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-rw-r--r--scene/2d/line_2d.cpp307
-rw-r--r--scene/2d/line_2d.h80
-rw-r--r--scene/2d/line_builder.cpp563
-rw-r--r--scene/2d/line_builder.h76
4 files changed, 1026 insertions, 0 deletions
diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp
new file mode 100644
index 0000000000..9db3659133
--- /dev/null
+++ b/scene/2d/line_2d.cpp
@@ -0,0 +1,307 @@
+#include "line_2d.h"
+#include "core_string_names.h"
+
+
+// Needed so we can bind functions
+VARIANT_ENUM_CAST(LineJointMode)
+VARIANT_ENUM_CAST(LineCapMode)
+VARIANT_ENUM_CAST(LineTextureMode)
+
+
+Line2D::Line2D() : Node2D() {
+ _joint_mode = LINE_JOINT_SHARP;
+ _begin_cap_mode = LINE_CAP_NONE;
+ _end_cap_mode = LINE_CAP_NONE;
+ _width = 10;
+ _default_color = Color(0.4,0.5,1);
+ _sharp_limit = 2.f;
+ _round_precision = 8;
+}
+
+void Line2D::set_points(const PoolVector<Vector2> &p_points) {
+ _points = p_points;
+ update();
+}
+
+void Line2D::set_width(float width) {
+ if(width < 0.0)
+ width = 0.0;
+ _width = width;
+ update();
+}
+
+float Line2D::get_width() const {
+ return _width;
+}
+
+PoolVector<Vector2> Line2D::get_points() const {
+ return _points;
+}
+
+void Line2D::set_point_pos(int i, Vector2 pos) {
+ _points.set(i, pos);
+ update();
+}
+
+Vector2 Line2D::get_point_pos(int i) const {
+ return _points.get(i);
+}
+
+int Line2D::get_point_count() const {
+ return _points.size();
+}
+
+void Line2D::add_point(Vector2 pos) {
+ _points.append(pos);
+ update();
+}
+
+void Line2D::remove_point(int i) {
+ _points.remove(i);
+ update();
+}
+
+void Line2D::set_default_color(Color color) {
+ _default_color = color;
+ update();
+}
+
+Color Line2D::get_default_color() const {
+ return _default_color;
+}
+
+void Line2D::set_gradient(const Ref<ColorRamp>& gradient) {
+
+ // Cleanup previous connection if any
+ if(_gradient.is_valid()) {
+ (**_gradient).disconnect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
+ }
+
+ _gradient = gradient;
+
+ // Connect to the gradient so the line will update when the ColorRamp is changed
+ if(_gradient.is_valid()) {
+ (**_gradient).connect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
+ }
+
+ update();
+}
+
+Ref<ColorRamp> Line2D::get_gradient() const {
+ return _gradient;
+}
+
+void Line2D::set_texture(const Ref<Texture>& texture) {
+ _texture = texture;
+ update();
+}
+
+Ref<Texture> Line2D::get_texture() const {
+ return _texture;
+}
+
+void Line2D::set_texture_mode(const LineTextureMode mode) {
+ _texture_mode = mode;
+ update();
+}
+
+LineTextureMode Line2D::get_texture_mode() const {
+ return _texture_mode;
+}
+
+void Line2D::set_joint_mode(LineJointMode mode) {
+ _joint_mode = mode;
+ update();
+}
+
+LineJointMode Line2D::get_joint_mode() const {
+ return _joint_mode;
+}
+
+void Line2D::set_begin_cap_mode(LineCapMode mode) {
+ _begin_cap_mode = mode;
+ update();
+}
+
+LineCapMode Line2D::get_begin_cap_mode() const {
+ return _begin_cap_mode;
+}
+
+void Line2D::set_end_cap_mode(LineCapMode mode) {
+ _end_cap_mode = mode;
+ update();
+}
+
+LineCapMode Line2D::get_end_cap_mode() const {
+ return _end_cap_mode;
+}
+
+void Line2D::_notification(int p_what) {
+ switch(p_what) {
+ case NOTIFICATION_DRAW:
+ _draw();
+ break;
+ }
+}
+
+void Line2D::set_sharp_limit(float limit) {
+ if(limit < 0.f)
+ limit = 0.f;
+ _sharp_limit = limit;
+ update();
+}
+
+float Line2D::get_sharp_limit() const {
+ return _sharp_limit;
+}
+
+void Line2D::set_round_precision(int precision) {
+ if(precision < 1)
+ precision = 1;
+ _round_precision = precision;
+ update();
+}
+
+int Line2D::get_round_precision() const {
+ return _round_precision;
+}
+
+void Line2D::_draw() {
+ if(_points.size() <= 1 || _width == 0.f)
+ return;
+
+ // TODO Is this really needed?
