit_get_state() const {
  42. Dictionary state = Node2D::_edit_get_state();
  43. state["offset"] = offset;
  44. return state;
  45. }
  46. void Polygon2D::_edit_set_state(const Dictionary &p_state) {
  47. Node2D::_edit_set_state(p_state);
  48. set_offset(p_state["offset"]);
  49. }
  50. void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
  51. set_position(get_transform().xform(p_pivot));
  52. set_offset(get_offset() - p_pivot);
  53. }
  54. Point2 Polygon2D::_edit_get_pivot() const {
  55. return Vector2();
  56. }
  57. bool Polygon2D::_edit_use_pivot() const {
  58. return true;
  59. }
  60. #endif // TOOLS_ENABLED
  61. #ifdef DEBUG_ENABLED
  62. Rect2 Polygon2D::_edit_get_rect() const {
  63. if (rect_cache_dirty) {
  64. int l = polygon.size();
  65. const Vector2 *r = polygon.ptr();
  66. item_rect = Rect2();
  67. for (int i = 0; i < l; i++) {
  68. Vector2 pos = r[i] + offset;
  69. if (i == 0) {
  70. item_rect.position = pos;
  71. } else {
  72. item_rect.expand_to(pos);
  73. }
  74. }
  75. rect_cache_dirty = false;
  76. }
  77. return item_rect;
  78. }
  79. bool Polygon2D::_edit_use_rect() const {
  80. return polygon.size() > 0;
  81. }
  82. bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  83. Vector<Vector2> polygon2d = Variant(polygon);
  84. if (internal_vertices > 0) {
  85. polygon2d.resize(MAX(polygon2d.size() - internal_vertices, 0));
  86. }
  87. return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
  88. }
  89. #endif // DEBUG_ENABLED
  90. void Polygon2D::_skeleton_bone_setup_changed() {
  91. queue_redraw();
  92. }
  93. void Polygon2D::_notification(int p_what) {
  94. if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
  95. return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
  96. }
  97. switch (p_what) {
  98. case NOTIFICATION_TRANSFORM_CHANGED:
  99. case NOTIFICATION_DRAW: {
  100. if (polygon.size() < 3) {
  101. return;
  102. }
  103. Skeleton2D *skeleton_node = nullptr;
  104. if (has_node(skeleton)) {
  105. skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
  106. }
  107. ObjectID new_skeleton_id;
  108. if (skeleton_node && !invert && bone_weights.size()) {
  109. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
  110. new_skeleton_id = skeleton_node->get_instance_id();
  111. } else {
  112. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  113. }
  114. if (new_skeleton_id != current_skeleton_id) {
  115. Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
  116. if (old_skeleton) {
  117. old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  118. }
  119. if (skeleton_node) {
  120. skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  121. }
  122. current_skeleton_id = new_skeleton_id;
  123. }
  124. Vector<Vector2> points;
  125. Vector<Vector2> uvs;
  126. Vector<int> bones;
  127. Vector<float> weights;
  128. int len = polygon.size();
  129. if ((invert || polygons.is_empty()) && internal_vertices > 0) {
  130. //if no polygons are around, internal vertices must not be drawn, else let them be
  131. len -= internal_vertices;
  132. }
  133. if (len <= 0) {
  134. return;
  135. }
  136. points.resize(len);
  137. {
  138. const Vector2 *polyr = polygon.ptr();
  139. for (int i = 0; i < len; i++) {
  140. points.write[i] = polyr[i] + offset;
  141. }
  142. }
  143. if (invert) {
  144. Rect2 bounds;
  145. int highest_idx = -1;
  146. real_t highest_y = -1e20;
  147. real_t sum = 0.0;
  148. for (int i = 0; i < len; i++) {
  149. if (i == 0) {
  150. bounds.position = points[i];
  151. } else {
  152. bounds.expand_to(points[i]);
  153. }
  154. if (points[i].y > highest_y) {
  155. highest_idx = i;
  156. highest_y = points[i].y;
  157. }
  158. int ni = (i + 1) % len;
  159. sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
  160. }
  161. bounds = bounds.grow(invert_border);
  162. Vector2 ep[7] = {
  163. Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
  164. Vector2(bounds.position + bounds.size),
  165. Vector2(bounds.position + Vector2(bounds.size.x, 0)),
  166. Vector2(bounds.position),
  167. Vector2(bounds.position + Vector2(0, bounds.size.y)),
  168. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
  169. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
  170. };
  171. if (sum > 0) {
  172. SWAP(ep[1], ep[4]);
  173. SWAP(ep[2], ep[3]);
  174. SWAP(ep[5], ep[0]);
  175. SWAP(ep[6], points.write[highest_idx]);
  176. }
  177. points.resize(points.size() + 7);
  178. for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
  179. points.write[i] = points[i - 7];
  180. }
  181. for (int i = 0; i < 7; i++) {
  182. points.write[highest_idx + i + 1] = ep[i];
  183. }
  184. len = points.size();
  185. }
  186. if (texture.is_valid()) {
  187. Transform2D texmat(tex_rot, tex_ofs);
  188. texmat.scale(tex_scale);
  189. Size2 tex_size = texture->get_size();
  190. uvs.resize(len);
  191. if (points.size() == uv.size()) {
  192. const Vector2 *uvr = uv.ptr();
  193. for (int i = 0; i < len; i++) {
  194. uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
  195. }
  196. } else {
  197. for (int i = 0; i < len; i++) {
  198. uvs.write[i] = texmat.xform(points[i]) / tex_size;
  199. }
  200. }
  201. }
  202. if (skeleton_node && !invert && bone_weights.size()) {
  203. //a skeleton is set! fill indices and weights
  204. int vc = len;
  205. bones.resize(vc * 4);
  206. weights.resize(vc * 4);
  207. int *bonesw = bones.ptrw();
  208. float *weightsw = weights.ptrw();
  209. for (int i = 0; i < vc * 4; i++) {
  210. bonesw[i] = 0;
  211. weightsw[i] = 0;
  212. }
  213. for (int i = 0; i < bone_weights.size(); i++) {
  214. if (bone_weights[i].weights.size() != points.size()) {
  215. continue; //different number of vertices, sorry not using.
