diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/polygon_2d.cpp | 314 | ||||
-rw-r--r-- | scene/2d/polygon_2d.h | 10 | ||||
-rw-r--r-- | scene/main/node.cpp | 2 |
3 files changed, 256 insertions, 70 deletions
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp index b9f7c4972a..bfa82fa12e 100644 --- a/scene/2d/polygon_2d.cpp +++ b/scene/2d/polygon_2d.cpp @@ -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()) { @@ -196,7 +209,7 @@ void Polygon2D::_notification(int p_what) { 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); @@ -211,12 +224,15 @@ void Polygon2D::_notification(int p_what) { for (int i = 0; i < bone_weights.size(); i++) { if (bone_weights[i].weights.size() != points.size()) { continue; //different number of vertices, sorry not using. + print_line("wrong weight size"); } if (!skeleton_node->has_node(bone_weights[i].path)) { + print_line("no node"); continue; //node does not exist } Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path)); if (!bone) { + print_line("no bone"); continue; } @@ -258,93 +274,245 @@ 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 +530,15 @@ 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 +550,15 @@ 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 +761,8 @@ 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 +806,13 @@ 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 +829,13 @@ 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 +848,5 @@ Polygon2D::Polygon2D() { tex_scale = Vector2(1, 1); color = Color(1, 1, 1); rect_cache_dirty = true; + internal_vertices = 0; } diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h index b4b87358a0..c1d6ebe46e 100644 --- a/scene/2d/polygon_2d.h +++ b/scene/2d/polygon_2d.h @@ -40,7 +40,8 @@ class Polygon2D : public Node2D { PoolVector<Vector2> polygon; PoolVector<Vector2> uv; PoolVector<Color> vertex_colors; - PoolVector<int> splits; + Array polygons; + int internal_vertices; struct Bone { NodePath path; @@ -87,11 +88,14 @@ public: void set_polygon(const PoolVector<Vector2> &p_polygon); PoolVector<Vector2> get_polygon() const; + void set_internal_vertex_count(int p_count); + int get_internal_vertex_count() const; + void set_uv(const PoolVector<Vector2> &p_uv); PoolVector<Vector2> get_uv() const; - void set_splits(const PoolVector<int> &p_uv); - PoolVector<int> get_splits() const; + void set_polygons(const Array &p_polygons); + Array get_polygons() const; void set_color(const Color &p_color); Color get_color() const; diff --git a/scene/main/node.cpp b/scene/main/node.cpp index 89b740e9a9..ce40088539 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -1070,7 +1070,7 @@ String Node::_generate_serial_child_name(Node *p_child) { // Assign the base name + separator to name if we have numbers preceded by a separator if (nums.length() > 0 && name.substr(name_last_index, nnsep.length()) == nnsep) { - name = name.substr(0, name_last_index + nnsep.length()).strip_edges(); + name = name.substr(0, name_last_index + nnsep.length()); } else { nums = ""; } |