polygon_2d.cpp 26 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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.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. PoolVector<Vector2>::Read r = polygon.read();
  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. rect_cache_dirty = false;
  66. }
  67. return item_rect;
  68. }
  69. bool Polygon2D::_edit_use_rect() const {
  70. return polygon.size() > 0;
  71. }
  72. bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  73. Vector<Vector2> polygon2d = Variant(polygon);
  74. if (internal_vertices > 0) {
  75. polygon2d.resize(polygon2d.size() - internal_vertices);
  76. }
  77. return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
  78. }
  79. #endif
  80. void Polygon2D::_skeleton_bone_setup_changed() {
  81. update();
  82. }
  83. void Polygon2D::_notification(int p_what) {
  84. switch (p_what) {
  85. case NOTIFICATION_DRAW: {
  86. if (polygon.size() < 3)
  87. return;
  88. Skeleton2D *skeleton_node = NULL;
  89. if (has_node(skeleton)) {
  90. skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
  91. }
  92. ObjectID new_skeleton_id = 0;
  93. if (skeleton_node) {
  94. VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
  95. new_skeleton_id = skeleton_node->get_instance_id();
  96. } else {
  97. VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  98. }
  99. if (new_skeleton_id != current_skeleton_id) {
  100. Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
  101. if (old_skeleton) {
  102. old_skeleton->disconnect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
  103. }
  104. if (skeleton_node) {
  105. skeleton_node->connect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
  106. }
  107. current_skeleton_id = new_skeleton_id;
  108. }
  109. Vector<Vector2> points;
  110. Vector<Vector2> uvs;
  111. Vector<int> bones;
  112. Vector<float> weights;
  113. int len = polygon.size();
  114. if ((invert || polygons.size() == 0) && internal_vertices > 0) {
  115. //if no polygons are around, internal vertices must not be drawn, else let them be
  116. len -= internal_vertices;
  117. }
  118. if (len <= 0) {
  119. return;
  120. }
  121. points.resize(len);
  122. {
  123. PoolVector<Vector2>::Read polyr = polygon.read();
  124. for (int i = 0; i < len; i++) {
  125. points.write[i] = polyr[i] + offset;
  126. }
  127. }
  128. if (invert) {
  129. Rect2 bounds;
  130. int highest_idx = -1;
  131. float highest_y = -1e20;
  132. float sum = 0;
  133. for (int i = 0; i < len; i++) {
  134. if (i == 0)
  135. bounds.position = points[i];
  136. else
  137. bounds.expand_to(points[i]);
  138. if (points[i].y > highest_y) {
  139. highest_idx = i;
  140. highest_y = points[i].y;
  141. }
  142. int ni = (i + 1) % len;
  143. sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
  144. }
  145. bounds = bounds.grow(invert_border);
  146. Vector2 ep[7] = {
  147. Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
  148. Vector2(bounds.position + bounds.size),
  149. Vector2(bounds.position + Vector2(bounds.size.x, 0)),
  150. Vector2(bounds.position),
  151. Vector2(bounds.position + Vector2(0, bounds.size.y)),
  152. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
  153. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
  154. };
  155. if (sum > 0) {
  156. SWAP(ep[1], ep[4]);
  157. SWAP(ep[2], ep[3]);
  158. SWAP(ep[5], ep[0]);
  159. SWAP(ep[6], points.write[highest_idx]);
  160. }
  161. points.resize(points.size() + 7);
  162. for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
  163. points.write[i] = points[i - 7];
  164. }
  165. for (int i = 0; i < 7; i++) {
  166. points.write[highest_idx + i + 1] = ep[i];
  167. }
  168. len = points.size();
  169. }
  170. if (texture.is_valid()) {
  171. Transform2D texmat(tex_rot, tex_ofs);
  172. texmat.scale(tex_scale);
  173. Size2 tex_size = texture->get_size();
  174. uvs.resize(len);
  175. if (points.size() == uv.size()) {
  176. PoolVector<Vector2>::Read uvr = uv.read();
  177. for (int i = 0; i < len; i++) {
  178. uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
  179. }
  180. } else {
  181. for (int i = 0; i < len; i++) {
  182. uvs.write[i] = texmat.xform(points[i]) / tex_size;
  183. }
  184. }
  185. }
  186. if (skeleton_node && !invert && bone_weights.size()) {
  187. //a skeleton is set! fill indices and weights
  188. int vc = len;
  189. bones.resize(vc * 4);
  190. weights.resize(vc * 4);
  191. int *bonesw = bones.ptrw();
  192. float *weightsw = weights.ptrw();
  193. for (int i = 0; i < vc * 4; i++) {
  194. bonesw[i] = 0;
  195. weightsw[i] = 0;
  196. }
  197. for (int i = 0; i < bone_weights.size(); i++) {
  198. if (bone_weights[i].weights.size() != points.size()) {
  199. continue; //different number of vertices, sorry not using.
