/*************************************************************************/ /* line_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "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 &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 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 &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 Line2D::get_gradient() const { return _gradient; } void Line2D::set_texture(const Ref &texture) { _texture = texture; update(); } Ref 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 points; points.resize(_points.size()); int len = points.size(); { PoolVector::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(D_METHOD("set_points", "points"), &Line2D::set_points); ClassDB::bind_method(D_METHOD("get_points"), &Line2D::get_points); ClassDB::bind_method(D_METHOD("set_point_pos", "i", "pos"), &Line2D::set_point_pos); ClassDB::bind_method(D_METHOD("get_point_pos", "i"), &Line2D::get_point_pos); ClassDB::bind_method(D_METHOD("get_point_count"), &Line2D::get_point_count); ClassDB::bind_method(D_METHOD("add_point", "pos"), &Line2D::add_point); ClassDB::bind_method(D_METHOD("remove_point", "i"), &Line2D::remove_point); ClassDB::bind_method(D_METHOD("set_width", "width"), &Line2D::set_width); ClassDB::bind_method(D_METHOD("get_width"), &Line2D::get_width); ClassDB::bind_method(D_METHOD("set_default_color", "color"), &Line2D::set_default_color); ClassDB::bind_method(D_METHOD("get_default_color"), &Line2D::get_default_color); ClassDB::bind_method(D_METHOD("set_gradient", "color"), &Line2D::set_gradient); ClassDB::bind_method(D_METHOD("get_gradient"), &Line2D::get_gradient); ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Line2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Line2D::get_texture); ClassDB::bind_method(D_METHOD("set_texture_mode", "mode"), &Line2D::set_texture_mode); ClassDB::bind_method(D_METHOD("get_texture_mode"), &Line2D::get_texture_mode); ClassDB::bind_method(D_METHOD("set_joint_mode", "mode"), &Line2D::set_joint_mode); ClassDB::bind_method(D_METHOD("get_joint_mode"), &Line2D::get_joint_mode); ClassDB::bind_method(D_METHOD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode); ClassDB::bind_method(D_METHOD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode); ClassDB::bind_method(D_METHOD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode); ClassDB::bind_method(D_METHOD("get_end_cap_mode"), &Line2D::get_end_cap_mode); ClassDB::bind_method(D_METHOD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit); ClassDB::bind_method(D_METHOD("get_sharp_limit"), &Line2D::get_sharp_limit); ClassDB::bind_method(D_METHOD("set_round_precision", "precision"), &Line2D::set_round_precision); ClassDB::bind_method(D_METHOD("get_round_precision"), &Line2D::get_round_precision); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), "set_points", "get_points"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), "set_width", "get_width"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), "set_default_color", "get_default_color"); ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "ColorRamp"), "set_gradient", "get_gradient"); ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile"), "set_texture_mode", "get_texture_mode"); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round"), "set_joint_mode", "get_joint_mode"); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_begin_cap_mode", "get_begin_cap_mode"); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_end_cap_mode", "get_end_cap_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), "set_sharp_limit", "get_sharp_limit"); ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), "set_round_precision", "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(D_METHOD("_gradient_changed"), &Line2D::_gradient_changed); }