/*************************************************************************/ /* node_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "node_2d.h" #include "message_queue.h" #include "scene/gui/control.h" #include "scene/main/viewport.h" #include "servers/visual_server.h" void Node2D::edit_set_pivot(const Point2 &p_pivot) { } Point2 Node2D::edit_get_pivot() const { return Point2(); } bool Node2D::edit_has_pivot() const { return false; } Variant Node2D::edit_get_state() const { Array state; state.push_back(get_position()); state.push_back(get_rotation()); state.push_back(get_scale()); return state; } void Node2D::edit_set_state(const Variant &p_state) { Array state = p_state; ERR_FAIL_COND(state.size() != 3); pos = state[0]; angle = state[1]; _scale = state[2]; _update_transform(); _change_notify("rotation"); _change_notify("rotation_deg"); _change_notify("scale"); _change_notify("position"); } void Node2D::edit_set_rect(const Rect2 &p_edit_rect) { Rect2 r = get_item_rect(); Vector2 zero_offset; if (r.size.x != 0) zero_offset.x = -r.position.x / r.size.x; if (r.size.y != 0) zero_offset.y = -r.position.y / r.size.y; Size2 new_scale(1, 1); if (r.size.x != 0) new_scale.x = p_edit_rect.size.x / r.size.x; if (r.size.y != 0) new_scale.y = p_edit_rect.size.y / r.size.y; Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset; //p_edit_rect.pos - r.pos; Transform2D postxf; postxf.set_rotation_and_scale(angle, _scale); new_pos = postxf.xform(new_pos); pos += new_pos; _scale *= new_scale; _update_transform(); _change_notify("scale"); _change_notify("position"); } void Node2D::edit_rotate(float p_rot) { angle += p_rot; _update_transform(); _change_notify("rotation"); _change_notify("rotation_deg"); } void Node2D::_update_xform_values() { pos = _mat.elements[2]; angle = _mat.get_rotation(); _scale = _mat.get_scale(); _xform_dirty = false; } void Node2D::_update_transform() { Transform2D mat(angle, pos); _mat.set_rotation_and_scale(angle, _scale); _mat.elements[2] = pos; VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat); if (!is_inside_tree()) return; _notify_transform(); } void Node2D::set_position(const Point2 &p_pos) { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); pos = p_pos; _update_transform(); _change_notify("position"); } void Node2D::set_rotation(float p_radians) { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); angle = p_radians; _update_transform(); _change_notify("rotation"); _change_notify("rotation_deg"); } void Node2D::set_rotation_in_degrees(float p_degrees) { set_rotation(Math::deg2rad(p_degrees)); } // Kept for compatibility after rename to set_rotd. // Could be removed after a couple releases. void Node2D::_set_rotd(float p_degrees) { WARN_PRINT("Deprecated method Node2D._set_rotd(): This method was renamed to set_rotd. Please adapt your code accordingly, as the old method will be obsoleted."); set_rotation_in_degrees(p_degrees); } void Node2D::set_scale(const Size2 &p_scale) { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); _scale = p_scale; if (_scale.x == 0) _scale.x = CMP_EPSILON; if (_scale.y == 0) _scale.y = CMP_EPSILON; _update_transform(); _change_notify("scale"); } Point2 Node2D::get_position() const { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); return pos; } float Node2D::get_rotation() const { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); return angle; } float Node2D::get_rotation_in_degrees() const { return Math::rad2deg(get_rotation()); } // Kept for compatibility after rename to get_rotd. // Could be removed after a couple releases. float Node2D::_get_rotd() const { WARN_PRINT("Deprecated method Node2D._get_rotd(): This method was renamed to get_rotd. Please adapt your code accordingly, as the old method will be obsoleted."); return get_rotation_in_degrees(); } Size2 Node2D::get_scale() const { if (_xform_dirty) ((Node2D *)this)->_update_xform_values(); return _scale; } void Node2D::_notification(int p_what) { switch (p_what) { } } Transform2D Node2D::get_transform() const { return _mat; } Rect2 Node2D::get_item_rect() const { if (get_script_instance()) { Variant::CallError err; Rect2 r = get_script_instance()->call("_get_item_rect", NULL, 0, err); if (err.error == Variant::CallError::CALL_OK) return r; } return Rect2(Point2(-32, -32), Size2(64, 64)); } void Node2D::rotate(float p_radians) { set_rotation(get_rotation() + p_radians); } void Node2D::translate(const Vector2 &p_amount) { set_position(get_position() + p_amount); } void Node2D::global_translate(const Vector2 &p_amount) { set_global_position(get_global_position() + p_amount); } void Node2D::apply_scale(const Size2 &p_amount) { set_scale(get_scale() * p_amount); } void Node2D::move_x(float p_delta, bool p_scaled) { Transform2D t = get_transform(); Vector2 m = t[0]; if (!p_scaled) m.normalize(); set_position(t[2] + m * p_delta); } void Node2D::move_y(float p_delta, bool p_scaled) { Transform2D t = get_transform(); Vector2 m = t[1]; if (!p_scaled) m.normalize(); set_position(t[2] + m * p_delta); } Point2 Node2D::get_global_position() const { return get_global_transform().get_origin(); } void Node2D::set_global_position(const Point2 &p_pos) { Transform2D inv; CanvasItem *pi = get_parent_item(); if (pi) { inv = pi->get_global_transform().affine_inverse(); set_position(inv.xform(p_pos)); } else { set_position(p_pos); } } float Node2D::get_global_rotation() const { return get_global_transform().get_rotation(); } void Node2D::set_global_rotation(float p_radians) { CanvasItem *pi = get_parent_item(); if (pi) { const float parent_global_rot = pi->get_global_transform().get_rotation(); set_rotation(p_radians - parent_global_rot); } else { set_rotation(p_radians); } } float Node2D::get_global_rotation_in_degrees() const { return Math::rad2deg(get_global_rotation()); } void Node2D::set_global_rotation_in_degrees(float p_degrees) { set_global_rotation(Math::deg2rad(p_degrees)); } Size2 Node2D::get_global_scale() const { return get_global_transform().get_scale(); } void Node2D::set_global_scale(const Size2 &p_scale) { CanvasItem *pi = get_parent_item(); if (pi) { const Size2 parent_global_scale = pi->get_global_transform().get_scale(); set_scale(p_scale / parent_global_scale); } else { set_scale(p_scale); } } void Node2D::set_transform(const Transform2D &p_transform) { _mat = p_transform; _xform_dirty = true; VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat); if (!is_inside_tree()) return; _notify_transform(); } void Node2D::set_global_transform(const Transform2D &p_transform) { CanvasItem *pi = get_parent_item(); if (pi) set_transform(pi->get_global_transform().affine_inverse() * p_transform); else set_transform(p_transform); } void Node2D::set_z(int p_z) { ERR_FAIL_COND(p_z < VS::CANVAS_ITEM_Z_MIN); ERR_FAIL_COND(p_z > VS::CANVAS_ITEM_Z_MAX); z = p_z; VS::get_singleton()->canvas_item_set_z(get_canvas_item(), z); _change_notify("z"); } void Node2D::set_z_as_relative(bool p_enabled) { if (z_relative == p_enabled) return; z_relative = p_enabled; VS::get_singleton()->canvas_item_set_z_as_relative_to_parent(get_canvas_item(), p_enabled); } bool Node2D::is_z_relative() const { return z_relative; } int Node2D::get_z() const { return z; } Transform2D Node2D::get_relative_transform_to_parent(const Node *p_parent) const { if (p_parent == this) return Transform2D(); Node2D *parent_2d = get_parent()->cast_to(); ERR_FAIL_COND_V(!parent_2d, Transform2D()); if (p_parent == parent_2d) return get_transform(); else return parent_2d->get_relative_transform_to_parent(p_parent) * get_transform(); } void Node2D::look_at(const Vector2 &p_pos) { rotate(get_angle_to(p_pos)); } float Node2D::get_angle_to(const Vector2 &p_pos) const { return (get_global_transform().affine_inverse().xform(p_pos)).angle(); } Point2 Node2D::to_local(Point2 p_global) const { return get_global_transform().affine_inverse().xform(p_global); } Point2 Node2D::to_global(Point2 p_local) const { return get_global_transform().xform(p_local); } void Node2D::_bind_methods() { // TODO: Obsolete those two methods (old name) properly (GH-4397) ClassDB::bind_method(D_METHOD("_get_rotd"), &Node2D::_get_rotd); ClassDB::bind_method(D_METHOD("_set_rotd", "degrees"), &Node2D::_set_rotd); ClassDB::bind_method(D_METHOD("set_position", "pos"), &Node2D::set_position); ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &Node2D::set_rotation); ClassDB::bind_method(D_METHOD("set_rotation_in_degrees", "degrees"), &Node2D::set_rotation_in_degrees); ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node2D::set_scale); ClassDB::bind_method(D_METHOD("get_position"), &Node2D::get_position); ClassDB::bind_method(D_METHOD("get_rotation"), &Node2D::get_rotation); ClassDB::bind_method(D_METHOD("get_rotation_in_degrees"), &Node2D::get_rotation_in_degrees); ClassDB::bind_method(D_METHOD("get_scale"), &Node2D::get_scale); ClassDB::bind_method(D_METHOD("rotate", "radians"), &Node2D::rotate); ClassDB::bind_method(D_METHOD("move_local_x", "delta", "scaled"), &Node2D::move_x, DEFVAL(false)); ClassDB::bind_method(D_METHOD("move_local_y", "delta", "scaled"), &Node2D::move_y, DEFVAL(false)); ClassDB::bind_method(D_METHOD("translate", "offset"), &Node2D::translate); ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node2D::global_translate); ClassDB::bind_method(D_METHOD("apply_scale", "ratio"), &Node2D::apply_scale); ClassDB::bind_method(D_METHOD("set_global_position", "pos"), &Node2D::set_global_position); ClassDB::bind_method(D_METHOD("get_global_position"), &Node2D::get_global_position); ClassDB::bind_method(D_METHOD("set_global_rotation", "radians"), &Node2D::set_global_rotation); ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node2D::get_global_rotation); ClassDB::bind_method(D_METHOD("set_global_rotation_in_degrees", "degrees"), &Node2D::set_global_rotation_in_degrees); ClassDB::bind_method(D_METHOD("get_global_rotation_in_degrees"), &Node2D::get_global_rotation_in_degrees); ClassDB::bind_method(D_METHOD("set_global_scale", "scale"), &Node2D::set_global_scale); ClassDB::bind_method(D_METHOD("get_global_scale"), &Node2D::get_global_scale); ClassDB::bind_method(D_METHOD("set_transform", "xform"), &Node2D::set_transform); ClassDB::bind_method(D_METHOD("set_global_transform", "xform"), &Node2D::set_global_transform); ClassDB::bind_method(D_METHOD("look_at", "point"), &Node2D::look_at); ClassDB::bind_method(D_METHOD("get_angle_to", "point"), &Node2D::get_angle_to); ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node2D::to_local); ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node2D::to_global); ClassDB::bind_method(D_METHOD("set_z", "z"), &Node2D::set_z); ClassDB::bind_method(D_METHOD("get_z"), &Node2D::get_z); ClassDB::bind_method(D_METHOD("set_z_as_relative", "enable"), &Node2D::set_z_as_relative); ClassDB::bind_method(D_METHOD("is_z_relative"), &Node2D::is_z_relative); ClassDB::bind_method(D_METHOD("edit_set_pivot", "pivot"), &Node2D::edit_set_pivot); ClassDB::bind_method(D_METHOD("get_relative_transform_to_parent", "parent:Node"), &Node2D::get_relative_transform_to_parent); ADD_GROUP("Transform", ""); ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "position"), "set_position", "get_position"); ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation"); ADD_PROPERTYNZ(PropertyInfo(Variant::REAL, "rotation_deg", PROPERTY_HINT_RANGE, "-1440,1440,0.1", PROPERTY_USAGE_EDITOR), "set_rotation_in_degrees", "get_rotation_in_degrees"); ADD_PROPERTYNO(PropertyInfo(Variant::VECTOR2, "scale"), "set_scale", "get_scale"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform", PROPERTY_HINT_NONE, "", 0), "set_transform", "get_transform"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "global_position", PROPERTY_HINT_NONE, "", 0), "set_global_position", "get_global_position"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "global_rotation", PROPERTY_HINT_NONE, "", 0), "set_global_rotation", "get_global_rotation"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "global_rotation_deg", PROPERTY_HINT_NONE, "", 0), "set_global_rotation_in_degrees", "get_global_rotation_in_degrees"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "global_scale", PROPERTY_HINT_NONE, "", 0), "set_global_scale", "get_global_scale"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform"); ADD_GROUP("Z", ""); ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "z", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z", "get_z"); ADD_PROPERTYNO(PropertyInfo(Variant::BOOL, "z_as_relative"), "set_z_as_relative", "is_z_relative"); } Node2D::Node2D() { angle = 0; _scale = Vector2(1, 1); _xform_dirty = false; z = 0; z_relative = true; }