  200. }
  201. if (!skeleton_node->has_node(bone_weights[i].path)) {
  202. continue; //node does not exist
  203. }
  204. Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
  205. if (!bone) {
  206. continue;
  207. }
  208. int bone_index = bone->get_index_in_skeleton();
  209. PoolVector<float>::Read r = bone_weights[i].weights.read();
  210. for (int j = 0; j < vc; j++) {
  211. if (r[j] == 0.0)
  212. continue; //weight is unpainted, skip
  213. //find an index with a weight
  214. for (int k = 0; k < 4; k++) {
  215. if (weightsw[j * 4 + k] < r[j]) {
  216. //this is less than this weight, insert weight!
  217. for (int l = 3; l > k; l--) {
  218. weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
  219. bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
  220. }
  221. weightsw[j * 4 + k] = r[j];
  222. bonesw[j * 4 + k] = bone_index;
  223. break;
  224. }
  225. }
  226. }
  227. }
  228. //normalize the weights
  229. for (int i = 0; i < vc; i++) {
  230. float tw = 0;
  231. for (int j = 0; j < 4; j++) {
  232. tw += weightsw[i * 4 + j];
  233. }
  234. if (tw == 0)
  235. continue; //unpainted, do nothing
  236. //normalize
  237. for (int j = 0; j < 4; j++) {
  238. weightsw[i * 4 + j] /= tw;
  239. }
  240. }
  241. }
  242. Vector<Color> colors;
  243. if (vertex_colors.size() == points.size()) {
  244. colors.resize(len);
  245. PoolVector<Color>::Read color_r = vertex_colors.read();
  246. for (int i = 0; i < len; i++) {
  247. colors.write[i] = color_r[i];
  248. }
  249. } else {
  250. colors.push_back(color);
  251. }
  252. // Vector<int> indices = Geometry::triangulate_polygon(points);
  253. // VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
  254. if (invert || polygons.size() == 0) {
  255. Vector<int> indices = Geometry::triangulate_polygon(points);
  256. if (indices.size()) {
  257. VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
  258. }
  259. } else {
  260. //draw individual polygons
  261. Vector<int> total_indices;
  262. for (int i = 0; i < polygons.size(); i++) {
  263. PoolVector<int> src_indices = polygons[i];
  264. int ic = src_indices.size();
  265. if (ic < 3)
  266. continue;
  267. PoolVector<int>::Read r = src_indices.read();
  268. Vector<Vector2> tmp_points;
  269. tmp_points.resize(ic);
  270. for (int j = 0; j < ic; j++) {
  271. int idx = r[j];
  272. ERR_CONTINUE(idx < 0 || idx >= points.size());
  273. tmp_points.write[j] = points[r[j]];
  274. }
  275. Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
  276. int ic2 = indices.size();
  277. const int *r2 = indices.ptr();
  278. int bic = total_indices.size();
  279. total_indices.resize(bic + ic2);
  280. int *w2 = total_indices.ptrw();
  281. for (int j = 0; j < ic2; j++) {
  282. w2[j + bic] = r[r2[j]];
  283. }
  284. }
  285. if (total_indices.size()) {
  286. VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
  287. }
  288. #if 0
  289. //use splits
  290. Vector<int> loop;
  291. int sc = splits.size();
  292. PoolVector<int>::Read r = splits.read();
  293. print_line("has splits, amount " + itos(splits.size()));
  294. Vector<Vector<int> > loops;
  295. // find a point that can be used to begin, must not be in a split, and have to the left and right the same one
  296. // like this one -> x---o
  297. // \ / \ .
