/*************************************************************************/ /* polygon_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 "polygon_2d.h" #include "core/math/geometry.h" #include "skeleton_2d.h" Dictionary Polygon2D::_edit_get_state() const { Dictionary state = Node2D::_edit_get_state(); state["offset"] = offset; return state; } void Polygon2D::_edit_set_state(const Dictionary &p_state) { Node2D::_edit_set_state(p_state); set_offset(p_state["offset"]); } void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) { set_position(get_transform().xform(p_pivot)); set_offset(get_offset() - p_pivot); } Point2 Polygon2D::_edit_get_pivot() const { return Vector2(); } bool Polygon2D::_edit_use_pivot() const { return true; } Rect2 Polygon2D::_edit_get_rect() const { if (rect_cache_dirty) { int l = polygon.size(); PoolVector::Read r = polygon.read(); item_rect = Rect2(); for (int i = 0; i < l; i++) { Vector2 pos = r[i] + offset; if (i == 0) item_rect.position = pos; else item_rect.expand_to(pos); } rect_cache_dirty = false; } return item_rect; } bool Polygon2D::_edit_use_rect() const { return true; } bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { Vector 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) { switch (p_what) { case NOTIFICATION_DRAW: { if (polygon.size() < 3) return; Skeleton2D *skeleton_node = NULL; if (has_node(skeleton)) { skeleton_node = Object::cast_to(get_node(skeleton)); } if (skeleton_node) VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton()); else VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID()); Vector points; Vector uvs; Vector bones; Vector weights; 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); { PoolVector::Read polyr = polygon.read(); for (int i = 0; i < len; i++) { points.write[i] = polyr[i] + offset; } } if (invert) { Rect2 bounds; int highest_idx = -1; float highest_y = -1e20; float sum = 0; for (int i = 0; i < len; i++) { if (i == 0) bounds.position = points[i]; else bounds.expand_to(points[i]); if (points[i].y > highest_y) { highest_idx = i; highest_y = points[i].y; } int ni = (i + 1) % len; sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y); } bounds = bounds.grow(invert_border); Vector2 ep[7] = { Vector2(points[highest_idx].x, points[highest_idx].y + invert_border), Vector2(bounds.position + bounds.size), Vector2(bounds.position + Vector2(bounds.size.x, 0)), Vector2(bounds.position), Vector2(bounds.position + Vector2(0, bounds.size.y)), Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border), Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y), }; if (sum > 0) { SWAP(ep[1], ep[4]); SWAP(ep[2], ep[3]); SWAP(ep[5], ep[0]); SWAP(ep[6], points.write[highest_idx]); } points.resize(points.size() + 7); for (int i = points.size() - 1; i >= highest_idx + 7; i--) { points.write[i] = points[i - 7]; } for (int i = 0; i < 7; i++) { points.write[highest_idx + i + 1] = ep[i]; } len = points.size(); } if (texture.is_valid()) { Transform2D texmat(tex_rot, tex_ofs); texmat.scale(tex_scale); Size2 tex_size = texture->get_size(); uvs.resize(len); if (points.size() == uv.size()) { PoolVector::Read uvr = uv.read(); for (int i = 0; i < len; i++) { uvs.write[i] = texmat.xform(uvr[i]) / tex_size; } } else { for (int i = 0; i < len; i++) { uvs.write[i] = texmat.xform(points[i]) / tex_size; } } } if (skeleton_node && !invert && bone_weights.size()) { //a skeleton is set! fill indices and weights int vc = len; bones.resize(vc * 4); weights.resize(vc * 4); int *bonesw = bones.ptrw(); float *weightsw = weights.ptrw(); for (int i = 0; i < vc * 4; i++) { bonesw[i] = 0; weightsw[i] = 0; } 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(skeleton_node->get_node(bone_weights[i].path)); if (!bone) { print_line("no bone"); continue; } int bone_index = bone->get_index_in_skeleton(); PoolVector::Read r = bone_weights[i].weights.read(); for (int j = 0; j < vc; j++) { if (r[j] == 0.0) continue; //weight is unpainted, skip //find an index with a weight for (int k = 0; k < 4; k++) { if (weightsw[j * 4 + k] < r[j]) { //this is less than this weight, insert weight! for (int l = 3; l > k; l--) { weightsw[j * 4 + l] = weightsw[j * 4 + l - 1]; bonesw[j * 4 + l] = bonesw[j * 4 + l - 1]; } weightsw[j * 4 + k] = r[j]; bonesw[j * 4 + k] = bone_index; break; } } } } //normalize the weights for (int i = 0; i < vc; i++) { float tw = 0; for (int j = 0; j < 4; j++) { tw += weightsw[i * 4 + j]; } if (tw == 0) continue; //unpainted, do nothing //normalize for (int j = 0; j < 4; j++) { weightsw[i * 4 + j] /= tw; } } } Vector colors; if (vertex_colors.size() == points.size()) { colors.resize(len); PoolVector::Read color_r = vertex_colors.read(); for (int i = 0; i < len; i++) { colors.write[i] = color_r[i]; } } else { colors.push_back(color); } // Vector 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 || polygons.size() == 0) { Vector 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 total_indices; for (int i = 0; i < polygons.size(); i++) { PoolVector src_indices = polygons[i]; int ic = src_indices.size(); if (ic < 3) continue; PoolVector::Read r = src_indices.read(); Vector 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 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 loop; int sc = splits.size(); PoolVector::Read r = splits.read(); print_line("has splits, amount " + itos(splits.size())); Vector > loops; // 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)); if (base_point != -1) { int point = base_point; int last = base_point; //go through all the points, find splits do { int split; int last_dist_to_end = -1; //maximum valid distance to end do { 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) { //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 } } while (split != -1); } while (point != last); } if (loop.size() >=2 ) { //points remained //points remain loop.push_back(last); //no splits found, use last loops.push_back(loop); } print_line("total loops: " + itos(loops.size())); if (loops.size()) { //loops found Vector indices; for (int i = 0; i < loops.size(); i++) { Vector loop = loops[i]; Vector vertices; vertices.resize(loop.size()); for (int j = 0; j < vertices.size(); j++) { vertices.write[j] = points[loop[j]]; } Vector 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()); } #endif } } break; } } void Polygon2D::set_polygon(const PoolVector &p_polygon) { polygon = p_polygon; rect_cache_dirty = true; update(); } PoolVector 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 &p_uv) { uv = p_uv; update(); } PoolVector Polygon2D::get_uv() const { return uv; } void Polygon2D::set_polygons(const Array &p_polygons) { polygons = p_polygons; update(); } Array Polygon2D::get_polygons() const { return polygons; } void Polygon2D::set_color(const Color &p_color) { color = p_color; update(); } Color Polygon2D::get_color() const { return color; } void Polygon2D::set_vertex_colors(const PoolVector &p_colors) { vertex_colors = p_colors; update(); } PoolVector Polygon2D::get_vertex_colors() const { return vertex_colors; } void Polygon2D::set_texture(const Ref &p_texture) { texture = p_texture; /*if (texture.is_valid()) { uint32_t flags=texture->get_flags(); flags&=~Texture::FLAG_REPEAT; if (tex_tile) flags|=Texture::FLAG_REPEAT; texture->set_flags(flags); }*/ update(); } Ref Polygon2D::get_texture() const { return texture; } void Polygon2D::set_texture_offset(const Vector2 &p_offset) { tex_ofs = p_offset; update(); } Vector2 Polygon2D::get_texture_offset() const { return tex_ofs; } void Polygon2D::set_texture_rotation(float p_rot) { tex_rot = p_rot; update(); } float Polygon2D::get_texture_rotation() const { return tex_rot; } void Polygon2D::set_texture_rotation_degrees(float p_rot) { set_texture_rotation(Math::deg2rad(p_rot)); } float Polygon2D::get_texture_rotation_degrees() const { return Math::rad2deg(get_texture_rotation()); } void Polygon2D::set_texture_scale(const Size2 &p_scale) { tex_scale = p_scale; update(); } Size2 Polygon2D::get_texture_scale() const { return tex_scale; } void Polygon2D::set_invert(bool p_invert) { invert = p_invert; update(); } bool Polygon2D::get_invert() const { return invert; } void Polygon2D::set_antialiased(bool p_antialiased) { antialiased = p_antialiased; update(); } bool Polygon2D::get_antialiased() const { return antialiased; } void Polygon2D::set_invert_border(float p_invert_border) { invert_border = p_invert_border; update(); } float Polygon2D::get_invert_border() const { return invert_border; } void Polygon2D::set_offset(const Vector2 &p_offset) { offset = p_offset; rect_cache_dirty = true; update(); _change_notify("offset"); } Vector2 Polygon2D::get_offset() const { return offset; } void Polygon2D::add_bone(const NodePath &p_path, const PoolVector &p_weights) { Bone bone; bone.path = p_path; bone.weights = p_weights; bone_weights.push_back(bone); } int Polygon2D::get_bone_count() const { return bone_weights.size(); } NodePath Polygon2D::get_bone_path(int p_index) const { ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath()); return bone_weights[p_index].path; } PoolVector Polygon2D::get_bone_weights(int p_index) const { ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector()); return bone_weights[p_index].weights; } void Polygon2D::erase_bone(int p_idx) { ERR_FAIL_INDEX(p_idx, bone_weights.size()); bone_weights.remove(p_idx); } void Polygon2D::clear_bones() { bone_weights.clear(); } void Polygon2D::set_bone_weights(int p_index, const PoolVector &p_weights) { ERR_FAIL_INDEX(p_index, bone_weights.size()); bone_weights.write[p_index].weights = p_weights; update(); } void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) { ERR_FAIL_INDEX(p_index, bone_weights.size()); bone_weights.write[p_index].path = p_path; update(); } Array Polygon2D::_get_bones() const { Array bones; for (int i = 0; i < get_bone_count(); i++) { bones.push_back(get_bone_path(i)); bones.push_back(get_bone_weights(i)); } return bones; } void Polygon2D::_set_bones(const Array &p_bones) { ERR_FAIL_COND(p_bones.size() & 1); clear_bones(); for (int i = 0; i < p_bones.size(); i += 2) { add_bone(p_bones[i], p_bones[i + 1]); } } void Polygon2D::set_skeleton(const NodePath &p_skeleton) { if (skeleton == p_skeleton) return; skeleton = p_skeleton; update(); } NodePath Polygon2D::get_skeleton() const { return skeleton; } void Polygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon); ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv); ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv); 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_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); ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture); ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset); ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset); ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation); ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation); ClassDB::bind_method(D_METHOD("set_texture_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees); ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees); ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale); ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale); ClassDB::bind_method(D_METHOD("set_invert", "invert"), &Polygon2D::set_invert); ClassDB::bind_method(D_METHOD("get_invert"), &Polygon2D::get_invert); ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased); ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased); ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border); ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset); ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone); ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count); ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path); ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights); ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone); ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones); ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path); ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights); 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::COLOR, "color"), "set_color", "get_color"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased"); ADD_GROUP("Texture", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_GROUP("Texture", "texture_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater"), "set_texture_rotation_degrees", "get_texture_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation"); ADD_GROUP("Skeleton", ""); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton"); ADD_GROUP("Invert", "invert_"); 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() { invert = 0; invert_border = 100; antialiased = false; tex_rot = 0; tex_tile = true; tex_scale = Vector2(1, 1); color = Color(1, 1, 1); rect_cache_dirty = true; internal_vertices = 0; }