virtualx-engine/editor/plugins/polygon_2d_editor_plugin.cpp

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/**************************************************************************/
/* polygon_2d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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_editor_plugin.h"
#include "core/input/input_event.h"
#include "core/math/geometry_2d.h"
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#include "editor/editor_node.h"
#include "editor/editor_settings.h"
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#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_zoom_widget.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/themes/editor_scale.h"
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#include "scene/2d/skeleton_2d.h"
#include "scene/gui/check_box.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/label.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
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#include "scene/gui/scroll_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
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#include "scene/gui/view_panner.h"
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class UVEditDialog : public AcceptDialog {
GDCLASS(UVEditDialog, AcceptDialog);
void shortcut_input(const Ref<InputEvent> &p_event) override {
const Ref<InputEventKey> k = p_event;
if (k.is_valid() && k->is_pressed()) {
bool handled = false;
if (ED_IS_SHORTCUT("ui_undo", p_event)) {
EditorNode::get_singleton()->undo();
handled = true;
}
if (ED_IS_SHORTCUT("ui_redo", p_event)) {
EditorNode::get_singleton()->redo();
handled = true;
}
if (handled) {
set_input_as_handled();
}
}
}
};
Node2D *Polygon2DEditor::_get_node() const {
return node;
}
void Polygon2DEditor::_set_node(Node *p_polygon) {
node = Object::cast_to<Polygon2D>(p_polygon);
_update_polygon_editing_state();
}
Vector2 Polygon2DEditor::_get_offset(int p_idx) const {
return node->get_offset();
}
int Polygon2DEditor::_get_polygon_count() const {
if (node->get_internal_vertex_count() > 0) {
return 0; //do not edit if internal vertices exist
} else {
return 1;
}
}
void Polygon2DEditor::_notification(int p_what) {
switch (p_what) {
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case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
if (!EditorSettings::get_singleton()->check_changed_settings_in_group("editors/panning")) {
break;
}
[[fallthrough]];
}
case NOTIFICATION_ENTER_TREE: {
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uv_panner->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
} break;
case NOTIFICATION_READY: {
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button_uv->set_icon(get_editor_theme_icon(SNAME("Uv")));
uv_button[UV_MODE_CREATE]->set_icon(get_editor_theme_icon(SNAME("Edit")));
uv_button[UV_MODE_CREATE_INTERNAL]->set_icon(get_editor_theme_icon(SNAME("EditInternal")));
uv_button[UV_MODE_REMOVE_INTERNAL]->set_icon(get_editor_theme_icon(SNAME("RemoveInternal")));
uv_button[UV_MODE_EDIT_POINT]->set_icon(get_editor_theme_icon(SNAME("ToolSelect")));
uv_button[UV_MODE_MOVE]->set_icon(get_editor_theme_icon(SNAME("ToolMove")));
uv_button[UV_MODE_ROTATE]->set_icon(get_editor_theme_icon(SNAME("ToolRotate")));
uv_button[UV_MODE_SCALE]->set_icon(get_editor_theme_icon(SNAME("ToolScale")));
uv_button[UV_MODE_ADD_POLYGON]->set_icon(get_editor_theme_icon(SNAME("Edit")));
uv_button[UV_MODE_REMOVE_POLYGON]->set_icon(get_editor_theme_icon(SNAME("Close")));
uv_button[UV_MODE_PAINT_WEIGHT]->set_icon(get_editor_theme_icon(SNAME("Bucket")));
uv_button[UV_MODE_CLEAR_WEIGHT]->set_icon(get_editor_theme_icon(SNAME("Clear")));
b_snap_grid->set_icon(get_editor_theme_icon(SNAME("Grid")));
b_snap_enable->set_icon(get_editor_theme_icon(SNAME("SnapGrid")));
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uv_vscroll->set_anchors_and_offsets_preset(PRESET_RIGHT_WIDE);
uv_hscroll->set_anchors_and_offsets_preset(PRESET_BOTTOM_WIDE);
// Avoid scrollbar overlapping.
Size2 hmin = uv_hscroll->get_combined_minimum_size();
Size2 vmin = uv_vscroll->get_combined_minimum_size();
uv_hscroll->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -vmin.width);
uv_vscroll->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, -hmin.height);
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[[fallthrough]];
}
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case NOTIFICATION_THEME_CHANGED: {
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uv_edit_draw->add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SceneStringName(panel), SNAME("Tree")));
bone_scroll->add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SceneStringName(panel), SNAME("Tree")));
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible()) {
uv_edit->hide();
}
} break;
}
}
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void Polygon2DEditor::_sync_bones() {
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Skeleton2D *skeleton = nullptr;
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if (!node->has_node(node->get_skeleton())) {
error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
error->popup_centered();
} else {
Node *sn = node->get_node(node->get_skeleton());
skeleton = Object::cast_to<Skeleton2D>(sn);
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}
Array prev_bones = node->call("_get_bones");
node->clear_bones();
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if (!skeleton) {
error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
error->popup_centered();
} else {
for (int i = 0; i < skeleton->get_bone_count(); i++) {
NodePath path = skeleton->get_path_to(skeleton->get_bone(i));
Vector<float> weights;
int wc = node->get_polygon().size();
for (int j = 0; j < prev_bones.size(); j += 2) {
NodePath pvp = prev_bones[j];
Vector<float> pv = prev_bones[j + 1];
if (pvp == path && pv.size() == wc) {
weights = pv;
}
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}
if (weights.size() == 0) { //create them
weights.resize(node->get_polygon().size());
float *w = weights.ptrw();
for (int j = 0; j < wc; j++) {
w[j] = 0.0;
}
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}
node->add_bone(path, weights);
}
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}
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Array new_bones = node->call("_get_bones");
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Sync Bones"));
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undo_redo->add_do_method(node, "_set_bones", new_bones);
undo_redo->add_undo_method(node, "_set_bones", prev_bones);
undo_redo->add_do_method(this, "_update_bone_list");
undo_redo->add_undo_method(this, "_update_bone_list");
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
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undo_redo->commit_action();
}
void Polygon2DEditor::_update_bone_list() {
NodePath selected;
while (bone_scroll_vb->get_child_count()) {
CheckBox *cb = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(0));
if (cb && cb->is_pressed()) {
selected = cb->get_meta("bone_path");
}
memdelete(bone_scroll_vb->get_child(0));
}
Ref<ButtonGroup> bg;
bg.instantiate();
