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-rw-r--r--scene/2d/polygon_2d.cpp317
1 files changed, 248 insertions, 69 deletions
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index fc0741cc5c..54b304f851 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -81,7 +81,11 @@ bool Polygon2D::_edit_use_rect() const {
bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
- return Geometry::is_point_in_polygon(p_point - get_offset(), Variant(polygon));
+ Vector<Vector2> polygon2d = Variant(polygon);
+ if (internal_vertices > 0) {
+ polygon2d.resize(polygon2d.size() - internal_vertices);
+ }
+ return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
void Polygon2D::_notification(int p_what) {
@@ -108,9 +112,17 @@ void Polygon2D::_notification(int p_what) {
Vector<int> bones;
Vector<float> weights;
- points.resize(polygon.size());
+ int len = polygon.size();
+ if ((invert || polygons.size() == 0) && internal_vertices > 0) {
+ //if no polygons are around, internal vertices must not be drawn, else let them be
+ len -= internal_vertices;
+ }
+
+ if (len <= 0) {
+ return;
+ }
+ points.resize(len);
- int len = points.size();
{
PoolVector<Vector2>::Read polyr = polygon.read();
@@ -177,7 +189,8 @@ void Polygon2D::_notification(int p_what) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
Size2 tex_size = texture->get_size();
- uvs.resize(points.size());
+
+ uvs.resize(len);
if (points.size() == uv.size()) {
@@ -194,9 +207,9 @@ void Polygon2D::_notification(int p_what) {
}
}
- if (!invert && bone_weights.size()) {
+ if (skeleton_node && !invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
- int vc = points.size();
+ int vc = len;
bones.resize(vc * 4);
weights.resize(vc * 4);
@@ -258,93 +271,245 @@ void Polygon2D::_notification(int p_what) {
}
Vector<Color> colors;
- int color_len = vertex_colors.size();
- colors.resize(len);
- {
+ if (vertex_colors.size() == points.size()) {
+ colors.resize(len);
PoolVector<Color>::Read color_r = vertex_colors.read();
- for (int i = 0; i < color_len && i < len; i++) {
+ for (int i = 0; i < len; i++) {
colors.write[i] = color_r[i];
}
- for (int i = color_len; i < len; i++) {
- colors.write[i] = color;
- }
+ } else {
+ colors.push_back(color);
}
// Vector<int> indices = Geometry::triangulate_polygon(points);
// VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
- if (invert || splits.size() == 0) {
+ if (invert || polygons.size() == 0) {
Vector<int> indices = Geometry::triangulate_polygon(points);
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
} else {
+ //draw individual polygons
+ Vector<int> total_indices;
+ for (int i = 0; i < polygons.size(); i++) {
+ PoolVector<int> src_indices = polygons[i];
+ int ic = src_indices.size();
+ if (ic < 3)
+ continue;
+ PoolVector<int>::Read r = src_indices.read();
+
+ Vector<Vector2> tmp_points;
+ tmp_points.resize(ic);
+
+ for (int j = 0; j < ic; j++) {
+ int idx = r[j];
+ ERR_CONTINUE(idx < 0 || idx >= points.size());
+ tmp_points.write[j] = points[r[j]];
+ }
+ Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
+ int ic2 = indices.size();
+ const int *r2 = indices.ptr();
+
+ int bic = total_indices.size();
+ total_indices.resize(bic + ic2);
+ int *w2 = total_indices.ptrw();
+
+ for (int j = 0; j < ic2; j++) {
+ w2[j + bic] = r[r2[j]];
+ }
+ }
+
+ if (total_indices.size()) {
+ 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());
+ }
+
+#if 0
//use splits
Vector<int> loop;
int sc = splits.size();
PoolVector<int>::Read r = splits.read();
- int last = points.size();
+
+ print_line("has splits, amount " + itos(splits.size()));
Vector<Vector<int> > loops;
- for (int i = 0; i < last; i++) {
+ // 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
+ // like this one -> x---o
+ // \ / \ .
+ // o---o
+ int base_point = -1;
+ {
+ int current_point = -1;
+ int base_point_prev_split = -1;
+
+
+ for (int i = 0; i < points.size(); i++) {
+
+ //find if this point is in a split
+ int split_index = -1;
+ bool has_prev_split = false;
+ int min_dist_to_end = 0x7FFFFFFF;
+
+ for (int j = 0; j < sc; j += 2) {
+
+ int split_pos = -1;
+ int split_end = -1;
+
+ if (r[j + 0] == i) { //found split in first point
+ split_pos = r[j + 0];
+ split_end = r[j + 1];
+ } else if (r[j + 1] == i) { //found split in second point
+ split_pos = r[j + 1];
+ split_end = r[j + 0];
+ }
+
+ if (split_pos == split_end) {
+ continue; //either nothing found or begin == end, this not a split in either case
+ }
+
+ if (j == base_point_prev_split) {
+ has_prev_split = true;
+ }
+
+ //compute distance from split pos to split end in current traversal direction
+ int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
+
+ if (dist_to_end < min_dist_to_end) {
+ //always keep the valid split with the least distance to the loop
+ min_dist_to_end = dist_to_end;
+ split_index = j;
+ }
+ }
+
+ if (split_index == -1) {
+ current_point = i; //no split here, we are testing this point
+ } else if (has_prev_split) {
+ base_point = current_point; // there is a split and it contains the previous visited split, success
+ break;
+ } else {
+ //invalidate current point and keep split
+ current_point = -1;
+ base_point_prev_split = split_index;
+ }
+ }
+ }
+
+ print_line("found base point: " + itos(base_point));
- int split;
- int min_end = -1;
+ if (base_point != -1) {
+ int point = base_point;
+ int last = base_point;
+ //go through all the points, find splits
