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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/2d/polygon_2d.cpp
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/**************************************************************************/
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/* polygon_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "polygon_2d.h"
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#include "core/math/geometry_2d.h"
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#include "skeleton_2d.h"
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#ifndef NAVIGATION_2D_DISABLED
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#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
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#include "scene/resources/2d/navigation_polygon.h"
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#include "servers/navigation_2d/navigation_server_2d.h"
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Callable Polygon2D::_navmesh_source_geometry_parsing_callback;
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RID Polygon2D::_navmesh_source_geometry_parser;
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#endif // NAVIGATION_2D_DISABLED
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#ifdef TOOLS_ENABLED
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Dictionary Polygon2D::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = offset;
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return state;
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}
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void Polygon2D::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_offset(p_state["offset"]);
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}
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void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
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set_position(get_transform().xform(p_pivot));
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set_offset(get_offset() - p_pivot);
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}
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Point2 Polygon2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool Polygon2D::_edit_use_pivot() const {
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return true;
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}
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#endif // TOOLS_ENABLED
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#ifdef DEBUG_ENABLED
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Rect2 Polygon2D::_edit_get_rect() const {
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if (rect_cache_dirty) {
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int l = polygon.size();
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const Vector2 *r = polygon.ptr();
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item_rect = Rect2();
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for (int i = 0; i < l; i++) {
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Vector2 pos = r[i] + offset;
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if (i == 0) {
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item_rect.position = pos;
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} else {
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item_rect.expand_to(pos);
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}
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}
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rect_cache_dirty = false;
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}
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return item_rect;
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}
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bool Polygon2D::_edit_use_rect() const {
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return polygon.size() > 0;
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}
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bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector<Vector2> polygon2d = Variant(polygon);
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if (internal_vertices > 0) {
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polygon2d.resize(MAX(polygon2d.size() - internal_vertices, 0));
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}
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return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
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}
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#endif // DEBUG_ENABLED
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void Polygon2D::_skeleton_bone_setup_changed() {
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queue_redraw();
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}
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void Polygon2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
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return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
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}
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switch (p_what) {
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case NOTIFICATION_TRANSFORM_CHANGED:
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case NOTIFICATION_DRAW: {
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if (polygon.size() < 3) {
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return;
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}
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Skeleton2D *skeleton_node = nullptr;
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if (has_node(skeleton)) {
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skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
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}
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ObjectID new_skeleton_id;
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if (skeleton_node && !invert && bone_weights.size()) {
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RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
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new_skeleton_id = skeleton_node->get_instance_id();
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} else {
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RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
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}
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if (new_skeleton_id != current_skeleton_id) {
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Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
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if (old_skeleton) {
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old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
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}
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if (skeleton_node) {
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skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
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}
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current_skeleton_id = new_skeleton_id;
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}
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<int> bones;
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Vector<float> weights;
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int len = polygon.size();
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if ((invert || polygons.is_empty()) && internal_vertices > 0) {
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//if no polygons are around, internal vertices must not be drawn, else let them be
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len -= internal_vertices;
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}
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if (len <= 0) {
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return;
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}
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points.resize(len);
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{
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const Vector2 *polyr = polygon.ptr();
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for (int i = 0; i < len; i++) {
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points.write[i] = polyr[i] + offset;
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}
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}
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if (invert) {
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Rect2 bounds;
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int highest_idx = -1;
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real_t highest_y = -1e20;
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real_t sum = 0.0;
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for (int i = 0; i < len; i++) {
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if (i == 0) {
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bounds.position = points[i];
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} else {
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bounds.expand_to(points[i]);
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}
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if (points[i].y > highest_y) {
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highest_idx = i;
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highest_y = points[i].y;
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}
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int ni = (i + 1) % len;
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sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
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}
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bounds = bounds.grow(invert_border);
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Vector2 ep[7] = {
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Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
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Vector2(bounds.position + bounds.size),
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Vector2(bounds.position + Vector2(bounds.size.x, 0)),
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Vector2(bounds.position),
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Vector2(bounds.position + Vector2(0, bounds.size.y)),
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Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
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Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
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};
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if (sum > 0) {
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SWAP(ep[1], ep[4]);