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for (int i = 0; i < node->get_bone_count(); i++) {
CheckBox *cb = memnew(CheckBox);
NodePath np = node->get_bone_path(i);
String name;
if (np.get_name_count()) {
name = np.get_name(np.get_name_count() - 1);
}
if (name.is_empty()) {
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name = "Bone " + itos(i);
}
cb->set_text(name);
cb->set_button_group(bg);
cb->set_meta("bone_path", np);
cb->set_focus_mode(FOCUS_NONE);
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bone_scroll_vb->add_child(cb);
if (np == selected || bone_scroll_vb->get_child_count() < 2) {
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cb->set_pressed(true);
}
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cb->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_bone_paint_selected).bind(i));
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}
uv_edit_draw->queue_redraw();
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}
void Polygon2DEditor::_bone_paint_selected(int p_index) {
uv_edit_draw->queue_redraw();
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}
void Polygon2DEditor::_uv_edit_mode_select(int p_mode) {
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if (p_mode == 0) { //uv
uv_button[UV_MODE_CREATE]->hide();
uv_button[UV_MODE_CREATE_INTERNAL]->hide();
uv_button[UV_MODE_REMOVE_INTERNAL]->hide();
for (int i = UV_MODE_EDIT_POINT; i <= UV_MODE_SCALE; i++) {
uv_button[i]->show();
}
uv_button[UV_MODE_ADD_POLYGON]->hide();
uv_button[UV_MODE_REMOVE_POLYGON]->hide();
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uv_button[UV_MODE_PAINT_WEIGHT]->hide();
uv_button[UV_MODE_CLEAR_WEIGHT]->hide();
_uv_mode(UV_MODE_EDIT_POINT);
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bone_scroll_main_vb->hide();
bone_paint_strength->hide();
bone_paint_radius->hide();
bone_paint_radius_label->hide();
} else if (p_mode == 1) { //poly
for (int i = 0; i <= UV_MODE_SCALE; i++) {
uv_button[i]->show();
}
uv_button[UV_MODE_ADD_POLYGON]->hide();
uv_button[UV_MODE_REMOVE_POLYGON]->hide();
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uv_button[UV_MODE_PAINT_WEIGHT]->hide();
uv_button[UV_MODE_CLEAR_WEIGHT]->hide();
_uv_mode(UV_MODE_EDIT_POINT);
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bone_scroll_main_vb->hide();
bone_paint_strength->hide();
bone_paint_radius->hide();
bone_paint_radius_label->hide();
} else if (p_mode == 2) { //splits
for (int i = 0; i <= UV_MODE_SCALE; i++) {
uv_button[i]->hide();
}
uv_button[UV_MODE_ADD_POLYGON]->show();
uv_button[UV_MODE_REMOVE_POLYGON]->show();
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uv_button[UV_MODE_PAINT_WEIGHT]->hide();
uv_button[UV_MODE_CLEAR_WEIGHT]->hide();
_uv_mode(UV_MODE_ADD_POLYGON);
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bone_scroll_main_vb->hide();
bone_paint_strength->hide();
bone_paint_radius->hide();
bone_paint_radius_label->hide();
} else if (p_mode == 3) { //bones´
for (int i = 0; i <= UV_MODE_REMOVE_POLYGON; i++) {
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uv_button[i]->hide();
}
uv_button[UV_MODE_PAINT_WEIGHT]->show();
uv_button[UV_MODE_CLEAR_WEIGHT]->show();
_uv_mode(UV_MODE_PAINT_WEIGHT);
bone_scroll_main_vb->show();
bone_paint_strength->show();
bone_paint_radius->show();
bone_paint_radius_label->show();
_update_bone_list();
bone_paint_pos = Vector2(-100000, -100000); //send brush away when switching
}
uv_edit->set_size(uv_edit->get_size()); // Necessary readjustment of the popup window.
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_edit_popup_hide() {
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EditorSettings::get_singleton()->set_project_metadata("dialog_bounds", "uv_editor", Rect2(uv_edit->get_position(), uv_edit->get_size()));
_cancel_editing();
}
void Polygon2DEditor::_menu_option(int p_option) {
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
switch (p_option) {
case MODE_EDIT_UV: {
if (node->get_texture().is_null()) {
error->set_text(TTR("No texture in this polygon.\nSet a texture to be able to edit UV."));
error->popup_centered();
return;
}
uv_edit_draw->set_texture_filter(node->get_texture_filter_in_tree());
Vector<Vector2> points = node->get_polygon();
Vector<Vector2> uvs = node->get_uv();
if (uvs.size() != points.size()) {
undo_redo->create_action(TTR("Create UV Map"));
undo_redo->add_do_method(node, "set_uv", points);
undo_redo->add_undo_method(node, "set_uv", uvs);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
}
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const Rect2 bounds = EditorSettings::get_singleton()->get_project_metadata("dialog_bounds", "uv_editor", Rect2());
if (bounds.has_area()) {
uv_edit->popup(bounds);
} else {
uv_edit->popup_centered_ratio(0.85);
}
_update_bone_list();
get_tree()->connect("process_frame", callable_mp(this, &Polygon2DEditor::_center_view), CONNECT_ONE_SHOT);
} break;
case UVEDIT_POLYGON_TO_UV: {
Vector<Vector2> points = node->get_polygon();
if (points.size() == 0) {
break;
}
Vector<Vector2> uvs = node->get_uv();
undo_redo->create_action(TTR("Create UV Map"));
undo_redo->add_do_method(node, "set_uv", points);
undo_redo->add_undo_method(node, "set_uv", uvs);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
} break;
case UVEDIT_UV_TO_POLYGON: {
Vector<Vector2> points = node->get_polygon();
Vector<Vector2> uvs = node->get_uv();
if (uvs.size() == 0) {
break;
}
undo_redo->create_action(TTR("Create Polygon"));
undo_redo->add_do_method(node, "set_polygon", uvs);
undo_redo->add_undo_method(node, "set_polygon", points);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
} break;
case UVEDIT_UV_CLEAR: {
Vector<Vector2> uvs = node->get_uv();
if (uvs.size() == 0) {
break;
}
undo_redo->create_action(TTR("Create UV Map"));
undo_redo->add_do_method(node, "set_uv", Vector<Vector2>());
undo_redo->add_undo_method(node, "set_uv", uvs);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
} break;
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case UVEDIT_GRID_SETTINGS: {
grid_settings->popup_centered();
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} break;
default: {
AbstractPolygon2DEditor::_menu_option(p_option);
} break;
}
}
void Polygon2DEditor::_cancel_editing() {
if (uv_create) {
uv_drag = false;
uv_create = false;
node->set_uv(uv_create_uv_prev);
node->set_polygon(uv_create_poly_prev);
node->set_internal_vertex_count(uv_create_prev_internal_vertices);
node->set_vertex_colors(uv_create_colors_prev);
node->call("_set_bones", uv_create_bones_prev);
node->set_polygons(polygons_prev);
_update_polygon_editing_state();
} else if (uv_drag) {
uv_drag = false;
if (uv_edit_mode[0]->is_pressed()) { // Edit UV.
node->set_uv(points_prev);
} else if (uv_edit_mode[1]->is_pressed()) { // Edit polygon.
node->set_polygon(points_prev);
}
}
polygon_create.clear();
}
void Polygon2DEditor::_update_polygon_editing_state() {
if (!_get_node()) {
return;
}
if (node->get_internal_vertex_count() > 0) {
disable_polygon_editing(true, TTR("Polygon 2D has internal vertices, so it can no longer be edited in the viewport."));
} else {
disable_polygon_editing(false, String());
}
}
void Polygon2DEditor::_commit_action() {
// Makes that undo/redoing actions made outside of the UV editor still affect its polygon.
