polygon_2d.cpp 21 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. #ifdef TOOLS_ENABLED
  34. Dictionary Polygon2D::_edit_get_state() const {
  35. Dictionary state = Node2D::_edit_get_state();
  36. state["offset"] = offset;
  37. return state;
  38. }
  39. void Polygon2D::_edit_set_state(const Dictionary &p_state) {
  40. Node2D::_edit_set_state(p_state);
  41. set_offset(p_state["offset"]);
  42. }
  43. void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
  44. set_position(get_transform().xform(p_pivot));
  45. set_offset(get_offset() - p_pivot);
  46. }
  47. Point2 Polygon2D::_edit_get_pivot() const {
  48. return Vector2();
  49. }
  50. bool Polygon2D::_edit_use_pivot() const {
  51. return true;
  52. }
  53. Rect2 Polygon2D::_edit_get_rect() const {
  54. if (rect_cache_dirty) {
  55. int l = polygon.size();
  56. const Vector2 *r = polygon.ptr();
  57. item_rect = Rect2();
  58. for (int i = 0; i < l; i++) {
  59. Vector2 pos = r[i] + offset;
  60. if (i == 0) {
  61. item_rect.position = pos;
  62. } else {
  63. item_rect.expand_to(pos);
  64. }
  65. }
  66. rect_cache_dirty = false;
  67. }
  68. return item_rect;
  69. }
  70. bool Polygon2D::_edit_use_rect() const {
  71. return polygon.size() > 0;
  72. }
  73. bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  74. Vector<Vector2> polygon2d = Variant(polygon);
  75. if (internal_vertices > 0) {
  76. polygon2d.resize(polygon2d.size() - internal_vertices);
  77. }
  78. return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
  79. }
  80. #endif
  81. void Polygon2D::_validate_property(PropertyInfo &p_property) const {
  82. if (!invert && p_property.name == "invert_border") {
  83. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  84. }
  85. }
  86. void Polygon2D::_skeleton_bone_setup_changed() {
  87. queue_redraw();
  88. }
  89. void Polygon2D::_notification(int p_what) {
  90. switch (p_what) {
  91. case NOTIFICATION_DRAW: {
  92. if (polygon.size() < 3) {
  93. return;
  94. }
  95. Skeleton2D *skeleton_node = nullptr;
  96. if (has_node(skeleton)) {
  97. skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
  98. }
  99. ObjectID new_skeleton_id;
  100. if (skeleton_node && !invert && bone_weights.size()) {
  101. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
  102. new_skeleton_id = skeleton_node->get_instance_id();
  103. } else {
  104. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  105. }
  106. if (new_skeleton_id != current_skeleton_id) {
  107. Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
  108. if (old_skeleton) {
  109. old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  110. }
  111. if (skeleton_node) {
  112. skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  113. }
  114. current_skeleton_id = new_skeleton_id;
  115. }
  116. Vector<Vector2> points;
  117. Vector<Vector2> uvs;
  118. Vector<int> bones;
  119. Vector<float> weights;
  120. int len = polygon.size();
  121. if ((invert || polygons.size() == 0) && internal_vertices > 0) {
  122. //if no polygons are around, internal vertices must not be drawn, else let them be
  123. len -= internal_vertices;
  124. }
  125. if (len <= 0) {
  126. return;
  127. }
  128. points.resize(len);
  129. {
  130. const Vector2 *polyr = polygon.ptr();
  131. for (int i = 0; i < len; i++) {
  132. points.write[i] = polyr[i] + offset;
  133. }
  134. }
  135. if (invert) {
  136. Rect2 bounds;
  137. int highest_idx = -1;
  138. real_t highest_y = -1e20;
  139. real_t sum = 0.0;
  140. for (int i = 0; i < len; i++) {
  141. if (i == 0) {
  142. bounds.position = points[i];
  143. } else {
  144. bounds.expand_to(points[i]);
  145. }
  146. if (points[i].y > highest_y) {
  147. highest_idx = i;
  148. highest_y = points[i].y;
  149. }
  150. int ni = (i + 1) % len;
  151. sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
  152. }
  153. bounds = bounds.grow(invert_border);
  154. Vector2 ep[7] = {
  155. Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
  156. Vector2(bounds.position + bounds.size),
  157. Vector2(bounds.position + Vector2(bounds.size.x, 0)),
  158. Vector2(bounds.position),
  159. Vector2(bounds.position + Vector2(0, bounds.size.y)),
  160. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
  161. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
  162. };
  163. if (sum > 0) {
  164. SWAP(ep[1], ep[4]);
  165. SWAP(ep[2], ep[3]);
  166. SWAP(ep[5], ep[0]);
  167. SWAP(ep[6], points.write[highest_idx]);
  168. }
  169. points.resize(points.size() + 7);
  170. for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