+ // Copy points for faster access
+ Vector<Vector2> points;
+ points.resize(_points.size());
+ int len = points.size(); {
+ PoolVector<Vector2>::Read points_read = _points.read();
+ for(int i = 0; i < len; ++i) {
+ points[i] = points_read[i];
+ }
+ }
+
+ // TODO Maybe have it as member rather than copying parameters and allocating memory?
+ LineBuilder lb;
+ lb.points = points;
+ lb.default_color = _default_color;
+ lb.gradient = *_gradient;
+ lb.texture_mode = _texture_mode;
+ lb.joint_mode = _joint_mode;
+ lb.begin_cap_mode = _begin_cap_mode;
+ lb.end_cap_mode = _end_cap_mode;
+ lb.round_precision = _round_precision;
+ lb.sharp_limit = _sharp_limit;
+ lb.width = _width;
+
+ lb.build();
+
+ RID texture_rid;
+ if(_texture.is_valid())
+ texture_rid = (**_texture).get_rid();
+
+ VS::get_singleton()->canvas_item_add_triangle_array(
+ get_canvas_item(),
+ lb.indices,
+ lb.vertices,
+ lb.colors,
+ lb.uvs,
+ texture_rid);
+
+ // DEBUG
+ // Draw wireframe
+// if(lb.indices.size() % 3 == 0) {
+// Color col(0,0,0);
+// for(int i = 0; i < lb.indices.size(); i += 3) {
+// int vi = lb.indices[i];
+// int lbvsize = lb.vertices.size();
+// Vector2 a = lb.vertices[lb.indices[i]];
+// Vector2 b = lb.vertices[lb.indices[i+1]];
+// Vector2 c = lb.vertices[lb.indices[i+2]];
+// draw_line(a, b, col);
+// draw_line(b, c, col);
+// draw_line(c, a, col);
+// }
+// for(int i = 0; i < lb.vertices.size(); ++i) {
+// Vector2 p = lb.vertices[i];
+// draw_rect(Rect2(p.x-1, p.y-1, 2, 2), Color(0,0,0,0.5));
+// }
+// }
+}
+
+void Line2D::_gradient_changed() {
+ update();
+}
+
+// static
+void Line2D::_bind_methods() {
+
+ ClassDB::bind_method(_MD("set_points","points"), &Line2D::set_points);
+ ClassDB::bind_method(_MD("get_points"), &Line2D::get_points);
+
+ ClassDB::bind_method(_MD("set_point_pos","i", "pos"), &Line2D::set_point_pos);
+ ClassDB::bind_method(_MD("get_point_pos", "i"), &Line2D::get_point_pos);
+
+ ClassDB::bind_method(_MD("get_point_count"), &Line2D::get_point_count);
+
+ ClassDB::bind_method(_MD("add_point", "pos"), &Line2D::add_point);
+ ClassDB::bind_method(_MD("remove_point", "i"), &Line2D::remove_point);
+
+ ClassDB::bind_method(_MD("set_width","width"), &Line2D::set_width);
+ ClassDB::bind_method(_MD("get_width"), &Line2D::get_width);
+
+ ClassDB::bind_method(_MD("set_default_color", "color"), &Line2D::set_default_color);
+ ClassDB::bind_method(_MD("get_default_color"), &Line2D::get_default_color);
+
+ ClassDB::bind_method(_MD("set_gradient", "color"), &Line2D::set_gradient);
+ ClassDB::bind_method(_MD("get_gradient"), &Line2D::get_gradient);
+
+ ClassDB::bind_method(_MD("set_texture", "texture"), &Line2D::set_texture);
+ ClassDB::bind_method(_MD("get_texture"), &Line2D::get_texture);
+
+ ClassDB::bind_method(_MD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
+ ClassDB::bind_method(_MD("get_texture_mode"), &Line2D::get_texture_mode);
+
+ ClassDB::bind_method(_MD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
+ ClassDB::bind_method(_MD("get_joint_mode"), &Line2D::get_joint_mode);
+
+ ClassDB::bind_method(_MD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
+ ClassDB::bind_method(_MD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
+