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->add_do_method(CanvasItemEditor::get_singleton(), "update_viewport");
undo_redo->add_undo_method(CanvasItemEditor::get_singleton(), "update_viewport");
undo_redo->commit_action();
}
void Polygon2DEditor::_set_use_snap(bool p_use) {
use_snap = p_use;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_enabled", p_use);
}
void Polygon2DEditor::_set_show_grid(bool p_show) {
snap_show_grid = p_show;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "show_grid", p_show);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_set_snap_off_x(real_t p_val) {
snap_offset.x = p_val;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_offset", snap_offset);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_set_snap_off_y(real_t p_val) {
snap_offset.y = p_val;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_offset", snap_offset);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_set_snap_step_x(real_t p_val) {
snap_step.x = p_val;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_step", snap_step);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_set_snap_step_y(real_t p_val) {
snap_step.y = p_val;
EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_step", snap_step);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_mode(int p_mode) {
polygon_create.clear();
uv_drag = false;
uv_create = false;
uv_mode = UVMode(p_mode);
for (int i = 0; i < UV_MODE_MAX; i++) {
uv_button[i]->set_pressed(p_mode == i);
}
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (!_get_node()) {
return;
}
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if (uv_panner->gui_input(p_input)) {
accept_event();
return;
}
Transform2D mtx;
mtx.columns[2] = -uv_draw_ofs * uv_draw_zoom;
mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
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EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
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Ref<InputEventMouseButton> mb = p_input;
if (mb.is_valid()) {
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if (mb->get_button_index() == MouseButton::LEFT) {
if (mb->is_pressed()) {
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uv_drag_from = snap_point(mb->get_position());
uv_drag = true;
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points_prev = node->get_uv();
if (uv_edit_mode[0]->is_pressed()) { //edit uv
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points_prev = node->get_uv();
} else { //edit polygon
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points_prev = node->get_polygon();
}
uv_move_current = uv_mode;
if (uv_move_current == UV_MODE_CREATE) {
if (!uv_create) {
points_prev.clear();
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Vector2 tuv = mtx.affine_inverse().xform(snap_point(mb->get_position()));
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points_prev.push_back(tuv);
uv_create_to = tuv;
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point_drag_index = 0;
uv_drag_from = tuv;
uv_drag = true;
uv_create = true;
uv_create_uv_prev = node->get_uv();
uv_create_poly_prev = node->get_polygon();
uv_create_prev_internal_vertices = node->get_internal_vertex_count();
uv_create_colors_prev = node->get_vertex_colors();
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uv_create_bones_prev = node->call("_get_bones");
polygons_prev = node->get_polygons();
disable_polygon_editing(false, String());
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node->set_polygon(points_prev);
node->set_uv(points_prev);
node->set_internal_vertex_count(0);
uv_edit_draw->queue_redraw();
} else {
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Vector2 tuv = mtx.affine_inverse().xform(snap_point(mb->get_position()));
// Close the polygon if selected point is near start. Threshold for closing scaled by zoom level
if (points_prev.size() > 2 && tuv.distance_to(points_prev[0]) < (8 / uv_draw_zoom)) {
undo_redo->create_action(TTR("Create Polygon & UV"));
undo_redo->add_do_method(node, "set_uv", node->get_uv());
undo_redo->add_undo_method(node, "set_uv", uv_create_uv_prev);
undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
undo_redo->add_undo_method(node, "set_polygon", uv_create_poly_prev);
undo_redo->add_do_method(node, "set_internal_vertex_count", 0);
undo_redo->add_undo_method(node, "set_internal_vertex_count", uv_create_prev_internal_vertices);
undo_redo->add_do_method(node, "set_vertex_colors", Vector<Color>());
undo_redo->add_undo_method(node, "set_vertex_colors", uv_create_colors_prev);
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undo_redo->add_do_method(node, "clear_bones");
undo_redo->add_undo_method(node, "_set_bones", uv_create_bones_prev);
undo_redo->add_do_method(this, "_update_polygon_editing_state");
undo_redo->add_undo_method(this, "_update_polygon_editing_state");
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
uv_drag = false;
uv_create = false;
_uv_mode(UV_MODE_EDIT_POINT);
_menu_option(MODE_EDIT);
} else {
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points_prev.push_back(tuv);
point_drag_index = points_prev.size() - 1;
uv_drag_from = tuv;
}
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node->set_polygon(points_prev);
node->set_uv(points_prev);
}
CanvasItemEditor::get_singleton()->update_viewport();
}
if (uv_move_current == UV_MODE_CREATE_INTERNAL) {
uv_create_uv_prev = node->get_uv();
uv_create_poly_prev = node->get_polygon();
uv_create_colors_prev = node->get_vertex_colors();
uv_create_bones_prev = node->call("_get_bones");
int internal_vertices = node->get_internal_vertex_count();
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Vector2 pos = mtx.affine_inverse().xform(snap_point(mb->get_position()));
uv_create_poly_prev.push_back(pos);
uv_create_uv_prev.push_back(pos);
if (uv_create_colors_prev.size()) {
uv_create_colors_prev.push_back(Color(1, 1, 1));
}
undo_redo->create_action(TTR("Create Internal Vertex"));
undo_redo->add_do_method(node, "set_uv", uv_create_uv_prev);
undo_redo->add_undo_method(node, "set_uv", node->get_uv());
undo_redo->add_do_method(node, "set_polygon", uv_create_poly_prev);
undo_redo->add_undo_method(node, "set_polygon", node->get_polygon());
undo_redo->add_do_method(node, "set_vertex_colors", uv_create_colors_prev);
undo_redo->add_undo_method(node, "set_vertex_colors", node->get_vertex_colors());
for (int i = 0; i < node->get_bone_count(); i++) {
Vector<float> bonew = node->get_bone_weights(i);
bonew.push_back(0);
undo_redo->add_do_method(node, "set_bone_weights", i, bonew);
undo_redo->add_undo_method(node, "set_bone_weights", i, node->get_bone_weights(i));
}
undo_redo->add_do_method(node, "set_internal_vertex_count", internal_vertices + 1);
undo_redo->add_undo_method(node, "set_internal_vertex_count", internal_vertices);
undo_redo->add_do_method(this, "_update_polygon_editing_state");
undo_redo->add_undo_method(this, "_update_polygon_editing_state");
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
}
if (uv_move_current == UV_MODE_REMOVE_INTERNAL) {
uv_create_uv_prev = node->get_uv();
uv_create_poly_prev = node->get_polygon();
uv_create_colors_prev = node->get_vertex_colors();