  171. points.write[i] = points[i - 7];
  172. }
  173. for (int i = 0; i < 7; i++) {
  174. points.write[highest_idx + i + 1] = ep[i];
  175. }
  176. len = points.size();
  177. }
  178. if (texture.is_valid()) {
  179. Transform2D texmat(tex_rot, tex_ofs);
  180. texmat.scale(tex_scale);
  181. Size2 tex_size = texture->get_size();
  182. uvs.resize(len);
  183. if (points.size() == uv.size()) {
  184. const Vector2 *uvr = uv.ptr();
  185. for (int i = 0; i < len; i++) {
  186. uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
  187. }
  188. } else {
  189. for (int i = 0; i < len; i++) {
  190. uvs.write[i] = texmat.xform(points[i]) / tex_size;
  191. }
  192. }
  193. }
  194. if (skeleton_node && !invert && bone_weights.size()) {
  195. //a skeleton is set! fill indices and weights
  196. int vc = len;
  197. bones.resize(vc * 4);
  198. weights.resize(vc * 4);
  199. int *bonesw = bones.ptrw();
  200. float *weightsw = weights.ptrw();
  201. for (int i = 0; i < vc * 4; i++) {
  202. bonesw[i] = 0;
  203. weightsw[i] = 0;
  204. }
  205. for (int i = 0; i < bone_weights.size(); i++) {
  206. if (bone_weights[i].weights.size() != points.size()) {
  207. continue; //different number of vertices, sorry not using.
  208. }
  209. if (!skeleton_node->has_node(bone_weights[i].path)) {
  210. continue; //node does not exist
  211. }
  212. Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
  213. if (!bone) {
  214. continue;
  215. }
  216. int bone_index = bone->get_index_in_skeleton();
  217. const float *r = bone_weights[i].weights.ptr();
  218. for (int j = 0; j < vc; j++) {
  219. if (r[j] == 0.0) {
  220. continue; //weight is unpainted, skip
  221. }
  222. //find an index with a weight
  223. for (int k = 0; k < 4; k++) {
  224. if (weightsw[j * 4 + k] < r[j]) {
  225. //this is less than this weight, insert weight!
  226. for (int l = 3; l > k; l--) {
  227. weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
  228. bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
  229. }
  230. weightsw[j * 4 + k] = r[j];
  231. bonesw[j * 4 + k] = bone_index;
  232. break;
  233. }
  234. }
  235. }
  236. }
  237. //normalize the weights
  238. for (int i = 0; i < vc; i++) {
  239. real_t tw = 0.0;
  240. for (int j = 0; j < 4; j++) {
  241. tw += weightsw[i * 4 + j];
  242. }
  243. if (tw == 0) {
  244. continue; //unpainted, do nothing
  245. }
  246. //normalize
  247. for (int j = 0; j < 4; j++) {
  248. weightsw[i * 4 + j] /= tw;
  249. }
  250. }
  251. }
  252. Vector<Color> colors;
  253. colors.resize(len);
  254. if (vertex_colors.size() == points.size()) {
  255. const Color *color_r = vertex_colors.ptr();
  256. for (int i = 0; i < len; i++) {
  257. colors.write[i] = color_r[i];
  258. }
  259. } else {
  260. for (int i = 0; i < len; i++) {
  261. colors.write[i] = color;
  262. }
  263. }
  264. Vector<int> index_array;
  265. if (invert || polygons.size() == 0) {
  266. index_array = Geometry2D::triangulate_polygon(points);
  267. } else {
  268. //draw individual polygons
  269. for (int i = 0; i < polygons.size(); i++) {
  270. Vector<int> src_indices = polygons[i];
  271. int ic = src_indices.size();
  272. if (ic < 3) {
  273. continue;
  274. }
  275. const int *r = src_indices.ptr();
  276. Vector<Vector2> tmp_points;
  277. tmp_points.resize(ic);
  278. for (int j = 0; j < ic; j++) {
  279. int idx = r[j];
  280. ERR_CONTINUE(idx < 0 || idx >= points.size());
  281. tmp_points.write[j] = points[r[j]];
  282. }
  283. Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
  284. int ic2 = indices.size();
  285. const int *r2 = indices.ptr();
  286. int bic = index_array.size();
  287. index_array.resize(bic + ic2);
  288. int *w2 = index_array.ptrw();
  289. for (int j = 0; j < ic2; j++) {
  290. w2[j + bic] = r[r2[j]];
  291. }
  292. }
  293. }
  294. RS::get_singleton()->mesh_clear(mesh);
  295. if (index_array.size()) {
  296. Array arr;
  297. arr.resize(RS::ARRAY_MAX);
  298. arr[RS::ARRAY_VERTEX] = points;
  299. if (uvs.size() == points.size()) {
  300. arr[RS::ARRAY_TEX_UV] = uvs;
  301. }
  302. if (colors.size() == points.size()) {
  303. arr[RS::ARRAY_COLOR] = colors;
  304. }
  305. if (bones.size() == points.size() * 4) {
  306. arr[RS::ARRAY_BONES] = bones;
  307. arr[RS::ARRAY_WEIGHTS] = weights;
  308. }
  309. arr[RS::ARRAY_INDEX] = index_array;
  310. RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
  311. RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID());
  312. }
  313. } break;
  314. }
  315. }
  316. void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
  317. polygon = p_polygon;