+ ClassDB::bind_method(_MD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
+ ClassDB::bind_method(_MD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
+
+ ClassDB::bind_method(_MD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
+ ClassDB::bind_method(_MD("get_sharp_limit"), &Line2D::get_sharp_limit);
+
+ ClassDB::bind_method(_MD("set_round_precision", "precision"), &Line2D::set_round_precision);
+ ClassDB::bind_method(_MD("get_round_precision"), &Line2D::get_round_precision);
+
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), _SCS("set_points"), _SCS("get_points"));
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), _SCS("set_width"), _SCS("get_width"));
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), _SCS("set_default_color"), _SCS("get_default_color"));
+ ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "ColorRamp"), _SCS("set_gradient"), _SCS("get_gradient" ) );
+ ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture" ) );
+ ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile" ), _SCS("set_texture_mode"),_SCS("get_texture_mode" ) );
+ ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round" ), _SCS("set_joint_mode"),_SCS("get_joint_mode" ) );
+ ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_begin_cap_mode"),_SCS("get_begin_cap_mode" ) );
+ ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_end_cap_mode"),_SCS("get_end_cap_mode" ) );
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), _SCS("set_sharp_limit"), _SCS("get_sharp_limit"));
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), _SCS("set_round_precision"), _SCS("get_round_precision"));
+
+ BIND_CONSTANT(LINE_JOINT_SHARP);
+ BIND_CONSTANT(LINE_JOINT_BEVEL);
+ BIND_CONSTANT(LINE_JOINT_ROUND);
+
+ BIND_CONSTANT(LINE_CAP_NONE);
+ BIND_CONSTANT(LINE_CAP_BOX);
+ BIND_CONSTANT(LINE_CAP_ROUND);
+
+ BIND_CONSTANT(LINE_TEXTURE_NONE);
+ BIND_CONSTANT(LINE_TEXTURE_TILE);
+
+ ClassDB::bind_method(_MD("_gradient_changed"), &Line2D::_gradient_changed);
+
+}
+
+
diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h
new file mode 100644
index 0000000000..f4e2eb7a55
--- /dev/null
+++ b/scene/2d/line_2d.h
@@ -0,0 +1,80 @@
+#ifndef LINE2D_H
+#define LINE2D_H
+
+#include "node_2d.h"
+#include "line_builder.h"
+
+
+class Line2D : public Node2D {
+
+ GDCLASS(Line2D, Node2D)
+
+public:
+ Line2D();
+
+ void set_points(const PoolVector<Vector2> & p_points);
+ PoolVector<Vector2> get_points() const;
+
+ void set_point_pos(int i, Vector2 pos);
+ Vector2 get_point_pos(int i) const;
+
+ int get_point_count() const;
+
+ void add_point(Vector2 pos);
+ void remove_point(int i);
+
+ void set_width(float width);
+ float get_width() const;
+
+ void set_default_color(Color color);
+ Color get_default_color() const;
+
+ void set_gradient(const Ref<ColorRamp>& gradient);
+ Ref<ColorRamp> get_gradient() const;
+
+ void set_texture(const Ref<Texture>& texture);
+ Ref<Texture> get_texture() const;
+
+ void set_texture_mode(const LineTextureMode mode);
+ LineTextureMode get_texture_mode() const;
+
+ void set_joint_mode(LineJointMode mode);
+ LineJointMode get_joint_mode() const;
+
+ void set_begin_cap_mode(LineCapMode mode);
+ LineCapMode get_begin_cap_mode() const;
+
+ void set_end_cap_mode(LineCapMode mode);
+ LineCapMode get_end_cap_mode() const;