uv_create_bones_prev = node->call("_get_bones");
int internal_vertices = node->get_internal_vertex_count();
if (internal_vertices <= 0) {
return;
}
int closest = -1;
real_t closest_dist = 1e20;
for (int i = points_prev.size() - internal_vertices; i < points_prev.size(); i++) {
Vector2 tuv = mtx.xform(uv_create_poly_prev[i]);
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real_t dist = tuv.distance_to(mb->get_position());
if (dist < 8 && dist < closest_dist) {
closest = i;
closest_dist = dist;
}
}
if (closest == -1) {
return;
}
uv_create_poly_prev.remove_at(closest);
uv_create_uv_prev.remove_at(closest);
if (uv_create_colors_prev.size()) {
uv_create_colors_prev.remove_at(closest);
}
undo_redo->create_action(TTR("Remove Internal Vertex"));
undo_redo->add_do_method(node, "set_uv", uv_create_uv_prev);
undo_redo->add_undo_method(node, "set_uv", node->get_uv());
undo_redo->add_do_method(node, "set_polygon", uv_create_poly_prev);
undo_redo->add_undo_method(node, "set_polygon", node->get_polygon());
undo_redo->add_do_method(node, "set_vertex_colors", uv_create_colors_prev);
undo_redo->add_undo_method(node, "set_vertex_colors", node->get_vertex_colors());
for (int i = 0; i < node->get_bone_count(); i++) {
Vector<float> bonew = node->get_bone_weights(i);
bonew.remove_at(closest);
undo_redo->add_do_method(node, "set_bone_weights", i, bonew);
undo_redo->add_undo_method(node, "set_bone_weights", i, node->get_bone_weights(i));
}
undo_redo->add_do_method(node, "set_internal_vertex_count", internal_vertices - 1);
undo_redo->add_undo_method(node, "set_internal_vertex_count", internal_vertices);
undo_redo->add_do_method(this, "_update_polygon_editing_state");
undo_redo->add_undo_method(this, "_update_polygon_editing_state");
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
}
if (uv_move_current == UV_MODE_EDIT_POINT) {
if (mb->is_shift_pressed() && mb->is_command_or_control_pressed()) {
uv_move_current = UV_MODE_SCALE;
} else if (mb->is_shift_pressed()) {
uv_move_current = UV_MODE_MOVE;
} else if (mb->is_command_or_control_pressed()) {
uv_move_current = UV_MODE_ROTATE;
}
}
if (uv_move_current == UV_MODE_EDIT_POINT) {
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point_drag_index = -1;
for (int i = 0; i < points_prev.size(); i++) {
Vector2 tuv = mtx.xform(points_prev[i]);
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if (tuv.distance_to(mb->get_position()) < 8) {
uv_drag_from = tuv;
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point_drag_index = i;
}
}
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if (point_drag_index == -1) {
uv_drag = false;
}
}
if (uv_move_current == UV_MODE_ADD_POLYGON) {
int closest = -1;
real_t closest_dist = 1e20;
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for (int i = 0; i < points_prev.size(); i++) {
Vector2 tuv = mtx.xform(points_prev[i]);
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real_t dist = tuv.distance_to(mb->get_position());
if (dist < 8 && dist < closest_dist) {
closest = i;
closest_dist = dist;
}
}
if (closest != -1) {
if (polygon_create.size() && closest == polygon_create[0]) {
//close
if (polygon_create.size() < 3) {
error->set_text(TTR("Invalid Polygon (need 3 different vertices)"));
error->popup_centered();
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} else {
Array polygons = node->get_polygons();
polygons = polygons.duplicate(); //copy because its a reference
//todo, could check whether it already exists?
polygons.push_back(polygon_create);
undo_redo->create_action(TTR("Add Custom Polygon"));
undo_redo->add_do_method(node, "set_polygons", polygons);
undo_redo->add_undo_method(node, "set_polygons", node->get_polygons());
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
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}
polygon_create.clear();
} else if (!polygon_create.has(closest)) {
//add temporarily if not exists
polygon_create.push_back(closest);
}
}
}
if (uv_move_current == UV_MODE_REMOVE_POLYGON) {
Array polygons = node->get_polygons();
polygons = polygons.duplicate(); //copy because its a reference
int erase_index = -1;
for (int i = polygons.size() - 1; i >= 0; i--) {
Vector<int> points = polygons[i];
Vector<Vector2> polys;
polys.resize(points.size());
for (int j = 0; j < polys.size(); j++) {
int idx = points[j];
if (idx < 0 || idx >= points_prev.size()) {
continue;
}
polys.write[j] = mtx.xform(points_prev[idx]);
}
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if (Geometry2D::is_point_in_polygon(mb->get_position(), polys)) {
erase_index = i;
break;
}
}
if (erase_index != -1) {
polygons.remove_at(erase_index);
undo_redo->create_action(TTR("Remove Custom Polygon"));
undo_redo->add_do_method(node, "set_polygons", polygons);
undo_redo->add_undo_method(node, "set_polygons", node->get_polygons());
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
}
}
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if (uv_move_current == UV_MODE_PAINT_WEIGHT || uv_move_current == UV_MODE_CLEAR_WEIGHT) {
int bone_selected = -1;
for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
if (c && c->is_pressed()) {
bone_selected = i;
break;
}
}
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if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == points_prev.size()) {
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prev_weights = node->get_bone_weights(bone_selected);
bone_painting = true;
bone_painting_bone = bone_selected;
}
}
} else {
if (uv_drag && !uv_create) {
if (uv_edit_mode[0]->is_pressed()) {
undo_redo->create_action(TTR("Transform UV Map"));
undo_redo->add_do_method(node, "set_uv", node->get_uv());
undo_redo->add_undo_method(node, "set_uv", points_prev);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
} else if (uv_edit_mode[1]->is_pressed()) {
switch (uv_move_current) {
case UV_MODE_EDIT_POINT:
case UV_MODE_MOVE:
case UV_MODE_ROTATE:
case UV_MODE_SCALE: {
undo_redo->create_action(TTR("Transform Polygon"));
undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
undo_redo->add_undo_method(node, "set_polygon", points_prev);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
} break;
default: {
} break;
}
}
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uv_drag = false;
}
if (bone_painting) {
undo_redo->create_action(TTR("Paint Bone Weights"));
undo_redo->add_do_method(node, "set_bone_weights", bone_painting_bone, node->get_bone_weights(bone_painting_bone));
undo_redo->add_undo_method(node, "set_bone_weights", bone_painting_bone, prev_weights);
undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
undo_redo->commit_action();
bone_painting = false;
}
}
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} else if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
_cancel_editing();
if (bone_painting) {
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node->set_bone_weights(bone_painting_bone, prev_weights);
}
uv_edit_draw->queue_redraw();
}
}
Ref<InputEventMouseMotion> mm = p_input;
if (mm.is_valid()) {
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if (uv_drag) {
Vector2 uv_drag_to = mm->get_position();
uv_drag_to = snap_point(uv_drag_to); // FIXME: Only works correctly with 'UV_MODE_EDIT_POINT', it's imprecise with the rest.
