/*************************************************************************/ /* polygon_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 "polygon_2d.h" Rect2 Polygon2D::get_item_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.pos = pos; else item_rect.expand_to(pos); } item_rect = item_rect.grow(20); rect_cache_dirty = false; } return item_rect; } void Polygon2D::edit_set_pivot(const Point2 &p_pivot) { set_offset(p_pivot); } Point2 Polygon2D::edit_get_pivot() const { return get_offset(); } bool Polygon2D::edit_has_pivot() const { return true; } void Polygon2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_DRAW: { if (polygon.size() < 3) return; Vector points; Vector uvs; points.resize(polygon.size()); int len = points.size(); { PoolVector::Read polyr = polygon.read(); for (int i = 0; i < len; i++) { points[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.pos = 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.pos + bounds.size), Vector2(bounds.pos + Vector2(bounds.size.x, 0)), Vector2(bounds.pos), Vector2(bounds.pos + 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[highest_idx]); } points.resize(points.size() + 7); for (int i = points.size() - 1; i >= highest_idx + 7; i--) { points[i] = points[i - 7]; } for (int i = 0; i < 7; i++) { points[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 = Vector2(1, 1); tex_size = texture->get_size(); uvs.resize(points.size()); if (points.size() == uv.size()) { PoolVector::Read uvr = uv.read(); for (int i = 0; i < len; i++) { uvs[i] = texmat.xform(uvr[i]) / tex_size; } } else { for (int i = 0; i < len; i++) { uvs[i] = texmat.xform(points[i]) / tex_size; } } } Vector colors; int color_len = vertex_colors.size(); colors.resize(len); { PoolVector::Read color_r = vertex_colors.read(); for (int i = 0; i < color_len && i < len; i++) { colors[i] = color_r[i]; } for (int i = color_len; i < len; i++) { colors[i] = 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()); } 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_uv(const PoolVector &p_uv) { uv = p_uv; update(); } PoolVector Polygon2D::get_uv() const { return uv; } 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_rotationd(float p_rot) { set_texture_rotation(Math::deg2rad(p_rot)); } float Polygon2D::_get_texture_rotationd() 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_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(); } Vector2 Polygon2D::get_offset() const { return offset; } 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_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_rotationd", "texture_rotation"), &Polygon2D::_set_texture_rotationd); ClassDB::bind_method(D_METHOD("_get_texture_rotationd"), &Polygon2D::_get_texture_rotationd); 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_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); 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::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_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", PROPERTY_HINT_RANGE, "-1440,1440,0.1"), "_set_texture_rotationd", "_get_texture_rotationd"); 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"); } Polygon2D::Polygon2D() { invert = 0; invert_border = 100; tex_rot = 0; tex_tile = true; tex_scale = Vector2(1, 1); color = Color(1, 1, 1); rect_cache_dirty = true; }