  318. rect_cache_dirty = true;
  319. queue_redraw();
  320. }
  321. Vector<Vector2> Polygon2D::get_polygon() const {
  322. return polygon;
  323. }
  324. void Polygon2D::set_internal_vertex_count(int p_count) {
  325. internal_vertices = p_count;
  326. }
  327. int Polygon2D::get_internal_vertex_count() const {
  328. return internal_vertices;
  329. }
  330. void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
  331. uv = p_uv;
  332. queue_redraw();
  333. }
  334. Vector<Vector2> Polygon2D::get_uv() const {
  335. return uv;
  336. }
  337. void Polygon2D::set_polygons(const Array &p_polygons) {
  338. polygons = p_polygons;
  339. queue_redraw();
  340. }
  341. Array Polygon2D::get_polygons() const {
  342. return polygons;
  343. }
  344. void Polygon2D::set_color(const Color &p_color) {
  345. color = p_color;
  346. queue_redraw();
  347. }
  348. Color Polygon2D::get_color() const {
  349. return color;
  350. }
  351. void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
  352. vertex_colors = p_colors;
  353. queue_redraw();
  354. }
  355. Vector<Color> Polygon2D::get_vertex_colors() const {
  356. return vertex_colors;
  357. }
  358. void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
  359. texture = p_texture;
  360. queue_redraw();
  361. }
  362. Ref<Texture2D> Polygon2D::get_texture() const {
  363. return texture;
  364. }
  365. void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
  366. tex_ofs = p_offset;
  367. queue_redraw();
  368. }
  369. Vector2 Polygon2D::get_texture_offset() const {
  370. return tex_ofs;
  371. }
  372. void Polygon2D::set_texture_rotation(real_t p_rot) {
  373. tex_rot = p_rot;
  374. queue_redraw();
  375. }
  376. real_t Polygon2D::get_texture_rotation() const {
  377. return tex_rot;
  378. }
  379. void Polygon2D::set_texture_scale(const Size2 &p_scale) {
  380. tex_scale = p_scale;
  381. queue_redraw();
  382. }
  383. Size2 Polygon2D::get_texture_scale() const {
  384. return tex_scale;
  385. }
  386. void Polygon2D::set_invert(bool p_invert) {
  387. invert = p_invert;
  388. queue_redraw();
  389. notify_property_list_changed();
  390. }
  391. bool Polygon2D::get_invert() const {
  392. return invert;
  393. }
  394. void Polygon2D::set_antialiased(bool p_antialiased) {
  395. antialiased = p_antialiased;
  396. queue_redraw();
  397. }
  398. bool Polygon2D::get_antialiased() const {
  399. return antialiased;
  400. }
  401. void Polygon2D::set_invert_border(real_t p_invert_border) {
  402. invert_border = p_invert_border;
  403. queue_redraw();
  404. }
  405. real_t Polygon2D::get_invert_border() const {
  406. return invert_border;
  407. }
  408. void Polygon2D::set_offset(const Vector2 &p_offset) {
  409. offset = p_offset;
  410. rect_cache_dirty = true;
  411. queue_redraw();
  412. }
  413. Vector2 Polygon2D::get_offset() const {
  414. return offset;
  415. }
  416. void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
  417. Bone bone;
  418. bone.path = p_path;
  419. bone.weights = p_weights;
  420. bone_weights.push_back(bone);
  421. }
  422. int Polygon2D::get_bone_count() const {
  423. return bone_weights.size();
  424. }
  425. NodePath Polygon2D::get_bone_path(int p_index) const {
  426. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
  427. return bone_weights[p_index].path;
  428. }
  429. Vector<float> Polygon2D::get_bone_weights(int p_index) const {
  430. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
  431. return bone_weights[p_index].weights;
  432. }
  433. void Polygon2D::erase_bone(int p_idx) {
  434. ERR_FAIL_INDEX(p_idx, bone_weights.size());
  435. bone_weights.remove_at(p_idx);
  436. }
  437. void Polygon2D::clear_bones() {
  438. bone_weights.clear();
  439. }
  440. void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
  441. ERR_FAIL_INDEX(p_index, bone_weights.size());
  442. bone_weights.write[p_index].weights = p_weights;
  443. queue_redraw();
  444. }
  445. void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
  446. ERR_FAIL_INDEX(p_index, bone_weights.size());
  447. bone_weights.write[p_index].path = p_path;
  448. queue_redraw();
  449. }
  450. Array Polygon2D::_get_bones() const {
  451. Array bones;
  452. for (int i = 0; i < get_bone_count(); i++) {
  453. // Convert path property to String to avoid errors due to invalid node path in editor,
  454. // because it's relative to the Skeleton2D node and not Polygon2D.
  455. bones.push_back(String(get_bone_path(i)));
  456. bones.push_back(get_bone_weights(i));
  457. }
  458. return bones;
  459. }