  298. // o---o
  299. int base_point = -1;
  300. {
  301. int current_point = -1;
  302. int base_point_prev_split = -1;
  303. for (int i = 0; i < points.size(); i++) {
  304. //find if this point is in a split
  305. int split_index = -1;
  306. bool has_prev_split = false;
  307. int min_dist_to_end = 0x7FFFFFFF;
  308. for (int j = 0; j < sc; j += 2) {
  309. int split_pos = -1;
  310. int split_end = -1;
  311. if (r[j + 0] == i) { //found split in first point
  312. split_pos = r[j + 0];
  313. split_end = r[j + 1];
  314. } else if (r[j + 1] == i) { //found split in second point
  315. split_pos = r[j + 1];
  316. split_end = r[j + 0];
  317. }
  318. if (split_pos == split_end) {
  319. continue; //either nothing found or begin == end, this not a split in either case
  320. }
  321. if (j == base_point_prev_split) {
  322. has_prev_split = true;
  323. }
  324. //compute distance from split pos to split end in current traversal direction
  325. int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
  326. if (dist_to_end < min_dist_to_end) {
  327. //always keep the valid split with the least distance to the loop
  328. min_dist_to_end = dist_to_end;
  329. split_index = j;
  330. }
  331. }
  332. if (split_index == -1) {
  333. current_point = i; //no split here, we are testing this point
  334. } else if (has_prev_split) {
  335. base_point = current_point; // there is a split and it contains the previous visited split, success
  336. break;
  337. } else {
  338. //invalidate current point and keep split
  339. current_point = -1;
  340. base_point_prev_split = split_index;
  341. }
  342. }
  343. }
  344. print_line("found base point: " + itos(base_point));
  345. if (base_point != -1) {
  346. int point = base_point;
  347. int last = base_point;
  348. //go through all the points, find splits
  349. do {
  350. int split;
  351. int last_dist_to_end = -1; //maximum valid distance to end
  352. do {
  353. loop.push_back(point); //push current point
  354. split = -1;
  355. int end = -1;
  356. int max_dist_to_end = 0;
  357. //find if this point is in a split
  358. for (int j = 0; j < sc; j += 2) {
  359. int split_pos = -1;
  360. int split_end = -1;
  361. if (r[j + 0] == point) { //match first split index
  362. split_pos = r[j + 0];
  363. split_end = r[j + 1];
  364. } else if (r[j + 1] == point) { //match second split index
  365. split_pos = r[j + 1];
  366. split_end = r[j + 0];
  367. }
  368. if (split_pos == split_end) {
  369. continue; //either nothing found or begin == end, this not a split in either case
  370. }
  371. //compute distance from split pos to split end
  372. int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
  373. if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
  374. //distance must be shorter than in last iteration, means we've tested this before so ignore
  375. continue;
  376. } else if (dist_to_end > max_dist_to_end) {
  377. //always keep the valid point with the most distance (as long as it's valid)
  378. max_dist_to_end = dist_to_end;
  379. split = split_pos;
  380. end = split_end;
  381. }
  382. }
  383. if (split != -1) {
  384. //found a split!