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SWAP(ep[2], ep[3]);
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SWAP(ep[5], ep[0]);
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SWAP(ep[6], points.write[highest_idx]);
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}
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points.resize(points.size() + 7);
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for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
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points.write[i] = points[i - 7];
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}
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for (int i = 0; i < 7; i++) {
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points.write[highest_idx + i + 1] = ep[i];
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}
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len = points.size();
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}
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if (texture.is_valid()) {
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Transform2D texmat(tex_rot, tex_ofs);
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texmat.scale(tex_scale);
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Size2 tex_size = texture->get_size();
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uvs.resize(len);
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if (points.size() == uv.size()) {
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const Vector2 *uvr = uv.ptr();
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for (int i = 0; i < len; i++) {
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uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
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}
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} else {
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for (int i = 0; i < len; i++) {
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uvs.write[i] = texmat.xform(points[i]) / tex_size;
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}
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}
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}
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if (skeleton_node && !invert && bone_weights.size()) {
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//a skeleton is set! fill indices and weights
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int vc = len;
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bones.resize(vc * 4);
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weights.resize(vc * 4);
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int *bonesw = bones.ptrw();
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float *weightsw = weights.ptrw();
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for (int i = 0; i < vc * 4; i++) {
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bonesw[i] = 0;
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weightsw[i] = 0;
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}
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for (int i = 0; i < bone_weights.size(); i++) {
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if (bone_weights[i].weights.size() != points.size()) {
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continue; //different number of vertices, sorry not using.
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}
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if (!skeleton_node->has_node(bone_weights[i].path)) {
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continue; //node does not exist
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}
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Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
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if (!bone) {
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continue;
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}
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int bone_index = bone->get_index_in_skeleton();
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const float *r = bone_weights[i].weights.ptr();
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for (int j = 0; j < vc; j++) {
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if (r[j] == 0.0) {
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continue; //weight is unpainted, skip
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}
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//find an index with a weight
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for (int k = 0; k < 4; k++) {
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if (weightsw[j * 4 + k] < r[j]) {
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//this is less than this weight, insert weight!
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for (int l = 3; l > k; l--) {
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weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
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bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
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}
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weightsw[j * 4 + k] = r[j];
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bonesw[j * 4 + k] = bone_index;
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break;
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}
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}
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}
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}
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//normalize the weights
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for (int i = 0; i < vc; i++) {
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real_t tw = 0.0;
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for (int j = 0; j < 4; j++) {
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tw += weightsw[i * 4 + j];
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}
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if (tw == 0) {
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continue; //unpainted, do nothing
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}
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//normalize
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for (int j = 0; j < 4; j++) {
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weightsw[i * 4 + j] /= tw;
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}
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}
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}
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Vector<Color> colors;
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colors.resize(len);
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if (vertex_colors.size() == points.size()) {
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const Color *color_r = vertex_colors.ptr();
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for (int i = 0; i < len; i++) {
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colors.write[i] = color_r[i];
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}
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} else {
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for (int i = 0; i < len; i++) {
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colors.write[i] = color;
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}
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}
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Vector<int> index_array;
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if (invert || polygons.is_empty()) {
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index_array = Geometry2D::triangulate_polygon(points);
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} else {
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//draw individual polygons
327
for (int i = 0; i < polygons.size(); i++) {
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Vector<int> src_indices = polygons[i];
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int ic = src_indices.size();
330
if (ic < 3) {
331
continue;
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}
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const int *r = src_indices.ptr();
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Vector<Vector2> tmp_points;
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tmp_points.resize(ic);
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for (int j = 0; j < ic; j++) {
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int idx = r[j];
340
ERR_CONTINUE(idx < 0 || idx >= points.size());
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tmp_points.write[j] = points[r[j]];
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}
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Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
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int ic2 = indices.size();
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const int *r2 = indices.ptr();
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int bic = index_array.size();
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index_array.resize(bic + ic2);
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int *w2 = index_array.ptrw();
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for (int j = 0; j < ic2; j++) {
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w2[j + bic] = r[r2[j]];
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}
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}
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}
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RS::get_singleton()->mesh_clear(mesh);
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if (index_array.size()) {
360
Array arr;
361
arr.resize(RS::ARRAY_MAX);
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arr[RS::ARRAY_VERTEX] = points;
363
if (uvs.size() == points.size()) {
364
arr[RS::ARRAY_TEX_UV] = uvs;
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}
366
if (colors.size() == points.size()) {
367
arr[RS::ARRAY_COLOR] = colors;
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}
369
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if (bones.size() == points.size() * 4) {
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arr[RS::ARRAY_BONES] = bones;
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arr[RS::ARRAY_WEIGHTS] = weights;
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}
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arr[RS::ARRAY_INDEX] = index_array;
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RS::SurfaceData sd;
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if (skeleton_node) {
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// Compute transform between mesh and skeleton for runtime AABB compute.
