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authorJuan Linietsky <juan@godotengine.org>2018-02-21 09:38:21 -0300
committerJuan Linietsky <juan@godotengine.org>2018-02-21 09:39:09 -0300
commit9e3a1e5401f9f807085547de0ecc3f527610daa4 (patch)
treeac58cd4f27e9dfe8ed550dfce9bfc442f29cd05a /editor/plugins/sprite_editor_plugin.cpp
parent1c77fdcc8516cf2f0c5083d4840a684b9ad90958 (diff)
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
Diffstat (limited to 'editor/plugins/sprite_editor_plugin.cpp')
-rw-r--r--editor/plugins/sprite_editor_plugin.cpp396
1 files changed, 396 insertions, 0 deletions
diff --git a/editor/plugins/sprite_editor_plugin.cpp b/editor/plugins/sprite_editor_plugin.cpp
new file mode 100644
index 0000000000..77ad89a22b
--- /dev/null
+++ b/editor/plugins/sprite_editor_plugin.cpp
@@ -0,0 +1,396 @@
+#include "sprite_editor_plugin.h"
+
+#include "canvas_item_editor_plugin.h"
+#include "scene/2d/mesh_instance_2d.h"
+#include "scene/gui/box_container.h"
+#include "thirdparty/misc/clipper.hpp"
+
+void SpriteEditor::_node_removed(Node *p_node) {
+
+ if (p_node == node) {
+ node = NULL;
+ options->hide();
+ }
+}
+
+void SpriteEditor::edit(Sprite *p_sprite) {
+
+ node = p_sprite;
+}
+
+#define PRECISION 10.0
+
+Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
+ int size = points.size();
+ ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
+
+ ClipperLib::Path subj;
+ ClipperLib::PolyTree solution;
+ ClipperLib::PolyTree out;
+
+ for (int i = 0; i < points.size(); i++) {
+
+ subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
+ }
+ ClipperLib::ClipperOffset co;
+ co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
+ co.Execute(solution, epsilon * PRECISION);
+
+ ClipperLib::PolyNode *p = solution.GetFirst();
+
+ ERR_FAIL_COND_V(!p, points);
+
+ while (p->IsHole()) {
+ p = p->GetNext();
+ }
+
+ //turn the result into simply polygon (AKA, fix overlap)
+
+ //clamp into the specified rect
+ ClipperLib::Clipper cl;
+ cl.StrictlySimple(true);
+ cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
+ //create the clipping rect
+ ClipperLib::Path clamp;
+ clamp.push_back(ClipperLib::IntPoint(0, 0));
+ clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
+ clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
+ clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
+ cl.AddPath(clamp, ClipperLib::ptClip, true);
+ cl.Execute(ClipperLib::ctIntersection, out);
+
+ Vector<Vector2> outPoints;
+ ClipperLib::PolyNode *p2 = out.GetFirst();
+ while (p2->IsHole()) {
+ p2 = p2->GetNext();
+ }
+
+ int lasti = p2->Contour.size() - 1;
+ Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
+ for (int i = 0; i < p2->Contour.size(); i++) {
+
+ Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
+ if (cur.distance_to(prev) > 0.5) {
+ outPoints.push_back(cur);
+ prev = cur;
+ }
+ }
+ return outPoints;
+}
+
+void SpriteEditor::_menu_option(int p_option) {
+
+ switch (p_option) {
+ case MENU_OPTION_CREATE_MESH_2D: {
+
+ _update_mesh_data();
+ debug_uv_dialog->popup_centered();
+ debug_uv->update();
+
+ } break;
+ }
+}
+
+void SpriteEditor::_update_mesh_data() {
+
+ Ref<Texture> texture = node->get_texture();
+ if (texture.is_null()) {
+ err_dialog->set_text(TTR("Sprite is empty!"));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+
+ if (node->get_hframes() > 1 || node->get_vframes() > 1) {
+ err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh."));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+ Ref<Image> image = texture->get_data();
+ ERR_FAIL_COND(image.is_null());
+ Rect2 rect;
+ if (node->is_region())
+ rect = node->get_region_rect();
+ else