  385. int from = end;
  386. //add points until last is reached
  387. while (true) {
  388. //find if point is in a split
  389. loop.push_back(from);
  390. if (from == last) {
  391. break;
  392. }
  393. from++;
  394. if (from >= points.size()) { //wrap if reached end
  395. from = 0;
  396. }
  397. if (from == loop[0]) {
  398. break; //end because we reached split source
  399. }
  400. }
  401. loops.push_back(loop); //done with this loop
  402. loop.clear();
  403. last_dist_to_end = max_dist_to_end;
  404. last = end; //algorithm can safely finish in this split point
  405. }
  406. } while (split != -1);
  407. } while (point != last);
  408. }
  409. if (loop.size() >=2 ) { //points remained
  410. //points remain
  411. loop.push_back(last); //no splits found, use last
  412. loops.push_back(loop);
  413. }
  414. print_line("total loops: " + itos(loops.size()));
  415. if (loops.size()) { //loops found
  416. Vector<int> indices;
  417. for (int i = 0; i < loops.size(); i++) {
  418. Vector<int> loop = loops[i];
  419. Vector<Vector2> vertices;
  420. vertices.resize(loop.size());
  421. for (int j = 0; j < vertices.size(); j++) {
  422. vertices.write[j] = points[loop[j]];
  423. }
  424. Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
  425. int from = indices.size();
  426. indices.resize(from + sub_indices.size());
  427. for (int j = 0; j < sub_indices.size(); j++) {
  428. indices.write[from + j] = loop[sub_indices[j]];
  429. }
  430. }
  431. VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
  432. }
  433. #endif
  434. }
  435. } break;
  436. }
  437. }
  438. void Polygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
  439. polygon = p_polygon;
  440. rect_cache_dirty = true;
  441. update();
  442. }
  443. PoolVector<Vector2> Polygon2D::get_polygon() const {
  444. return polygon;
  445. }
  446. void Polygon2D::set_internal_vertex_count(int p_count) {
  447. internal_vertices = p_count;
  448. }
  449. int Polygon2D::get_internal_vertex_count() const {
  450. return internal_vertices;
  451. }
  452. void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
  453. uv = p_uv;
  454. update();
  455. }
  456. PoolVector<Vector2> Polygon2D::get_uv() const {
  457. return uv;
  458. }
  459. void Polygon2D::set_polygons(const Array &p_polygons) {
  460. polygons = p_polygons;
  461. update();
  462. }
  463. Array Polygon2D::get_polygons() const {
  464. return polygons;
  465. }
  466. void Polygon2D::set_color(const Color &p_color) {
  467. color = p_color;
  468. update();
  469. }
  470. Color Polygon2D::get_color() const {
  471. return color;
  472. }
  473. void Polygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
  474. vertex_colors = p_colors;
  475. update();
  476. }
  477. PoolVector<Color> Polygon2D::get_vertex_colors() const {
  478. return vertex_colors;
  479. }
  480. void Polygon2D::set_texture(const Ref<Texture> &p_texture) {
  481. texture = p_texture;
  482. /*if (texture.is_valid()) {
  483. uint32_t flags=texture->get_flags();
  484. flags&=~Texture::FLAG_REPEAT;
  485. if (tex_tile)
  486. flags|=Texture::FLAG_REPEAT;
  487. texture->set_flags(flags);
  488. }*/
  489. update();
  490. }
  491. Ref<Texture> Polygon2D::get_texture() const {
  492. return texture;
  493. }
  494. void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
  495. tex_ofs = p_offset;
  496. update();
  497. }
  498. Vector2 Polygon2D::get_texture_offset() const {
  499. return tex_ofs;
  500. }
  501. void Polygon2D::set_texture_rotation(float p_rot) {
  502. tex_rot = p_rot;
  503. update();
  504. }
  505. float Polygon2D::get_texture_rotation() const {
  506. return tex_rot;
  507. }
  508. void Polygon2D::set_texture_rotation_degrees(float p_rot) {
  509. set_texture_rotation(Math::deg2rad(p_rot));
  510. }
  511. float Polygon2D::get_texture_rotation_degrees() const {
  512. return Math::rad2deg(get_texture_rotation());
  513. }
  514. void Polygon2D::set_texture_scale(const Size2 &p_scale) {
  515. tex_scale = p_scale;
  516. update();
  517. }
  518. Size2 Polygon2D::get_texture_scale() const {
  519. return tex_scale;
  520. }
  521. void Polygon2D::set_invert(bool p_invert) {
  522. invert = p_invert;
  523. update();
  524. }
  525. bool Polygon2D::get_invert() const {
  526. return invert;
  527. }
  528. void Polygon2D::set_antialiased(bool p_antialiased) {
  529. antialiased = p_antialiased;
  530. update();
  531. }
  532. bool Polygon2D::get_antialiased() const {
  533. return antialiased;
  534. }
  535. void Polygon2D::set_invert_border(float p_invert_border) {
  536. invert_border = p_invert_border;
  537. update();
  538. }
  539. float Polygon2D::get_invert_border() const {
  540. return invert_border;
  541. }
  542. void Polygon2D::set_offset(const Vector2 &p_offset) {
  543. offset = p_offset;
  544. rect_cache_dirty = true;
  545. update();
  546. _change_notify("offset");
  547. }
  548. Vector2 Polygon2D::get_offset() const {
  549. return offset;
  550. }
  551. void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
  552. Bone bone;
  553. bone.path = p_path;
  554. bone.weights = p_weights;
  555. bone_weights.push_back(bone);
  556. }
  557. int Polygon2D::get_bone_count() const {
  558. return bone_weights.size();
  559. }
  560. NodePath Polygon2D::get_bone_path(int p_index) const {
  561. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
  562. return bone_weights[p_index].path;
  563. }
  564. PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
  565. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
  566. return bone_weights[p_index].weights;
  567. }
  568. void Polygon2D::erase_bone(int p_idx) {