Vector2 drag = mtx.affine_inverse().xform(uv_drag_to) - mtx.affine_inverse().xform(uv_drag_from);
switch (uv_move_current) {
case UV_MODE_CREATE: {
if (uv_create) {
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uv_create_to = mtx.affine_inverse().xform(snap_point(mm->get_position()));
}
} break;
case UV_MODE_EDIT_POINT: {
Vector<Vector2> uv_new = points_prev;
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uv_new.set(point_drag_index, uv_new[point_drag_index] + drag);
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_new);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
node->set_polygon(uv_new);
}
} break;
case UV_MODE_MOVE: {
Vector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++) {
uv_new.set(i, uv_new[i] + drag);
}
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_new);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
node->set_polygon(uv_new);
}
} break;
case UV_MODE_ROTATE: {
Vector2 center;
Vector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++) {
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center += points_prev[i];
}
center /= uv_new.size();
real_t angle = (uv_drag_from - mtx.xform(center)).normalized().angle_to((uv_drag_to - mtx.xform(center)).normalized());
for (int i = 0; i < uv_new.size(); i++) {
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Vector2 rel = points_prev[i] - center;
rel = rel.rotated(angle);
uv_new.set(i, center + rel);
}
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_new);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
node->set_polygon(uv_new);
}
} break;
case UV_MODE_SCALE: {
Vector2 center;
Vector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++) {
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center += points_prev[i];
}
center /= uv_new.size();
real_t from_dist = uv_drag_from.distance_to(mtx.xform(center));
real_t to_dist = uv_drag_to.distance_to(mtx.xform(center));
if (from_dist < 2) {
break;
}
real_t scale = to_dist / from_dist;
for (int i = 0; i < uv_new.size(); i++) {
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Vector2 rel = points_prev[i] - center;
rel = rel * scale;
uv_new.set(i, center + rel);
}
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_new);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
node->set_polygon(uv_new);
}
} break;
case UV_MODE_PAINT_WEIGHT:
case UV_MODE_CLEAR_WEIGHT: {
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bone_paint_pos = mm->get_position();
} break;
default: {
}
}
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if (bone_painting) {
Vector<float> painted_weights = node->get_bone_weights(bone_painting_bone);
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{
int pc = painted_weights.size();
real_t amount = bone_paint_strength->get_value();
real_t radius = bone_paint_radius->get_value() * EDSCALE;
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if (uv_mode == UV_MODE_CLEAR_WEIGHT) {
amount = -amount;
}
float *w = painted_weights.ptrw();
const float *r = prev_weights.ptr();
const Vector2 *rv = points_prev.ptr();
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for (int i = 0; i < pc; i++) {
if (mtx.xform(rv[i]).distance_to(bone_paint_pos) < radius) {
w[i] = CLAMP(r[i] + amount, 0, 1);
}
}
}
node->set_bone_weights(bone_painting_bone, painted_weights);
}
uv_edit_draw->queue_redraw();
CanvasItemEditor::get_singleton()->update_viewport();
} else if (polygon_create.size()) {
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uv_create_to = mtx.affine_inverse().xform(mm->get_position());
uv_edit_draw->queue_redraw();
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} else if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
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bone_paint_pos = mm->get_position();
uv_edit_draw->queue_redraw();
}
}
}
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void Polygon2DEditor::_center_view() {
Size2 texture_size;
if (node->get_texture().is_valid()) {
texture_size = node->get_texture()->get_size();
Vector2 zoom_factor = (uv_edit_draw->get_size() - Vector2(1, 1) * 50 * EDSCALE) / texture_size;
zoom_widget->set_zoom(MIN(zoom_factor.x, zoom_factor.y));
} else {
zoom_widget->set_zoom(EDSCALE);
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}
// Recalculate scroll limits.
_update_zoom_and_pan(false);
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Size2 offset = (texture_size - uv_edit_draw->get_size() / uv_draw_zoom) / 2;
uv_hscroll->set_value_no_signal(offset.x);
uv_vscroll->set_value_no_signal(offset.y);
_update_zoom_and_pan(false);
}
void Polygon2DEditor::_uv_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
uv_hscroll->set_value_no_signal(uv_hscroll->get_value() - p_scroll_vec.x / uv_draw_zoom);
uv_vscroll->set_value_no_signal(uv_vscroll->get_value() - p_scroll_vec.y / uv_draw_zoom);
_update_zoom_and_pan(false);
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}
void Polygon2DEditor::_uv_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
zoom_widget->set_zoom(uv_draw_zoom * p_zoom_factor);
uv_draw_ofs += p_origin / uv_draw_zoom - p_origin / zoom_widget->get_zoom();
uv_hscroll->set_value_no_signal(uv_draw_ofs.x);
uv_vscroll->set_value_no_signal(uv_draw_ofs.y);
_update_zoom_and_pan(false);
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}
void Polygon2DEditor::_update_zoom_and_pan(bool p_zoom_at_center) {
uv_draw_ofs = Vector2(uv_hscroll->get_value(), uv_vscroll->get_value());
real_t previous_zoom = uv_draw_zoom;
uv_draw_zoom = zoom_widget->get_zoom();
if (p_zoom_at_center) {
Vector2 center = uv_edit_draw->get_size() / 2;
uv_draw_ofs += center / previous_zoom - center / uv_draw_zoom;
}
Point2 min_corner;
Point2 max_corner;
if (node->get_texture().is_valid()) {
max_corner += node->get_texture()->get_size();
}
Vector<Vector2> points = uv_edit_mode[0]->is_pressed() ? node->get_uv() : node->get_polygon();
for (int i = 0; i < points.size(); i++) {
min_corner = min_corner.min(points[i]);
max_corner = max_corner.max(points[i]);
}
Size2 page_size = uv_edit_draw->get_size() / uv_draw_zoom;
Vector2 margin = Vector2(50, 50) * EDSCALE / uv_draw_zoom;
min_corner -= page_size - margin;
max_corner += page_size - margin;
uv_hscroll->set_block_signals(true);
uv_hscroll->set_min(min_corner.x);
uv_hscroll->set_max(max_corner.x);
uv_hscroll->set_page(page_size.x);
uv_hscroll->set_value(uv_draw_ofs.x);
uv_hscroll->set_block_signals(false);
uv_vscroll->set_block_signals(true);
uv_vscroll->set_min(min_corner.y);
uv_vscroll->set_max(max_corner.y);
uv_vscroll->set_page(page_size.y);
uv_vscroll->set_value(uv_draw_ofs.y);
uv_vscroll->set_block_signals(false);
uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_draw() {
if (!uv_edit->is_visible() || !_get_node()) {
return;
}
Ref<Texture2D> base_tex = node->get_texture();
if (base_tex.is_null()) {
return;
}
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String warning;
Transform2D mtx;
mtx.columns[2] = -uv_draw_ofs * uv_draw_zoom;
mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
// Draw texture as a background if editing uvs or no uv mapping exist.
if (uv_edit_mode[0]->is_pressed() || uv_mode == UV_MODE_CREATE || node->get_polygon().is_empty() || node->get_uv().size() != node->get_polygon().size()) {
Transform2D texture_transform = Transform2D(node->get_texture_rotation(), node->get_texture_offset());
texture_transform.scale(node->get_texture_scale());
texture_transform.affine_invert();
RS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), mtx * texture_transform);
uv_edit_draw->draw_texture(base_tex, Point2());
RS::get_singleton()->canvas_item_add_set_transform(uv_edit_draw->get_canvas_item(), Transform2D());
preview_polygon->hide();
} else {
preview_polygon->set_transform(mtx);
// Keep in sync with newly added Polygon2D properties (when relevant).