  460. void Polygon2D::_set_bones(const Array &p_bones) {
  461. ERR_FAIL_COND(p_bones.size() & 1);
  462. clear_bones();
  463. for (int i = 0; i < p_bones.size(); i += 2) {
  464. // Convert back from String to NodePath.
  465. add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
  466. }
  467. }
  468. void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
  469. if (skeleton == p_skeleton) {
  470. return;
  471. }
  472. skeleton = p_skeleton;
  473. queue_redraw();
  474. }
  475. NodePath Polygon2D::get_skeleton() const {
  476. return skeleton;
  477. }
  478. void Polygon2D::_bind_methods() {
  479. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
  480. ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
  481. ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
  482. ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
  483. ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
  484. ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
  485. ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
  486. ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
  487. ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
  488. ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
  489. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
  490. ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
  491. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
  492. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
  493. ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
  494. ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
  495. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
  496. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
  497. ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
  498. ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
  499. ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
  500. ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
  501. ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
  502. ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
  503. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
  504. ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
  505. ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
  506. ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
  507. ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
  508. ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
  509. ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
  510. ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
  511. ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
  512. ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
  513. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
  514. ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
  515. ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
  516. ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
  517. ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
  518. ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
  519. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  520. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  521. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
  522. ADD_GROUP("Texture", "texture_");
  523. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  524. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
  525. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
  526. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians"), "set_texture_rotation", "get_texture_rotation");
  527. ADD_GROUP("Skeleton", "");
  528. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
  529. ADD_GROUP("Invert", "invert_");
  530. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled"), "set_invert_enabled", "get_invert_enabled");
  531. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
  532. ADD_GROUP("Data", "");
  533. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  534. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
  535. ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
  536. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
  537. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_bones", "_get_bones");
  538. ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
  539. }
  540. Polygon2D::Polygon2D() {
  541. mesh = RS::get_singleton()->mesh_create();
  542. }
  543. Polygon2D::~Polygon2D() {
  544. // This will free the internally-allocated mesh instance, if allocated.
  545. ERR_FAIL_NULL(RenderingServer::get_singleton());
  546. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  547. RS::get_singleton()->free(mesh);
  548. }