/*************************************************************************/ /* sprite_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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 (unsigned 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) { if (!node) { return; } 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); uv_lines.clear(); computed_vertices.clear(); computed_uv.clear(); computed_indices.clear(); Size2 img_size = Vector2(image->get_width(), image->get_height()); for (int j = 0; j < lines.size(); j++) { lines.write[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); } 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); } } } 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); make_visible(false); //sprite_editor->options->hide(); } SpriteEditorPlugin::~SpriteEditorPlugin() { }