+
+ void set_sharp_limit(float limit);
+ float get_sharp_limit() const;
+
+ void set_round_precision(int precision);
+ int get_round_precision() const;
+
+protected:
+ void _notification(int p_what);
+ void _draw();
+
+ static void _bind_methods();
+
+private:
+ void _gradient_changed();
+
+private:
+ PoolVector<Vector2> _points;
+ LineJointMode _joint_mode;
+ LineCapMode _begin_cap_mode;
+ LineCapMode _end_cap_mode;
+ float _width;
+ Color _default_color;
+ Ref<ColorRamp> _gradient;
+ Ref<Texture> _texture;
+ LineTextureMode _texture_mode;
+ float _sharp_limit;
+ int _round_precision;
+
+};
+
+#endif // LINE2D_H
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
new file mode 100644
index 0000000000..230f72cccd
--- /dev/null
+++ b/scene/2d/line_builder.cpp
@@ -0,0 +1,563 @@
+#include "line_builder.h"
+
+//----------------------------------------------------------------------------
+// Util
+//----------------------------------------------------------------------------
+
+enum SegmentIntersectionResult {
+ SEGMENT_PARALLEL = 0,
+ SEGMENT_NO_INTERSECT = 1,
+ SEGMENT_INTERSECT = 2
+};
+
+static SegmentIntersectionResult segment_intersection(
+ Vector2 a, Vector2 b, Vector2 c, Vector2 d,
+ Vector2 * out_intersection)
+{
+ // http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
+ Vector2 cd = d - c;
+ Vector2 ab = b - a;
+ float div = cd.y*ab.x - cd.x*ab.y;
+
+ if(Math::abs(div) > 0.001f) {
+ float ua = (cd.x * (a.y-c.y) - cd.y * (a.x-c.x)) / div;
+ float ub = (ab.x * (a.y-c.y) - ab.y * (a.x-c.x)) / div;
+ *out_intersection = a + ua * ab;
+ if(ua >= 0.f && ua <= 1.f &&
+ ub >= 0.f && ub <= 1.f)
+ return SEGMENT_INTERSECT;
+ return SEGMENT_NO_INTERSECT;
+ }
+
+ return SEGMENT_PARALLEL;
+}
+
+// TODO I'm pretty sure there is an even faster way to swap things
+template <typename T>
+static inline void swap(T & a, T & b) {
+ T tmp = a;
+ a = b;
+ b = tmp;
+}
+
+static float calculate_total_distance(const Vector<Vector2> & points) {
+ float d = 0.f;
+ for(int i = 1; i < points.size(); ++i) {
+ d += points[i].distance_to(points[i-1]);
+ }
+ return d;
+}
+
+static inline Vector2 rotate90(const Vector2 & v) {
+ // Note: the 2D referential is X-right, Y-down
+ return Vector2(v.y, -v.x);
+}
+
+static inline Vector2 interpolate(const Rect2 & r, const Vector2 & v) {
+ return Vector2(
+ Math::lerp(r.get_pos().x, r.get_pos().x + r.get_size().x, v.x),
+ Math::lerp(r.get_pos().y, r.get_pos().y + r.get_size().y, v.y)
+ );
+}
+
+//----------------------------------------------------------------------------
+// LineBuilder
+//----------------------------------------------------------------------------
+
+LineBuilder::LineBuilder() {
+ joint_mode = LINE_JOINT_SHARP;
+ width = 10;
+ default_color = Color(0.4,0.5,1);
+ gradient = NULL;
+ sharp_limit = 2.f;
+ round_precision = 8;
+ begin_cap_mode = LINE_CAP_NONE;
+ end_cap_mode = LINE_CAP_NONE;
+
+ _interpolate_color = false;
+ _last_index[0] = 0;
+ _last_index[1] = 0;
+}
+
+
+void LineBuilder::clear_output() {
+ vertices.clear();
+ colors.clear();
+ indices.clear();
+}
+
+void LineBuilder::build() {
+
+ // Need at least 2 points to draw a line
+ if(points.size() < 2) {
+ clear_output();
+ return;
+ }
+
+ const float hw = width / 2.f;