+ rect.size = Size2(image->get_width(), image->get_height());
+
+ Ref<BitMap> bm;
+ bm.instance();
+ bm->create_from_image_alpha(image);
+
+ int grow = island_merging->get_value();
+ if (grow > 0) {
+ bm->grow_mask(grow, rect);
+ }
+
+ float epsilon = simplification->get_value();
+
+ Vector<Vector<Vector2> > lines = bm->clip_opaque_to_polygons(rect, epsilon);
+
+ print_line("lines: " + itos(lines.size()));
+ uv_lines.clear();
+
+ computed_vertices.clear();
+ computed_indices.clear();
+
+ Size2 img_size = Vector2(image->get_width(), image->get_height());
+ for (int j = 0; j < lines.size(); j++) {
+ lines[j] = expand(lines[j], rect, epsilon);
+
+ int index_ofs = computed_vertices.size();
+
+ for (int i = 0; i < lines[j].size(); i++) {
+ Vector2 vtx = lines[j][i];
+ computed_uv.push_back(vtx / img_size);
+
+ vtx -= rect.position; //offset by rect position
+
+ //flip if flipped
+ if (node->is_flipped_h())
+ vtx.x = rect.size.x - vtx.x - 1.0;
+ if (node->is_flipped_v())
+ vtx.y = rect.size.y - vtx.y - 1.0;
+
+ if (node->is_centered())
+ vtx -= rect.size / 2.0;
+
+ computed_vertices.push_back(vtx);
+ }
+#if 0
+ Vector<Vector<Vector2> > polys = Geometry::decompose_polygon(lines[j]);
+ print_line("polygon: " + itos(polys.size()));
+
+ for (int i = 0; i < polys.size(); i++) {
+ for (int k = 0; k < polys[i].size(); k++) {
+
+ int idxn = (k + 1) % polys[i].size();
+ uv_lines.push_back(polys[i][k]);
+ uv_lines.push_back(polys[i][idxn]);
+ }
+ }
+#endif
+
+#if 1
+
+ Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
+
+ for (int i = 0; i < poly.size(); i += 3) {
+ for (int k = 0; k < 3; k++) {
+ int idx = i + k;
+ int idxn = i + (k + 1) % 3;
+ uv_lines.push_back(lines[j][poly[idx]]);
+ uv_lines.push_back(lines[j][poly[idxn]]);
+
+ computed_indices.push_back(poly[idx] + index_ofs);
+ }
+ }
+#endif
+
+#if 0
+ for (int i = 0; i < lines[j].size() - 1; i++) {
+ uv_lines.push_back(lines[j][i]);
+ uv_lines.push_back(lines[j][i + 1]);
+ }
+#endif
+ }
+
+ debug_uv->update();
+}
+
+void SpriteEditor::_create_mesh_node() {
+
+ if (computed_vertices.size() < 3) {
+ err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+
+ Ref<ArrayMesh> mesh;
+ mesh.instance();
+
+ Array a;
+ a.resize(Mesh::ARRAY_MAX);
+ a[Mesh::ARRAY_VERTEX] = computed_vertices;
+ a[Mesh::ARRAY_TEX_UV] = computed_uv;
+ a[Mesh::ARRAY_INDEX] = computed_indices;
+
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
+
+ MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
+ mesh_instance->set_mesh(mesh);
+ EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, mesh_instance);
+}
+
+#if 0
+void SpriteEditor::_create_uv_lines() {
+
+ Ref<Mesh> sprite = node->get_sprite();
+ ERR_FAIL_COND(!sprite.is_valid());
+
+ Set<SpriteEditorEdgeSort> edges;
+ uv_lines.clear();
+ for (int i = 0; i < sprite->get_surface_count(); i++) {
+ if (sprite->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
+ continue;
+ Array a = sprite->surface_get_arrays(i);
+
+ PoolVector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
+ if (uv.size() == 0) {
+ err_dialog->set_text(TTR("Model has no UV in this layer"));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+
+ PoolVector<Vector2>::Read r = uv.read();
+
+ PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
+ PoolVector<int>::Read ri;
+
+ int ic;
+ bool use_indices;
+
+ if (indices.size()) {
+ ic = indices.size();
+ ri = indices.read();
+ use_indices = true;
+ } else {
+ ic = uv.size();
+ use_indices = false;
+ }
+
+ for (int j = 0; j < ic; j += 3) {
+
+ for (int k = 0; k < 3; k++) {
+
+ SpriteEditorEdgeSort edge;
+ if (use_indices) {
+ edge.a = r[ri[j + k]];
+ edge.b = r[ri[j + ((k + 1) % 3)]];