  569. ERR_FAIL_INDEX(p_idx, bone_weights.size());
  570. bone_weights.remove(p_idx);
  571. }
  572. void Polygon2D::clear_bones() {
  573. bone_weights.clear();
  574. }
  575. void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
  576. ERR_FAIL_INDEX(p_index, bone_weights.size());
  577. bone_weights.write[p_index].weights = p_weights;
  578. update();
  579. }
  580. void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
  581. ERR_FAIL_INDEX(p_index, bone_weights.size());
  582. bone_weights.write[p_index].path = p_path;
  583. update();
  584. }
  585. Array Polygon2D::_get_bones() const {
  586. Array bones;
  587. for (int i = 0; i < get_bone_count(); i++) {
  588. bones.push_back(get_bone_path(i));
  589. bones.push_back(get_bone_weights(i));
  590. }
  591. return bones;
  592. }
  593. void Polygon2D::_set_bones(const Array &p_bones) {
  594. ERR_FAIL_COND(p_bones.size() & 1);
  595. clear_bones();
  596. for (int i = 0; i < p_bones.size(); i += 2) {
  597. add_bone(p_bones[i], p_bones[i + 1]);
  598. }
  599. }
  600. void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
  601. if (skeleton == p_skeleton)
  602. return;
  603. skeleton = p_skeleton;
  604. update();
  605. }
  606. NodePath Polygon2D::get_skeleton() const {
  607. return skeleton;
  608. }
  609. void Polygon2D::_bind_methods() {
  610. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
  611. ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
  612. ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
  613. ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
  614. ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
  615. ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
  616. ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
  617. ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
  618. ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
  619. ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
  620. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
  621. ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
  622. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
  623. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
  624. ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
  625. ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
  626. ClassDB::bind_method(D_METHOD("set_texture_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
  627. ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
  628. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
  629. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
  630. ClassDB::bind_method(D_METHOD("set_invert", "invert"), &Polygon2D::set_invert);
  631. ClassDB::bind_method(D_METHOD("get_invert"), &Polygon2D::get_invert);
  632. ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
  633. ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
  634. ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
  635. ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
  636. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
  637. ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
  638. ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
  639. ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
  640. ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
  641. ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
  642. ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
  643. ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
  644. ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
  645. ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
  646. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
  647. ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
  648. ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
  649. ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
  650. ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
  651. ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
  652. ClassDB::bind_method(D_METHOD("_skeleton_bone_setup_changed"), &Polygon2D::_skeleton_bone_setup_changed);
  653. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  654. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  655. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
  656. ADD_GROUP("Texture", "");
  657. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  658. ADD_GROUP("Texture", "texture_");
  659. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset");
  660. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
  661. ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-360,360,0.1,or_lesser,or_greater"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
  662. ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation");
  663. ADD_GROUP("Skeleton", "");
  664. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
  665. ADD_GROUP("Invert", "invert_");
  666. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
  667. ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
  668. ADD_GROUP("Data", "");
  669. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  670. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
  671. ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
  672. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
  673. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
  674. ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
  675. }
  676. Polygon2D::Polygon2D() {
  677. invert = 0;
  678. invert_border = 100;
  679. antialiased = false;
  680. tex_rot = 0;
  681. tex_tile = true;
  682. tex_scale = Vector2(1, 1);
  683. color = Color(1, 1, 1);
  684. rect_cache_dirty = true;
  685. internal_vertices = 0;
  686. current_skeleton_id = 0;
  687. }