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const Transform2D mesh_transform = get_global_transform();
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const Transform2D skeleton_transform = skeleton_node->get_global_transform();
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const Transform2D mesh_to_sk2d = skeleton_transform.affine_inverse() * mesh_transform;
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// Convert 2d transform to 3d.
386
sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
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sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[0][1];
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sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
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sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[1][0];
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sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
392
sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
393
}
394
395
Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
396
if (err != OK) {
397
return;
398
}
399
400
RS::get_singleton()->mesh_add_surface(mesh, sd);
401
RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_scaled_rid() : RID());
402
}
403
404
} break;
405
}
406
}
407
408
void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
409
polygon = p_polygon;
410
rect_cache_dirty = true;
411
queue_redraw();
412
}
413
414
Vector<Vector2> Polygon2D::get_polygon() const {
415
return polygon;
416
}
417
418
void Polygon2D::set_internal_vertex_count(int p_count) {
419
internal_vertices = p_count;
420
}
421
422
int Polygon2D::get_internal_vertex_count() const {
423
return internal_vertices;
424
}
425
426
void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
427
uv = p_uv;
428
queue_redraw();
429
}
430
431
Vector<Vector2> Polygon2D::get_uv() const {
432
return uv;
433
}
434
435
void Polygon2D::set_polygons(const Array &p_polygons) {
436
polygons = p_polygons;
437
queue_redraw();
438
}
439
440
Array Polygon2D::get_polygons() const {
441
return polygons;
442
}
443
444
void Polygon2D::set_color(const Color &p_color) {
445
color = p_color;
446
queue_redraw();
447
}
448
449
Color Polygon2D::get_color() const {
450
return color;
451
}
452
453
void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
454
vertex_colors = p_colors;
455
queue_redraw();
456
}
457
458
Vector<Color> Polygon2D::get_vertex_colors() const {
459
return vertex_colors;
460
}
461
462
void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
463
texture = p_texture;
464
queue_redraw();
465
}
466
467
Ref<Texture2D> Polygon2D::get_texture() const {
468
return texture;
469
}
470
471
void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
472
tex_ofs = p_offset;
473
queue_redraw();
474
}
475
476
Vector2 Polygon2D::get_texture_offset() const {
477
return tex_ofs;
478
}
479
480
void Polygon2D::set_texture_rotation(real_t p_rot) {
481
tex_rot = p_rot;
482
queue_redraw();
483
}
484
485
real_t Polygon2D::get_texture_rotation() const {
486
return tex_rot;
487
}
488
489
void Polygon2D::set_texture_scale(const Size2 &p_scale) {
490
tex_scale = p_scale;
491
queue_redraw();
492
}
493
494
Size2 Polygon2D::get_texture_scale() const {
495
return tex_scale;
496
}
497
498
void Polygon2D::set_invert(bool p_invert) {
499
invert = p_invert;
500
queue_redraw();
501
}
502
503
bool Polygon2D::get_invert() const {
504
return invert;
505
}
506
507
void Polygon2D::set_antialiased(bool p_antialiased) {
508
antialiased = p_antialiased;
509
queue_redraw();
510
}
511
512
bool Polygon2D::get_antialiased() const {
513
return antialiased;
514
}
515
516
void Polygon2D::set_invert_border(real_t p_invert_border) {
517
invert_border = p_invert_border;
518
queue_redraw();
519
}
520
521
real_t Polygon2D::get_invert_border() const {
522
return invert_border;
523
}
524
525
void Polygon2D::set_offset(const Vector2 &p_offset) {
526
offset = p_offset;
527
rect_cache_dirty = true;
528
queue_redraw();
529
}
530
531
Vector2 Polygon2D::get_offset() const {
532
return offset;
533
}
534
535
void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
536
Bone bone;
537
bone.path = p_path;
538
bone.weights = p_weights;
539
bone_weights.push_back(bone);
540
}
541
542
int Polygon2D::get_bone_count() const {
543
return bone_weights.size();
544
}
545
546
NodePath Polygon2D::get_bone_path(int p_index) const {
547
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
548
return bone_weights[p_index].path;
549
}
550
551
Vector<float> Polygon2D::get_bone_weights(int p_index) const {
552
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
553
return bone_weights[p_index].weights;
554
}
555
556
void Polygon2D::erase_bone(int p_idx) {
557
ERR_FAIL_INDEX(p_idx, bone_weights.size());
558
bone_weights.remove_at(p_idx);
559
}
560
561
void Polygon2D::clear_bones() {
562
bone_weights.clear();
563
}
564
565
void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
566
ERR_FAIL_INDEX(p_index, bone_weights.size());
567
bone_weights.write[p_index].weights = p_weights;
568
queue_redraw();
569
}
570
571
void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
572
ERR_FAIL_INDEX(p_index, bone_weights.size());
573
bone_weights.write[p_index].path = p_path;
574
queue_redraw();
575
}
576
577
Array Polygon2D::_get_bones() const {
578
Array bones;
579
for (int i = 0; i < get_bone_count(); i++) {
580
// Convert path property to String to avoid errors due to invalid node path in editor,
581
// because it's relative to the Skeleton2D node and not Polygon2D.