  216. }
  217. if (!skeleton_node->has_node(bone_weights[i].path)) {
  218. continue; //node does not exist
  219. }
  220. Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
  221. if (!bone) {
  222. continue;
  223. }
  224. int bone_index = bone->get_index_in_skeleton();
  225. const float *r = bone_weights[i].weights.ptr();
  226. for (int j = 0; j < vc; j++) {
  227. if (r[j] == 0.0) {
  228. continue; //weight is unpainted, skip
  229. }
  230. //find an index with a weight
  231. for (int k = 0; k < 4; k++) {
  232. if (weightsw[j * 4 + k] < r[j]) {
  233. //this is less than this weight, insert weight!
  234. for (int l = 3; l > k; l--) {
  235. weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
  236. bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
  237. }
  238. weightsw[j * 4 + k] = r[j];
  239. bonesw[j * 4 + k] = bone_index;
  240. break;
  241. }
  242. }
  243. }
  244. }
  245. //normalize the weights
  246. for (int i = 0; i < vc; i++) {
  247. real_t tw = 0.0;
  248. for (int j = 0; j < 4; j++) {
  249. tw += weightsw[i * 4 + j];
  250. }
  251. if (tw == 0) {
  252. continue; //unpainted, do nothing
  253. }
  254. //normalize
  255. for (int j = 0; j < 4; j++) {
  256. weightsw[i * 4 + j] /= tw;
  257. }
  258. }
  259. }
  260. Vector<Color> colors;
  261. colors.resize(len);
  262. if (vertex_colors.size() == points.size()) {
  263. const Color *color_r = vertex_colors.ptr();
  264. for (int i = 0; i < len; i++) {
  265. colors.write[i] = color_r[i];
  266. }
  267. } else {
  268. for (int i = 0; i < len; i++) {
  269. colors.write[i] = color;
  270. }
  271. }
  272. Vector<int> index_array;
  273. if (invert || polygons.is_empty()) {
  274. index_array = Geometry2D::triangulate_polygon(points);
  275. } else {
  276. //draw individual polygons
  277. for (int i = 0; i < polygons.size(); i++) {
  278. Vector<int> src_indices = polygons[i];
  279. int ic = src_indices.size();
  280. if (ic < 3) {
  281. continue;
  282. }
  283. const int *r = src_indices.ptr();
  284. Vector<Vector2> tmp_points;
  285. tmp_points.resize(ic);
  286. for (int j = 0; j < ic; j++) {
  287. int idx = r[j];
  288. ERR_CONTINUE(idx < 0 || idx >= points.size());
  289. tmp_points.write[j] = points[r[j]];
  290. }
  291. Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
  292. int ic2 = indices.size();
  293. const int *r2 = indices.ptr();
  294. int bic = index_array.size();
  295. index_array.resize(bic + ic2);
  296. int *w2 = index_array.ptrw();
  297. for (int j = 0; j < ic2; j++) {
  298. w2[j + bic] = r[r2[j]];
  299. }
  300. }
  301. }
  302. RS::get_singleton()->mesh_clear(mesh);
  303. if (index_array.size()) {
  304. Array arr;
  305. arr.resize(RS::ARRAY_MAX);
  306. arr[RS::ARRAY_VERTEX] = points;
  307. if (uvs.size() == points.size()) {
  308. arr[RS::ARRAY_TEX_UV] = uvs;
  309. }
  310. if (colors.size() == points.size()) {
  311. arr[RS::ARRAY_COLOR] = colors;
  312. }
  313. if (bones.size() == points.size() * 4) {
  314. arr[RS::ARRAY_BONES] = bones;
  315. arr[RS::ARRAY_WEIGHTS] = weights;
  316. }
  317. arr[RS::ARRAY_INDEX] = index_array;
  318. RS::SurfaceData sd;
  319. if (skeleton_node) {
  320. // Compute transform between mesh and skeleton for runtime AABB compute.