+ const float hw_sq = hw*hw;
+ const float sharp_limit_sq = sharp_limit * sharp_limit;
+ const int len = points.size();
+
+ // Initial values
+
+ Vector2 pos0 = points[0];
+ Vector2 pos1 = points[1];
+ Vector2 f0 = (pos1 - pos0).normalized();
+ Vector2 u0 = rotate90(f0);
+ Vector2 pos_up0 = pos0 + u0 * hw;
+ Vector2 pos_down0 = pos0 - u0 * hw;
+
+ Color color0;
+ Color color1;
+
+ float current_distance0 = 0.f;
+ float current_distance1 = 0.f;
+ float total_distance;
+ _interpolate_color = gradient != NULL;
+ bool distance_required = _interpolate_color || texture_mode == LINE_TEXTURE_TILE;
+ if(distance_required)
+ total_distance = calculate_total_distance(points);
+ if(_interpolate_color)
+ color0 = gradient->get_color(0);
+ else
+ colors.push_back(default_color);
+
+ float uvx0 = 0.f;
+ float uvx1 = 0.f;
+
+ // Begin cap
+ if(begin_cap_mode == LINE_CAP_BOX) {
+ // Push back first vertices a little bit
+ pos_up0 -= f0 * hw;
+ pos_down0 -= f0 * hw;
+ // The line's outer length will be a little higher due to begin and end caps
+ total_distance += width;
+ current_distance0 += hw;
+ current_distance1 = current_distance0;
+ }
+ else if(begin_cap_mode == LINE_CAP_ROUND) {
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx0 = 0.5f;
+ }
+ new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, 1.f, 1.f));
+ total_distance += width;
+ current_distance0 += hw;
+ current_distance1 = current_distance0;
+ }
+
+ strip_begin(pos_up0, pos_down0, color0, uvx0);
+
+ // pos_up0 ------------- pos_up1 --------------------
+ // | |
+ // pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
+ // | |
+ // pos_down0 ------------ pos_down1 ------------------
+ //
+ // i-1 i i+1
+
+ // http://labs.hyperandroid.com/tag/opengl-lines
+ // (not the same implementation but visuals help a lot)
+
+ // For each additional segment
+ for(int i = 1; i < len-1; ++i) {
+
+ pos1 = points[i];
+ Vector2 pos2 = points[i+1];
+
+ Vector2 f1 = (pos2 - pos1).normalized();
+ Vector2 u1 = rotate90(f1);
+
+ // Determine joint orientation
+ const float dp = u0.dot(f1);
+ const Orientation orientation = (dp > 0.f ? UP : DOWN);
+
+ Vector2 inner_normal0, inner_normal1;
+ if(orientation == UP) {
+ inner_normal0 = u0 * hw;
+ inner_normal1 = u1 * hw;
+ }
+ else {
+ inner_normal0 = -u0 * hw;
+ inner_normal1 = -u1 * hw;
+ }
+
+ // ---------------------------
+ // /
+ // 0 / 1
+ // / /
+ // --------------------x------ /
+ // / / (here shown with orientation == DOWN)
+ // / /
+ // / /
+ // / /
+ // 2 /
+ // /
+
+ // Find inner intersection at the joint
+ Vector2 corner_pos_in, corner_pos_out;
+ SegmentIntersectionResult intersection_result = segment_intersection(
+ pos0 + inner_normal0, pos1 + inner_normal0,
+ pos1 + inner_normal1, pos2 + inner_normal1,
+ &corner_pos_in);
+
+ if(intersection_result == SEGMENT_INTERSECT)
+ // Inner parts of the segments intersect
+ corner_pos_out = 2.f * pos1 - corner_pos_in;
+ else {
+ // No intersection, segments are either parallel or too sharp
+ corner_pos_in = pos1 + inner_normal0;
+ corner_pos_out = pos1 - inner_normal0;
+ }
+
+ Vector2 corner_pos_up, corner_pos_down;
+ if(orientation == UP) {
+ corner_pos_up = corner_pos_in;
+ corner_pos_down = corner_pos_out;
+ }
+ else {
+ corner_pos_up = corner_pos_out;