+ } else {
+ edge.a = r[j + k];
+ edge.b = r[j + ((k + 1) % 3)];
+ }
+
+ if (edges.has(edge))
+ continue;
+
+ uv_lines.push_back(edge.a);
+ uv_lines.push_back(edge.b);
+ edges.insert(edge);
+ }
+ }
+ }
+
+ debug_uv_dialog->popup_centered_minsize();
+}
+#endif
+void SpriteEditor::_debug_uv_draw() {
+
+ if (uv_lines.size() == 0)
+ return;
+
+ Ref<Texture> tex = node->get_texture();
+ ERR_FAIL_COND(!tex.is_valid());
+ debug_uv->set_clip_contents(true);
+ debug_uv->draw_texture(tex, Point2());
+ debug_uv->set_custom_minimum_size(tex->get_size());
+ //debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
+ debug_uv->draw_multiline(uv_lines, Color(1.0, 0.8, 0.7));
+}
+
+void SpriteEditor::_bind_methods() {
+
+ ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
+ ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
+ ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
+ ClassDB::bind_method("_create_mesh_node", &SpriteEditor::_create_mesh_node);
+}
+
+SpriteEditor::SpriteEditor() {
+
+ options = memnew(MenuButton);
+
+ CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
+
+ options->set_text(TTR("Sprite"));
+ options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
+
+ options->get_popup()->add_item(TTR("Convert to 2D Mesh"), MENU_OPTION_CREATE_MESH_2D);
+
+ options->get_popup()->connect("id_pressed", this, "_menu_option");
+
+ err_dialog = memnew(AcceptDialog);
+ add_child(err_dialog);
+
+ debug_uv_dialog = memnew(ConfirmationDialog);
+ debug_uv_dialog->get_ok()->set_text(TTR("Create 2D Mesh"));
+ debug_uv_dialog->set_title("Mesh 2D Preview");
+ VBoxContainer *vb = memnew(VBoxContainer);
+ debug_uv_dialog->add_child(vb);
+ ScrollContainer *scroll = memnew(ScrollContainer);
+ scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
+ scroll->set_enable_h_scroll(true);
+ scroll->set_enable_v_scroll(true);
+ vb->add_margin_child(TTR("Preview:"), scroll, true);
+ debug_uv = memnew(Control);
+ debug_uv->connect("draw", this, "_debug_uv_draw");
+ scroll->add_child(debug_uv);
+ debug_uv_dialog->connect("confirmed", this, "_create_mesh_node");
+
+ HBoxContainer *hb = memnew(HBoxContainer);
+ hb->add_child(memnew(Label(TTR("Simplification: "))));
+ simplification = memnew(SpinBox);
+ simplification->set_min(0.01);
+ simplification->set_max(10.00);
+ simplification->set_step(0.01);
+ simplification->set_value(2);
+ hb->add_child(simplification);
+ hb->add_spacer();
+ hb->add_child(memnew(Label(TTR("Grow (Pixels): "))));
+ island_merging = memnew(SpinBox);
+ island_merging->set_min(0);
+ island_merging->set_max(10);
+ island_merging->set_step(1);
+ island_merging->set_value(2);
+ hb->add_child(island_merging);
+ hb->add_spacer();
+ update_preview = memnew(Button);
+ update_preview->set_text(TTR("Update Preview"));
+ update_preview->connect("pressed", this, "_update_mesh_data");
+ hb->add_child(update_preview);
+ vb->add_margin_child(TTR("Settings:"), hb);
+
+ add_child(debug_uv_dialog);
+}
+
+void SpriteEditorPlugin::edit(Object *p_object) {
+
+ sprite_editor->edit(Object::cast_to<Sprite>(p_object));
+}
+
+bool SpriteEditorPlugin::handles(Object *p_object) const {
+
+ return p_object->is_class("Sprite");
+}
+
+void SpriteEditorPlugin::make_visible(bool p_visible) {
+
+ if (p_visible) {
+ sprite_editor->options->show();
+ } else {
+
+ sprite_editor->options->hide();
+ sprite_editor->edit(NULL);
+ }
+}
+
+SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) {
+
+ editor = p_node;
+ sprite_editor = memnew(SpriteEditor);
+ editor->get_viewport()->add_child(sprite_editor);
+
+ //sprite_editor->options->hide();
+}
+
+SpriteEditorPlugin::~SpriteEditorPlugin() {
+}