preview_polygon->set_texture(node->get_texture());
preview_polygon->set_texture_offset(node->get_texture_offset());
preview_polygon->set_texture_rotation(node->get_texture_rotation());
preview_polygon->set_texture_scale(node->get_texture_scale());
preview_polygon->set_texture_filter(node->get_texture_filter_in_tree());
preview_polygon->set_texture_repeat(node->get_texture_repeat_in_tree());
preview_polygon->set_polygon(node->get_polygon());
preview_polygon->set_uv(node->get_uv());
preview_polygon->set_invert(node->get_invert());
preview_polygon->set_invert_border(node->get_invert_border());
preview_polygon->set_internal_vertex_count(node->get_internal_vertex_count());
if (uv_mode == UV_MODE_ADD_POLYGON) {
preview_polygon->set_polygons(Array());
} else {
preview_polygon->set_polygons(node->get_polygons());
}
preview_polygon->show();
}
if (snap_show_grid) {
Color grid_color = Color(1.0, 1.0, 1.0, 0.15);
Size2 s = uv_edit_draw->get_size();
int last_cell = 0;
if (snap_step.x != 0) {
for (int i = 0; i < s.width; i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(i, 0)).x - snap_offset.x) / snap_step.x));
if (i == 0) {
last_cell = cell;
}
if (last_cell != cell) {
uv_edit_draw->draw_line(Point2(i, 0), Point2(i, s.height), grid_color, Math::round(EDSCALE));
}
last_cell = cell;
}
}
if (snap_step.y != 0) {
for (int i = 0; i < s.height; i++) {
int cell = Math::fast_ftoi(Math::floor((mtx.affine_inverse().xform(Vector2(0, i)).y - snap_offset.y) / snap_step.y));
if (i == 0) {
last_cell = cell;
}
if (last_cell != cell) {
uv_edit_draw->draw_line(Point2(0, i), Point2(s.width, i), grid_color, Math::round(EDSCALE));
}
last_cell = cell;
}
}
}
Array polygons = node->get_polygons();
Vector<Vector2> uvs;
if (uv_edit_mode[0]->is_pressed()) { //edit uv
uvs = node->get_uv();
} else { //edit polygon
uvs = node->get_polygon();
}
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const float *weight_r = nullptr;
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if (uv_edit_mode[3]->is_pressed()) {
int bone_selected = -1;
for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
if (c && c->is_pressed()) {
bone_selected = i;
break;
}
}
if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == uvs.size()) {
weight_r = node->get_bone_weights(bone_selected).ptr();
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}
}
// All UV points are sharp, so use the sharp handle icon
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Ref<Texture2D> handle = get_editor_theme_icon(SNAME("EditorPathSharpHandle"));
Color poly_line_color = Color(0.9, 0.5, 0.5);
if (polygons.size() || polygon_create.size()) {
poly_line_color.a *= 0.25;
}
Color polygon_line_color = Color(0.5, 0.5, 0.9);
Vector<Color> polygon_fill_color;
{
Color pf = polygon_line_color;
pf.a *= 0.5;
polygon_fill_color.push_back(pf);
}
Color prev_color = Color(0.5, 0.5, 0.5);
int uv_draw_max = uvs.size();
uv_draw_max -= node->get_internal_vertex_count();
if (uv_draw_max < 0) {
uv_draw_max = 0;
}
for (int i = 0; i < uvs.size(); i++) {
int next = uv_draw_max > 0 ? (i + 1) % uv_draw_max : 0;
if (i < uv_draw_max && uv_drag && uv_move_current == UV_MODE_EDIT_POINT && EDITOR_GET("editors/polygon_editor/show_previous_outline")) {
uv_edit_draw->draw_line(mtx.xform(points_prev[i]), mtx.xform(points_prev[next]), prev_color, Math::round(EDSCALE));
}
Vector2 next_point = uvs[next];
if (uv_create && i == uvs.size() - 1) {
next_point = uv_create_to;
}
if (i < uv_draw_max) { // If using or creating polygons, do not show outline (will show polygons instead).
uv_edit_draw->draw_line(mtx.xform(uvs[i]), mtx.xform(next_point), poly_line_color, Math::round(EDSCALE));
}
}
for (int i = 0; i < polygons.size(); i++) {
Vector<int> points = polygons[i];
Vector<Vector2> polypoints;
for (int j = 0; j < points.size(); j++) {
int next = (j + 1) % points.size();
int idx = points[j];
int idx_next = points[next];
if (idx < 0 || idx >= uvs.size()) {
continue;
}
polypoints.push_back(mtx.xform(uvs[idx]));
if (idx_next < 0 || idx_next >= uvs.size()) {
continue;
}
uv_edit_draw->draw_line(mtx.xform(uvs[idx]), mtx.xform(uvs[idx_next]), polygon_line_color, Math::round(EDSCALE));
}
if (points.size() >= 3) {
uv_edit_draw->draw_polygon(polypoints, polygon_fill_color);
}
}
for (int i = 0; i < uvs.size(); i++) {
if (weight_r) {
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Vector2 draw_pos = mtx.xform(uvs[i]);
float weight = weight_r[i];
uv_edit_draw->draw_rect(Rect2(draw_pos - Vector2(2, 2) * EDSCALE, Vector2(5, 5) * EDSCALE), Color(weight, weight, weight, 1.0), Math::round(EDSCALE));
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} else {
if (i < uv_draw_max) {
uv_edit_draw->draw_texture(handle, mtx.xform(uvs[i]) - handle->get_size() * 0.5);
} else {
// Internal vertex
uv_edit_draw->draw_texture(handle, mtx.xform(uvs[i]) - handle->get_size() * 0.5, Color(0.6, 0.8, 1));
}
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}
}
if (polygon_create.size()) {
for (int i = 0; i < polygon_create.size(); i++) {
Vector2 from = uvs[polygon_create[i]];
Vector2 to = (i + 1) < polygon_create.size() ? uvs[polygon_create[i + 1]] : uv_create_to;
uv_edit_draw->draw_line(mtx.xform(from), mtx.xform(to), polygon_line_color, Math::round(EDSCALE));
}
}
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if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
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NodePath bone_path;
for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
if (c && c->is_pressed()) {
bone_path = node->get_bone_path(i);
break;
}
}
//draw skeleton
NodePath skeleton_path = node->get_skeleton();
if (node->has_node(skeleton_path)) {
Skeleton2D *skeleton = Object::cast_to<Skeleton2D>(node->get_node(skeleton_path));
if (skeleton) {
for (int i = 0; i < skeleton->get_bone_count(); i++) {
Bone2D *bone = skeleton->get_bone(i);
if (bone->get_rest() == Transform2D(0, 0, 0, 0, 0, 0)) {
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continue; //not set
}
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bool current = bone_path == skeleton->get_path_to(bone);
bool found_child = false;
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for (int j = 0; j < bone->get_child_count(); j++) {
Bone2D *n = Object::cast_to<Bone2D>(bone->get_child(j));
if (!n) {
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continue;
}
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found_child = true;
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Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
Transform2D endpoint_xform = bone_xform * n->get_transform();
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Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), Math::round((current ? 5 : 4) * EDSCALE));
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, Math::round((current ? 3 : 2) * EDSCALE));
}
if (!found_child) {
//draw normally
Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
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Transform2D endpoint_xform = bone_xform * Transform2D(0, Vector2(bone->get_length(), 0));
Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), Math::round((current ? 5 : 4) * EDSCALE));
uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, Math::round((current ? 3 : 2) * EDSCALE));
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}
}
}
}
//draw paint circle
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uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
}
}
void Polygon2DEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_bone_list"), &Polygon2DEditor::_update_bone_list);
ClassDB::bind_method(D_METHOD("_update_polygon_editing_state"), &Polygon2DEditor::_update_polygon_editing_state);
}
Vector2 Polygon2DEditor::snap_point(Vector2 p_target) const {
if (use_snap) {
p_target.x = Math::snap_scalar(snap_offset.x * uv_draw_zoom - uv_draw_ofs.x, snap_step.x * uv_draw_zoom, p_target.x);
p_target.y = Math::snap_scalar(snap_offset.y * uv_draw_zoom - uv_draw_ofs.y, snap_step.y * uv_draw_zoom, p_target.y);
}
return p_target;
}
Polygon2DEditor::Polygon2DEditor() {
snap_offset = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_offset", Vector2());
// A power-of-two value works better as a default grid size.