+ corner_pos_down = corner_pos_in;
+ }
+
+ LineJointMode current_joint_mode = joint_mode;
+
+ Vector2 pos_up1, pos_down1;
+ if(intersection_result == SEGMENT_INTERSECT) {
+ // Fallback on bevel if sharp angle is too high (because it would produce very long miters)
+ if(current_joint_mode == LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / hw_sq > sharp_limit_sq) {
+ current_joint_mode = LINE_JOINT_BEVEL;
+ }
+ if(current_joint_mode == LINE_JOINT_SHARP) {
+ // In this case, we won't create joint geometry,
+ // The previous and next line quads will directly share an edge.
+ pos_up1 = corner_pos_up;
+ pos_down1 = corner_pos_down;
+ }
+ else {
+ // Bevel or round
+ if(orientation == UP) {
+ pos_up1 = corner_pos_up;
+ pos_down1 = pos1 - u0 * hw;
+ }
+ else {
+ pos_up1 = pos1 + u0 * hw;
+ pos_down1 = corner_pos_down;
+ }
+ }
+ }
+ else {
+ // No intersection: fallback
+ pos_up1 = corner_pos_up;
+ pos_down1 = corner_pos_down;
+ }
+
+ // Add current line body quad
+ // Triangles are clockwise
+ if(distance_required) {
+ current_distance1 += pos0.distance_to(pos1);
+ }
+ if(_interpolate_color) {
+ color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
+ }
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx0 = current_distance0 / width;
+ uvx1 = current_distance1 / width;
+ }
+
+ strip_add_quad(pos_up1, pos_down1, color1, uvx1);
+
+ // Swap vars for use in the next line
+ color0 = color1;
+ u0 = u1;
+ f0 = f1;
+ pos0 = pos1;
+ current_distance0 = current_distance1;
+ if(intersection_result == SEGMENT_INTERSECT) {
+ if(current_joint_mode == LINE_JOINT_SHARP) {
+ pos_up0 = pos_up1;
+ pos_down0 = pos_down1;
+ }
+ else {
+ if(orientation == UP) {
+ pos_up0 = corner_pos_up;
+ pos_down0 = pos1 - u1 * hw;
+ }
+ else {
+ pos_up0 = pos1 + u1 * hw;
+ pos_down0 = corner_pos_down;
+ }
+ }
+ }
+ else {
+ pos_up0 = pos1 + u1 * hw;
+ pos_down0 = pos1 - u1 * hw;
+ }
+ // From this point, bu0 and bd0 concern the next segment
+
+ // Add joint geometry
+ if(current_joint_mode != LINE_JOINT_SHARP) {
+
+ // ________________ cbegin
+ // / \
+ // / \
+ // ____________/_ _ _\ cend
+ // | |
+ // | |
+ // | |
+
+ Vector2 cbegin, cend;
+ if(orientation == UP) {
+ cbegin = pos_down1;
+ cend = pos_down0;
+ }
+ else {
+ cbegin = pos_up1;
+ cend = pos_up0;
+ }
+
+ if(current_joint_mode == LINE_JOINT_BEVEL) {
+ strip_add_tri(cend, orientation);
+ }
+ else if(current_joint_mode == LINE_JOINT_ROUND) {
+ Vector2 vbegin = cbegin - pos1;
+ Vector2 vend = cend - pos1;
+ strip_add_arc(pos1, vend.angle_to(vbegin), orientation);
+ }
+
+ if(intersection_result != SEGMENT_INTERSECT)
+ // In this case the joint is too fucked up to be re-used,
+ // start again the strip with fallback points
+ strip_begin(pos_up0, pos_down0, color1, uvx1);
+ }
+ }
+
+ // Last (or only) segment
+
+ pos1 = points[points.size()-1];
+
+ Vector2 pos_up1 = pos1 + u0 * hw;
+ Vector2 pos_down1 = pos1 - u0 * hw;
+
+ // End cap (box)
+ if(end_cap_mode == LINE_CAP_BOX) {
+ pos_up1 += f0 * hw;
+ pos_down1 += f0 * hw;
+ }
+
+ if(distance_required) {
+ current_distance1 += pos0.distance_to(pos1);
+ }
+ if(_interpolate_color) {
+ color1 = gradient->get_color(gradient->get_points_count()-1);
+ }
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx1 = current_distance1 / width;