  321. const Transform2D mesh_transform = get_global_transform();
  322. const Transform2D skeleton_transform = skeleton_node->get_global_transform();
  323. const Transform2D mesh_to_sk2d = skeleton_transform.affine_inverse() * mesh_transform;
  324. // Convert 2d transform to 3d.
  325. sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
  326. sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[0][1];
  327. sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
  328. sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[1][0];
  329. sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
  330. sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
  331. }
  332. Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
  333. if (err != OK) {
  334. return;
  335. }
  336. RS::get_singleton()->mesh_add_surface(mesh, sd);
  337. RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_scaled_rid() : RID());
  338. }
  339. } break;
  340. }
  341. }
  342. void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
  343. polygon = p_polygon;
  344. rect_cache_dirty = true;
  345. queue_redraw();
  346. }
  347. Vector<Vector2> Polygon2D::get_polygon() const {
  348. return polygon;
  349. }
  350. void Polygon2D::set_internal_vertex_count(int p_count) {
  351. internal_vertices = p_count;
  352. }
  353. int Polygon2D::get_internal_vertex_count() const {
  354. return internal_vertices;
  355. }
  356. void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
  357. uv = p_uv;
  358. queue_redraw();
  359. }
  360. Vector<Vector2> Polygon2D::get_uv() const {
  361. return uv;
  362. }
  363. void Polygon2D::set_polygons(const Array &p_polygons) {
  364. polygons = p_polygons;
  365. queue_redraw();
  366. }
  367. Array Polygon2D::get_polygons() const {
  368. return polygons;
  369. }
  370. void Polygon2D::set_color(const Color &p_color) {
  371. color = p_color;
  372. queue_redraw();
  373. }
  374. Color Polygon2D::get_color() const {
  375. return color;
  376. }
  377. void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
  378. vertex_colors = p_colors;
  379. queue_redraw();
  380. }
  381. Vector<Color> Polygon2D::get_vertex_colors() const {
  382. return vertex_colors;
  383. }
  384. void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
  385. texture = p_texture;
  386. queue_redraw();
  387. }
  388. Ref<Texture2D> Polygon2D::get_texture() const {
  389. return texture;
  390. }
  391. void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
  392. tex_ofs = p_offset;
  393. queue_redraw();
  394. }
  395. Vector2 Polygon2D::get_texture_offset() const {
  396. return tex_ofs;
  397. }
  398. void Polygon2D::set_texture_rotation(real_t p_rot) {
  399. tex_rot = p_rot;
  400. queue_redraw();
  401. }
  402. real_t Polygon2D::get_texture_rotation() const {
  403. return tex_rot;
  404. }
  405. void Polygon2D::set_texture_scale(const Size2 &p_scale) {
  406. tex_scale = p_scale;
  407. queue_redraw();
  408. }
  409. Size2 Polygon2D::get_texture_scale() const {
  410. return tex_scale;
  411. }
  412. void Polygon2D::set_invert(bool p_invert) {
  413. invert = p_invert;
  414. queue_redraw();
  415. }
  416. bool Polygon2D::get_invert() const {
  417. return invert;
  418. }
  419. void Polygon2D::set_antialiased(bool p_antialiased) {
  420. antialiased = p_antialiased;
  421. queue_redraw();
  422. }
  423. bool Polygon2D::get_antialiased() const {
  424. return antialiased;
  425. }
  426. void Polygon2D::set_invert_border(real_t p_invert_border) {
  427. invert_border = p_invert_border;
  428. queue_redraw();
  429. }
  430. real_t Polygon2D::get_invert_border() const {
  431. return invert_border;
  432. }
  433. void Polygon2D::set_offset(const Vector2 &p_offset) {
  434. offset = p_offset;
  435. rect_cache_dirty = true;
  436. queue_redraw();
  437. }
  438. Vector2 Polygon2D::get_offset() const {
  439. return offset;
  440. }
  441. void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
  442. Bone bone;
  443. bone.path = p_path;
  444. bone.weights = p_weights;
  445. bone_weights.push_back(bone);
  446. }
  447. int Polygon2D::get_bone_count() const {
  448. return bone_weights.size();
  449. }
  450. NodePath Polygon2D::get_bone_path(int p_index) const {
  451. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
  452. return bone_weights[p_index].path;
  453. }
  454. Vector<float> Polygon2D::get_bone_weights(int p_index) const {
  455. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
  456. return bone_weights[p_index].weights;
  457. }
  458. void Polygon2D::erase_bone(int p_idx) {
  459. ERR_FAIL_INDEX(p_idx, bone_weights.size());
  460. bone_weights.remove_at(p_idx);
  461. }
  462. void Polygon2D::clear_bones() {
  463. bone_weights.clear();
  464. }
  465. void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
  466. ERR_FAIL_INDEX(p_index, bone_weights.size());
  467. bone_weights.write[p_index].weights = p_weights;
  468. queue_redraw();
  469. }
  470. void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
  471. ERR_FAIL_INDEX(p_index, bone_weights.size());
  472. bone_weights.write[p_index].path = p_path;
  473. queue_redraw();
  474. }
  475. Array Polygon2D::_get_bones() const {
  476. Array bones;
  477. for (int i = 0; i < get_bone_count(); i++) {
  478. // Convert path property to String to avoid errors due to invalid node path in editor,
  479. // because it's relative to the Skeleton2D node and not Polygon2D.