snap_step = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_step", Vector2(8, 8));
use_snap = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "snap_enabled", false);
snap_show_grid = EditorSettings::get_singleton()->get_project_metadata("polygon_2d_uv_editor", "show_grid", false);
button_uv = memnew(Button);
button_uv->set_theme_type_variation("FlatButton");
add_child(button_uv);
button_uv->set_tooltip_text(TTR("Open Polygon 2D UV editor."));
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button_uv->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_menu_option).bind(MODE_EDIT_UV));
uv_mode = UV_MODE_EDIT_POINT;
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uv_edit = memnew(UVEditDialog);
uv_edit->set_title(TTR("Polygon 2D UV Editor"));
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uv_edit->set_process_shortcut_input(true);
add_child(uv_edit);
uv_edit->connect(SceneStringName(confirmed), callable_mp(this, &Polygon2DEditor::_uv_edit_popup_hide));
uv_edit->connect("canceled", callable_mp(this, &Polygon2DEditor::_uv_edit_popup_hide));
VBoxContainer *uv_main_vb = memnew(VBoxContainer);
uv_edit->add_child(uv_main_vb);
HBoxContainer *uv_mode_hb = memnew(HBoxContainer);
uv_edit_group.instantiate();
uv_edit_mode[0] = memnew(Button);
uv_mode_hb->add_child(uv_edit_mode[0]);
uv_edit_mode[0]->set_toggle_mode(true);
uv_edit_mode[1] = memnew(Button);
uv_mode_hb->add_child(uv_edit_mode[1]);
uv_edit_mode[1]->set_toggle_mode(true);
uv_edit_mode[2] = memnew(Button);
uv_mode_hb->add_child(uv_edit_mode[2]);
uv_edit_mode[2]->set_toggle_mode(true);
uv_edit_mode[3] = memnew(Button);
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uv_mode_hb->add_child(uv_edit_mode[3]);
uv_edit_mode[3]->set_toggle_mode(true);
uv_edit_mode[0]->set_text(TTR("UV"));
uv_edit_mode[0]->set_pressed(true);
uv_edit_mode[1]->set_text(TTR("Points"));
uv_edit_mode[2]->set_text(TTR("Polygons"));
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uv_edit_mode[3]->set_text(TTR("Bones"));
uv_edit_mode[0]->set_button_group(uv_edit_group);
uv_edit_mode[1]->set_button_group(uv_edit_group);
uv_edit_mode[2]->set_button_group(uv_edit_group);
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uv_edit_mode[3]->set_button_group(uv_edit_group);
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uv_edit_mode[0]->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_uv_edit_mode_select).bind(0));
uv_edit_mode[1]->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_uv_edit_mode_select).bind(1));
uv_edit_mode[2]->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_uv_edit_mode_select).bind(2));
uv_edit_mode[3]->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_uv_edit_mode_select).bind(3));
uv_mode_hb->add_child(memnew(VSeparator));
uv_main_vb->add_child(uv_mode_hb);
for (int i = 0; i < UV_MODE_MAX; i++) {
uv_button[i] = memnew(Button);
uv_button[i]->set_theme_type_variation("FlatButton");
uv_button[i]->set_toggle_mode(true);
uv_mode_hb->add_child(uv_button[i]);
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uv_button[i]->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_uv_mode).bind(i));
uv_button[i]->set_focus_mode(FOCUS_NONE);
}
uv_button[UV_MODE_CREATE]->set_tooltip_text(TTR("Create Polygon"));
uv_button[UV_MODE_CREATE_INTERNAL]->set_tooltip_text(TTR("Create Internal Vertex"));
uv_button[UV_MODE_REMOVE_INTERNAL]->set_tooltip_text(TTR("Remove Internal Vertex"));
Key key = (OS::get_singleton()->has_feature("macos") || OS::get_singleton()->has_feature("web_macos") || OS::get_singleton()->has_feature("web_ios")) ? Key::META : Key::CTRL;
uv_button[UV_MODE_EDIT_POINT]->set_tooltip_text(TTR("Move Points") + "\n" + find_keycode_name(key) + TTR(": Rotate") + "\n" + TTR("Shift: Move All") + "\n" + keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Shift: Scale"));
uv_button[UV_MODE_MOVE]->set_tooltip_text(TTR("Move Polygon"));
uv_button[UV_MODE_ROTATE]->set_tooltip_text(TTR("Rotate Polygon"));
uv_button[UV_MODE_SCALE]->set_tooltip_text(TTR("Scale Polygon"));
uv_button[UV_MODE_ADD_POLYGON]->set_tooltip_text(TTR("Create a custom polygon. Enables custom polygon rendering."));
uv_button[UV_MODE_REMOVE_POLYGON]->set_tooltip_text(TTR("Remove a custom polygon. If none remain, custom polygon rendering is disabled."));
uv_button[UV_MODE_PAINT_WEIGHT]->set_tooltip_text(TTR("Paint weights with specified intensity."));
uv_button[UV_MODE_CLEAR_WEIGHT]->set_tooltip_text(TTR("Unpaint weights with specified intensity."));
uv_button[UV_MODE_CREATE]->hide();
uv_button[UV_MODE_CREATE_INTERNAL]->hide();
uv_button[UV_MODE_REMOVE_INTERNAL]->hide();
uv_button[UV_MODE_ADD_POLYGON]->hide();
uv_button[UV_MODE_REMOVE_POLYGON]->hide();
uv_button[UV_MODE_PAINT_WEIGHT]->hide();
uv_button[UV_MODE_CLEAR_WEIGHT]->hide();
uv_button[UV_MODE_EDIT_POINT]->set_pressed(true);
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bone_paint_strength = memnew(HSlider);
uv_mode_hb->add_child(bone_paint_strength);
bone_paint_strength->set_custom_minimum_size(Size2(75 * EDSCALE, 0));
bone_paint_strength->set_v_size_flags(SIZE_SHRINK_CENTER);
bone_paint_strength->set_min(0);
bone_paint_strength->set_max(1);
bone_paint_strength->set_step(0.01);
bone_paint_strength->set_value(0.5);
bone_paint_radius_label = memnew(Label(TTR("Radius:")));
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uv_mode_hb->add_child(bone_paint_radius_label);
bone_paint_radius = memnew(SpinBox);
uv_mode_hb->add_child(bone_paint_radius);
bone_paint_strength->hide();
bone_paint_radius->hide();
bone_paint_radius_label->hide();
bone_paint_radius->set_min(1);
bone_paint_radius->set_max(100);
bone_paint_radius->set_step(1);
bone_paint_radius->set_value(32);
HSplitContainer *uv_main_hsc = memnew(HSplitContainer);
uv_main_vb->add_child(uv_main_hsc);
uv_main_hsc->set_v_size_flags(SIZE_EXPAND_FILL);
uv_edit_background = memnew(Panel);
uv_main_hsc->add_child(uv_edit_background);
uv_edit_background->set_h_size_flags(SIZE_EXPAND_FILL);
uv_edit_background->set_custom_minimum_size(Size2(200, 200) * EDSCALE);
uv_edit_background->set_clip_contents(true);
preview_polygon = memnew(Polygon2D);
uv_edit_background->add_child(preview_polygon);
uv_edit_draw = memnew(Control);
uv_edit_background->add_child(uv_edit_draw);
uv_edit_draw->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