+ }
+
+ strip_add_quad(pos_up1, pos_down1, color1, uvx1);
+
+ // End cap (round)
+ if(end_cap_mode == LINE_CAP_ROUND) {
+ // Note: color is not used in case we don't interpolate...
+ Color color = _interpolate_color ? gradient->get_color(gradient->get_points_count()-1) : Color(0,0,0);
+ new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1-0.5f, 0.f, 1.f, 1.f));
+ }
+}
+
+void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(Vector2(uvx, 0.f));
+ uvs.push_back(Vector2(uvx, 1.f));
+ }
+
+ _last_index[UP] = vi;
+ _last_index[DOWN] = vi+1;
+}
+
+void LineBuilder::strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(vertices[_last_index[UP]]);
+ vertices.push_back(vertices[_last_index[DOWN]]);
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(uvs[_last_index[UP]]);
+ uvs.push_back(uvs[_last_index[DOWN]]);
+ uvs.push_back(Vector2(uvx, UP));
+ uvs.push_back(Vector2(uvx, DOWN));
+ }
+
+ indices.push_back(vi);
+ indices.push_back(vi+3);
+ indices.push_back(vi+1);
+ indices.push_back(vi);
+ indices.push_back(vi+2);
+ indices.push_back(vi+3);
+
+ _last_index[UP] = vi+2;
+ _last_index[DOWN] = vi+3;
+}
+
+void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(Vector2(uvx, 0.f));
+ uvs.push_back(Vector2(uvx, 1.f));
+ }
+
+ indices.push_back(_last_index[UP]);
+ indices.push_back(vi+1);
+ indices.push_back(_last_index[DOWN]);
+ indices.push_back(_last_index[UP]);
+ indices.push_back(vi);
+ indices.push_back(vi+1);
+
+ _last_index[UP] = vi;
+ _last_index[DOWN] = vi+1;
+}
+
+void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+
+ if(_interpolate_color) {
+ colors.push_back(colors[colors.size()-1]);
+ }
+
+ Orientation opposite_orientation = orientation == UP ? DOWN : UP;
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ // UVs are just one slice of the texture all along
+ // (otherwise we can't share the bottom vertice)
+ uvs.push_back(uvs[_last_index[opposite_orientation]]);
+ }
+
+ indices.push_back(_last_index[opposite_orientation]);
+ indices.push_back(vi);
+ indices.push_back(_last_index[orientation]);
+
+ _last_index[opposite_orientation] = vi;
+}
+
+void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
+
+ // Take the two last vertices and extrude an arc made of triangles
+ // that all share one of the initial vertices
+
+ Orientation opposite_orientation = orientation == UP ? DOWN : UP;
+ Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
+ float radius = vbegin.length();
+ float angle_step = Math_PI / static_cast<float>(round_precision);
+ float steps = Math::abs(angle_delta) / angle_step;
+
+ if(angle_delta < 0.f)
+ angle_step = -angle_step;
+
+ float t = vbegin.angle_to(Vector2(1, 0));
+ float end_angle = t + angle_delta;
+ Vector2 rpos(0,0);
+
+ // Arc vertices
+ for(int ti = 0; ti < steps; ++ti, t += angle_step) {
+ rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
+ strip_add_tri(rpos, orientation);
+ }
+
+ // Last arc vertice
+ rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
+ strip_add_tri(rpos, orientation);
+}
+
+void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
+
+ // Make a standalone arc that doesn't use existing vertices,
+ // with undistorted UVs from withing a square section
+