  480. bones.push_back(String(get_bone_path(i)));
  481. bones.push_back(get_bone_weights(i));
  482. }
  483. return bones;
  484. }
  485. void Polygon2D::_set_bones(const Array &p_bones) {
  486. ERR_FAIL_COND(p_bones.size() & 1);
  487. clear_bones();
  488. for (int i = 0; i < p_bones.size(); i += 2) {
  489. // Convert back from String to NodePath.
  490. add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
  491. }
  492. }
  493. void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
  494. if (skeleton == p_skeleton) {
  495. return;
  496. }
  497. skeleton = p_skeleton;
  498. queue_redraw();
  499. }
  500. NodePath Polygon2D::get_skeleton() const {
  501. return skeleton;
  502. }
  503. #ifndef NAVIGATION_2D_DISABLED
  504. void Polygon2D::navmesh_parse_init() {
  505. ERR_FAIL_NULL(NavigationServer2D::get_singleton());
  506. if (!_navmesh_source_geometry_parser.is_valid()) {
  507. _navmesh_source_geometry_parsing_callback = callable_mp_static(&Polygon2D::navmesh_parse_source_geometry);
  508. _navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
  509. NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
  510. }
  511. }
  512. void Polygon2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
  513. Polygon2D *polygon_2d = Object::cast_to<Polygon2D>(p_node);
  514. if (polygon_2d == nullptr) {
  515. return;
  516. }
  517. NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
  518. if (parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH) {
  519. const Transform2D polygon_2d_xform = p_source_geometry_data->root_node_transform * polygon_2d->get_global_transform();
  520. Vector<Vector2> shape_outline = polygon_2d->get_polygon();
  521. for (int i = 0; i < shape_outline.size(); i++) {
  522. shape_outline.write[i] = polygon_2d_xform.xform(shape_outline[i]);
  523. }
  524. p_source_geometry_data->add_obstruction_outline(shape_outline);
  525. }
  526. }
  527. #endif // NAVIGATION_2D_DISABLED
  528. void Polygon2D::_bind_methods() {
  529. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
  530. ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
  531. ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
  532. ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
  533. ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
  534. ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
  535. ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
  536. ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
  537. ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
  538. ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
  539. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
  540. ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
  541. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
  542. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
  543. ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
  544. ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
  545. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
  546. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
  547. ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
  548. ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
  549. ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
  550. ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
  551. ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
  552. ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
  553. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
  554. ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
  555. ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
  556. ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
  557. ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
  558. ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
  559. ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
  560. ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
  561. ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
  562. ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
  563. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
  564. ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
  565. ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
  566. ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
  567. ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
  568. ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
  569. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  570. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  571. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
  572. ADD_GROUP("Texture", "texture_");
  573. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  574. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
  575. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
  576. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_texture_rotation", "get_texture_rotation");
  577. ADD_GROUP("Skeleton", "");
  578. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
  579. ADD_GROUP("Invert", "invert_");
  580. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_invert_enabled", "get_invert_enabled");
  581. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
  582. ADD_GROUP("Data", "");
  583. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  584. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
  585. ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
  586. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons", PROPERTY_HINT_TYPE_STRING, "PackedInt32Array"), "set_polygons", "get_polygons");
  587. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_bones", "_get_bones");
  588. ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
  589. }
  590. Polygon2D::Polygon2D() {
  591. mesh = RS::get_singleton()->mesh_create();
  592. }
  593. Polygon2D::~Polygon2D() {
  594. // This will free the internally-allocated mesh instance, if allocated.
  595. ERR_FAIL_NULL(RenderingServer::get_singleton());
  596. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  597. RS::get_singleton()->free_rid(mesh);
  598. }