582
bones.push_back(String(get_bone_path(i)));
583
bones.push_back(get_bone_weights(i));
584
}
585
return bones;
586
}
587
588
void Polygon2D::_set_bones(const Array &p_bones) {
589
ERR_FAIL_COND(p_bones.size() & 1);
590
clear_bones();
591
for (int i = 0; i < p_bones.size(); i += 2) {
592
// Convert back from String to NodePath.
593
add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
594
}
595
}
596
597
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
598
if (skeleton == p_skeleton) {
599
return;
600
}
601
skeleton = p_skeleton;
602
queue_redraw();
603
}
604
605
NodePath Polygon2D::get_skeleton() const {
606
return skeleton;
607
}
608
609
#ifndef NAVIGATION_2D_DISABLED
610
void Polygon2D::navmesh_parse_init() {
611
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
612
if (!_navmesh_source_geometry_parser.is_valid()) {
613
_navmesh_source_geometry_parsing_callback = callable_mp_static(&Polygon2D::navmesh_parse_source_geometry);
614
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
615
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
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}
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}
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void Polygon2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
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Polygon2D *polygon_2d = Object::cast_to<Polygon2D>(p_node);
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if (polygon_2d == nullptr) {
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return;
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}
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NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
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if (parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH) {
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const Transform2D polygon_2d_xform = p_source_geometry_data->root_node_transform * polygon_2d->get_global_transform();
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Vector<Vector2> shape_outline = polygon_2d->get_polygon();
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for (int i = 0; i < shape_outline.size(); i++) {
633
shape_outline.write[i] = polygon_2d_xform.xform(shape_outline[i]);
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}
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p_source_geometry_data->add_obstruction_outline(shape_outline);
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}
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}
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#endif // NAVIGATION_2D_DISABLED
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void Polygon2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
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ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
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ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
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ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
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ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
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ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
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ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
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ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
661
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
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ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
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ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
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ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
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ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
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ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
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ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
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ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
673
ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
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ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
676
ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
679
ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
680
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ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
682
ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
683
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
684
ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
685
ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
686
ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
687
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
688
ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
689
690
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
691
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
692
693
ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
694
ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
695
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ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
697
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
698
699
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
700
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
701
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
702
703
ADD_GROUP("Texture", "texture_");
704
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, Texture2D::get_class_static()), "set_texture", "get_texture");
705
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
706
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
707
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");
708
709
ADD_GROUP("Skeleton", "");
710
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
711
712
ADD_GROUP("Invert", "invert_");
713
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_invert_enabled", "get_invert_enabled");
714
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
715
716
ADD_GROUP("Data", "");
717
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
718
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
719
ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
720
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons", PROPERTY_HINT_TYPE_STRING, "PackedInt32Array"), "set_polygons", "get_polygons");
721
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_bones", "_get_bones");
722
ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
723
}
724
725
Polygon2D::Polygon2D() {
726
mesh = RS::get_singleton()->mesh_create();
727
}
728
729
Polygon2D::~Polygon2D() {
730
// This will free the internally-allocated mesh instance, if allocated.
731
ERR_FAIL_NULL(RenderingServer::get_singleton());
732
RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
733
RS::get_singleton()->free_rid(mesh);
734
}
735
736