+ float radius = vbegin.length();
+ float angle_step = Math_PI / static_cast<float>(round_precision);
+ float steps = Math::abs(angle_delta) / angle_step;
+
+ if(angle_delta < 0.f)
+ angle_step = -angle_step;
+
+ float t = vbegin.angle_to(Vector2(1, 0));
+ float end_angle = t + angle_delta;
+ Vector2 rpos(0,0);
+ float tt_begin = -Math_PI / 2.f;
+ float tt = tt_begin;
+
+ // Center vertice
+ int vi = vertices.size();
+ vertices.push_back(center);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE)
+ uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
+
+ // Arc vertices
+ for(int ti = 0; ti < steps; ++ti, t += angle_step) {
+ Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
+ rpos = center + sc * radius;
+
+ vertices.push_back(rpos);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
+ uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
+ tt += angle_step;
+ }
+ }
+
+ // Last arc vertice
+ Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
+ rpos = center + sc * radius;
+ vertices.push_back(rpos);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ tt = tt_begin + angle_delta;
+ Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
+ uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
+ }
+
+ // Make up triangles
+ int vi0 = vi;
+ for(int ti = 0; ti < steps; ++ti) {
+ indices.push_back(vi0);
+ indices.push_back(++vi);
+ indices.push_back(vi+1);
+ }
+}
+
+
diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h
new file mode 100644
index 0000000000..73419f88d8
--- /dev/null
+++ b/scene/2d/line_builder.h
@@ -0,0 +1,76 @@
+#ifndef LINE_BUILDER_H
+#define LINE_BUILDER_H
+
+#include "math_2d.h"
+#include "color.h"
+#include "scene/resources/color_ramp.h"
+
+enum LineJointMode {
+ LINE_JOINT_SHARP = 0,
+ LINE_JOINT_BEVEL,
+ LINE_JOINT_ROUND
+};
+
+enum LineCapMode {
+ LINE_CAP_NONE = 0,
+ LINE_CAP_BOX,
+ LINE_CAP_ROUND
+};
+
+enum LineTextureMode {
+ LINE_TEXTURE_NONE = 0,
+ LINE_TEXTURE_TILE
+ // TODO STRETCH mode
+};
+
+class LineBuilder {
+public:
+ // TODO Move in a struct and reference it
+ // Input
+ Vector<Vector2> points;
+ LineJointMode joint_mode;
+ LineCapMode begin_cap_mode;
+ LineCapMode end_cap_mode;
+ float width;
+ Color default_color;
+ ColorRamp* gradient;
+ LineTextureMode texture_mode;
+ float sharp_limit;
+ int round_precision;
+ // TODO offset_joints option (offers alternative implementation of round joints)
+
+ // TODO Move in a struct and reference it
+ // Output
+ Vector<Vector2> vertices;
+ Vector<Color> colors;
+ Vector<Vector2> uvs;
+ Vector<int> indices;
+
+ LineBuilder();
+
+ void build();
+ void clear_output();
+
+private:
+ enum Orientation {
+ UP = 0,
+ DOWN = 1
+ };
+
+ // Triangle-strip methods
+ void strip_begin(Vector2 up, Vector2 down, Color color, float uvx);
+ void strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx);
+ void strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx);
+ void strip_add_tri(Vector2 up, Orientation orientation);
+ void strip_add_arc(Vector2 center, float angle_delta, Orientation orientation);
+
+ void new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect);
+
+private:
+ bool _interpolate_color;
+ int _last_index[2]; // Index of last up and down vertices of the strip
+
+};
+
+
+#endif // LINE_BUILDER_H