do {
- loop.push_back(i);
+ int split;
+ int last_dist_to_end = -1; //maximum valid distance to end
- split = -1;
- int end = -1;
+ do {
- for (int j = 0; j < sc; j += 2) {
- if (r[j + 1] >= last)
- continue; //no longer valid
- if (min_end != -1 && r[j + 1] >= min_end)
- continue;
- if (r[j] == i) {
- if (split == -1 || r[j + 1] > end) {
- split = r[j];
- end = r[j + 1];
+ loop.push_back(point); //push current point
+
+ split = -1;
+ int end = -1;
+
+ int max_dist_to_end = 0;
+
+ //find if this point is in a split
+ for (int j = 0; j < sc; j += 2) {
+
+ int split_pos = -1;
+ int split_end = -1;
+
+ if (r[j + 0] == point) { //match first split index
+ split_pos = r[j + 0];
+ split_end = r[j + 1];
+ } else if (r[j + 1] == point) { //match second split index
+ split_pos = r[j + 1];
+ split_end = r[j + 0];
+ }
+
+ if (split_pos == split_end) {
+ continue; //either nothing found or begin == end, this not a split in either case
+ }
+
+ //compute distance from split pos to split end
+ int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
+
+ if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
+ //distance must be shorter than in last iteration, means we've tested this before so ignore
+ continue;
+ } else if (dist_to_end > max_dist_to_end) {
+ //always keep the valid point with the most distance (as long as it's valid)
+ max_dist_to_end = dist_to_end;
+ split = split_pos;
+ end = split_end;
}
}
- }
- if (split != -1) {
- for (int j = end; j < last; j++) {
- loop.push_back(j);
+ if (split != -1) {
+ //found a split!
+ int from = end;
+
+ //add points until last is reached
+ while (true) {
+ //find if point is in a split
+ loop.push_back(from);
+
+ if (from == last) {
+ break;
+ }
+
+ from++;
+ if (from >= points.size()) { //wrap if reached end
+ from = 0;
+ }
+
+ if (from == loop[0]) {
+ break; //end because we reached split source
+ }
+ }
+
+ loops.push_back(loop); //done with this loop
+ loop.clear();
+
+ last_dist_to_end = max_dist_to_end;
+ last = end; //algorithm can safely finish in this split point
}
- loops.push_back(loop);
- last = end + 1;
- loop.clear();
- min_end = end; //avoid this split from repeating
- }
- } while (split != -1);
+ } while (split != -1);
+
+ } while (point != last);
}
- if (loop.size()) {
+ if (loop.size() >=2 ) { //points remained
+ //points remain
+ loop.push_back(last); //no splits found, use last
loops.push_back(loop);
}
- Vector<int> indices;
+ print_line("total loops: " + itos(loops.size()));
- for (int i = 0; i < loops.size(); i++) {
- Vector<int> loop = loops[i];
- Vector<Vector2> vertices;
- vertices.resize(loop.size());
- for (int j = 0; j < vertices.size(); j++) {
- vertices.write[j] = points[loop[j]];
- }
- Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
- int from = indices.size();
- indices.resize(from + sub_indices.size());
- for (int j = 0; j < sub_indices.size(); j++) {
- indices.write[from + j] = loop[sub_indices[j]];
+ if (loops.size()) { //loops found
+ Vector<int> indices;
+
+ for (int i = 0; i < loops.size(); i++) {
+ Vector<int> loop = loops[i];
+ Vector<Vector2> vertices;
+ vertices.resize(loop.size());
+ for (int j = 0; j < vertices.size(); j++) {
+ vertices.write[j] = points[loop[j]];
+ }
+ Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
+ int from = indices.size();
+ indices.resize(from + sub_indices.size());
+ for (int j = 0; j < sub_indices.size(); j++) {
+ indices.write[from + j] = loop[sub_indices[j]];
+ }
}
- }
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ }
+#endif
}
} break;
@@ -362,6 +527,15 @@ PoolVector<Vector2> Polygon2D::get_polygon() const {
return polygon;
}
+void Polygon2D::set_internal_vertex_count(int p_count) {
+
+ internal_vertices = p_count;
+}
+
+int Polygon2D::get_internal_vertex_count() const {
+ return internal_vertices;
+}
+
void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
@@ -373,16 +547,15 @@ PoolVector<Vector2> Polygon2D::get_uv() const {
return uv;
}
-void Polygon2D::set_splits(const PoolVector<int> &p_splits) {
+void Polygon2D::set_polygons(const Array &p_polygons) {
- ERR_FAIL_COND(p_splits.size() & 1); //splits should be multiple of 2
- splits = p_splits;
+ polygons = p_polygons;
update();
}
-PoolVector<int> Polygon2D::get_splits() const {
+Array Polygon2D::get_polygons() const {
- return splits;
+ return polygons;
}
void Polygon2D::set_color(const Color &p_color) {
@@ -585,8 +758,8 @@ void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
- ClassDB::bind_method(D_METHOD("set_splits", "splits"), &Polygon2D::set_splits);
- ClassDB::bind_method(D_METHOD("get_splits"), &Polygon2D::get_splits);
+ ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
+ ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
@@ -630,14 +803,13 @@ void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
+ ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
+ ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
+
ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
- ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
ADD_GROUP("Texture", "");
@@ -654,7 +826,13 @@ void Polygon2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
+ ADD_GROUP("Data", "");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
}
Polygon2D::Polygon2D() {
@@ -667,4 +845,5 @@ Polygon2D::Polygon2D() {
tex_scale = Vector2(1, 1);
color = Color(1, 1, 1);
rect_cache_dirty = true;
+ internal_vertices = 0;
}