Control *space = memnew(Control);
uv_mode_hb->add_child(space);
space->set_h_size_flags(SIZE_EXPAND_FILL);
uv_menu = memnew(MenuButton);
uv_mode_hb->add_child(uv_menu);
uv_menu->set_flat(false);
uv_menu->set_theme_type_variation("FlatMenuButton");
uv_menu->set_text(TTR("Edit"));
uv_menu->get_popup()->add_item(TTR("Copy Polygon to UV"), UVEDIT_POLYGON_TO_UV);
uv_menu->get_popup()->add_item(TTR("Copy UV to Polygon"), UVEDIT_UV_TO_POLYGON);
uv_menu->get_popup()->add_separator();
uv_menu->get_popup()->add_item(TTR("Clear UV"), UVEDIT_UV_CLEAR);
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uv_menu->get_popup()->add_separator();
uv_menu->get_popup()->add_item(TTR("Grid Settings"), UVEDIT_GRID_SETTINGS);
uv_menu->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &Polygon2DEditor::_menu_option));
uv_mode_hb->add_child(memnew(VSeparator));
b_snap_enable = memnew(Button);
b_snap_enable->set_theme_type_variation("FlatButton");
uv_mode_hb->add_child(b_snap_enable);
b_snap_enable->set_text(TTR("Snap"));
b_snap_enable->set_focus_mode(FOCUS_NONE);
b_snap_enable->set_toggle_mode(true);
b_snap_enable->set_pressed(use_snap);
b_snap_enable->set_tooltip_text(TTR("Enable Snap"));
b_snap_enable->connect("toggled", callable_mp(this, &Polygon2DEditor::_set_use_snap));
b_snap_grid = memnew(Button);
b_snap_grid->set_theme_type_variation("FlatButton");
uv_mode_hb->add_child(b_snap_grid);
b_snap_grid->set_text(TTR("Grid"));
b_snap_grid->set_focus_mode(FOCUS_NONE);
b_snap_grid->set_toggle_mode(true);
b_snap_grid->set_pressed(snap_show_grid);
b_snap_grid->set_tooltip_text(TTR("Show Grid"));
b_snap_grid->connect("toggled", callable_mp(this, &Polygon2DEditor::_set_show_grid));
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grid_settings = memnew(AcceptDialog);
grid_settings->set_title(TTR("Configure Grid:"));
add_child(grid_settings);
VBoxContainer *grid_settings_vb = memnew(VBoxContainer);
grid_settings->add_child(grid_settings_vb);
SpinBox *sb_off_x = memnew(SpinBox);
sb_off_x->set_min(-256);
sb_off_x->set_max(256);
sb_off_x->set_step(1);
sb_off_x->set_value(snap_offset.x);
sb_off_x->set_suffix("px");
sb_off_x->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_set_snap_off_x));
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grid_settings_vb->add_margin_child(TTR("Grid Offset X:"), sb_off_x);
SpinBox *sb_off_y = memnew(SpinBox);
sb_off_y->set_min(-256);
sb_off_y->set_max(256);
sb_off_y->set_step(1);
sb_off_y->set_value(snap_offset.y);
sb_off_y->set_suffix("px");
sb_off_y->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_set_snap_off_y));
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grid_settings_vb->add_margin_child(TTR("Grid Offset Y:"), sb_off_y);
SpinBox *sb_step_x = memnew(SpinBox);
sb_step_x->set_min(-256);
sb_step_x->set_max(256);
sb_step_x->set_step(1);
sb_step_x->set_value(snap_step.x);
sb_step_x->set_suffix("px");
sb_step_x->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_set_snap_step_x));
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grid_settings_vb->add_margin_child(TTR("Grid Step X:"), sb_step_x);
SpinBox *sb_step_y = memnew(SpinBox);
sb_step_y->set_min(-256);
sb_step_y->set_max(256);
sb_step_y->set_step(1);
sb_step_y->set_value(snap_step.y);
sb_step_y->set_suffix("px");
sb_step_y->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_set_snap_step_y));
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grid_settings_vb->add_margin_child(TTR("Grid Step Y:"), sb_step_y);
zoom_widget = memnew(EditorZoomWidget);
uv_edit_draw->add_child(zoom_widget);
zoom_widget->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT, Control::PRESET_MODE_MINSIZE, 2 * EDSCALE);
zoom_widget->connect("zoom_changed", callable_mp(this, &Polygon2DEditor::_update_zoom_and_pan).unbind(1).bind(true));
zoom_widget->set_shortcut_context(nullptr);
uv_vscroll = memnew(VScrollBar);
uv_vscroll->set_step(0.001);
uv_edit_draw->add_child(uv_vscroll);
uv_vscroll->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_update_zoom_and_pan).unbind(1).bind(false));
uv_hscroll = memnew(HScrollBar);
uv_hscroll->set_step(0.001);
uv_edit_draw->add_child(uv_hscroll);
uv_hscroll->connect(SceneStringName(value_changed), callable_mp(this, &Polygon2DEditor::_update_zoom_and_pan).unbind(1).bind(false));
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bone_scroll_main_vb = memnew(VBoxContainer);
bone_scroll_main_vb->hide();
bone_scroll_main_vb->set_custom_minimum_size(Size2(150 * EDSCALE, 0));
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sync_bones = memnew(Button(TTR("Sync Bones to Polygon")));
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bone_scroll_main_vb->add_child(sync_bones);
sync_bones->set_h_size_flags(0);
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sync_bones->connect(SceneStringName(pressed), callable_mp(this, &Polygon2DEditor::_sync_bones));
uv_main_hsc->add_child(bone_scroll_main_vb);
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bone_scroll = memnew(ScrollContainer);
bone_scroll->set_v_scroll(true);
bone_scroll->set_h_scroll(false);
bone_scroll_main_vb->add_child(bone_scroll);
bone_scroll->set_v_size_flags(SIZE_EXPAND_FILL);
bone_scroll_vb = memnew(VBoxContainer);
bone_scroll->add_child(bone_scroll_vb);
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uv_panner.instantiate();
uv_panner->set_callbacks(callable_mp(this, &Polygon2DEditor::_uv_pan_callback), callable_mp(this, &Polygon2DEditor::_uv_zoom_callback));
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uv_edit_draw->connect(SceneStringName(draw), callable_mp(this, &Polygon2DEditor::_uv_draw));
uv_edit_draw->connect(SceneStringName(gui_input), callable_mp(this, &Polygon2DEditor::_uv_input));
uv_edit_draw->connect(SceneStringName(focus_exited), callable_mp(uv_panner.ptr(), &ViewPanner::release_pan_key));
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uv_edit_draw->set_focus_mode(FOCUS_CLICK);
uv_draw_zoom = 1.0;
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point_drag_index = -1;
uv_drag = false;
uv_create = false;
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bone_painting = false;
error = memnew(AcceptDialog);
add_child(error);
}
Polygon2DEditorPlugin::Polygon2DEditorPlugin() :
AbstractPolygon2DEditorPlugin(memnew(Polygon2DEditor), "Polygon2D") {
}