Merge pull request #7352 from Zylann/polyline

Polyline
This commit is contained in:
Rémi Verschelde 2017-02-12 23:30:04 +01:00 committed by GitHub
commit 117a83fcb9
12 changed files with 1489 additions and 0 deletions

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scene/2d/line_2d.cpp Normal file
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#include "line_2d.h"
#include "core_string_names.h"
// Needed so we can bind functions
VARIANT_ENUM_CAST(LineJointMode)
VARIANT_ENUM_CAST(LineCapMode)
VARIANT_ENUM_CAST(LineTextureMode)
Line2D::Line2D() : Node2D() {
_joint_mode = LINE_JOINT_SHARP;
_begin_cap_mode = LINE_CAP_NONE;
_end_cap_mode = LINE_CAP_NONE;
_width = 10;
_default_color = Color(0.4,0.5,1);
_sharp_limit = 2.f;
_round_precision = 8;
}
void Line2D::set_points(const PoolVector<Vector2> &p_points) {
_points = p_points;
update();
}
void Line2D::set_width(float width) {
if(width < 0.0)
width = 0.0;
_width = width;
update();
}
float Line2D::get_width() const {
return _width;
}
PoolVector<Vector2> Line2D::get_points() const {
return _points;
}
void Line2D::set_point_pos(int i, Vector2 pos) {
_points.set(i, pos);
update();
}
Vector2 Line2D::get_point_pos(int i) const {
return _points.get(i);
}
int Line2D::get_point_count() const {
return _points.size();
}
void Line2D::add_point(Vector2 pos) {
_points.append(pos);
update();
}
void Line2D::remove_point(int i) {
_points.remove(i);
update();
}
void Line2D::set_default_color(Color color) {
_default_color = color;
update();
}
Color Line2D::get_default_color() const {
return _default_color;
}
void Line2D::set_gradient(const Ref<ColorRamp>& gradient) {
// Cleanup previous connection if any
if(_gradient.is_valid()) {
(**_gradient).disconnect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
_gradient = gradient;
// Connect to the gradient so the line will update when the ColorRamp is changed
if(_gradient.is_valid()) {
(**_gradient).connect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
update();
}
Ref<ColorRamp> Line2D::get_gradient() const {
return _gradient;
}
void Line2D::set_texture(const Ref<Texture>& texture) {
_texture = texture;
update();
}
Ref<Texture> Line2D::get_texture() const {
return _texture;
}
void Line2D::set_texture_mode(const LineTextureMode mode) {
_texture_mode = mode;
update();
}
LineTextureMode Line2D::get_texture_mode() const {
return _texture_mode;
}
void Line2D::set_joint_mode(LineJointMode mode) {
_joint_mode = mode;
update();
}
LineJointMode Line2D::get_joint_mode() const {
return _joint_mode;
}
void Line2D::set_begin_cap_mode(LineCapMode mode) {
_begin_cap_mode = mode;
update();
}
LineCapMode Line2D::get_begin_cap_mode() const {
return _begin_cap_mode;
}
void Line2D::set_end_cap_mode(LineCapMode mode) {
_end_cap_mode = mode;
update();
}
LineCapMode Line2D::get_end_cap_mode() const {
return _end_cap_mode;
}
void Line2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_DRAW:
_draw();
break;
}
}
void Line2D::set_sharp_limit(float limit) {
if(limit < 0.f)
limit = 0.f;
_sharp_limit = limit;
update();
}
float Line2D::get_sharp_limit() const {
return _sharp_limit;
}
void Line2D::set_round_precision(int precision) {
if(precision < 1)
precision = 1;
_round_precision = precision;
update();
}
int Line2D::get_round_precision() const {
return _round_precision;
}
void Line2D::_draw() {
if(_points.size() <= 1 || _width == 0.f)
return;
// TODO Is this really needed?
// Copy points for faster access
Vector<Vector2> points;
points.resize(_points.size());
int len = points.size(); {
PoolVector<Vector2>::Read points_read = _points.read();
for(int i = 0; i < len; ++i) {
points[i] = points_read[i];
}
}
// TODO Maybe have it as member rather than copying parameters and allocating memory?
LineBuilder lb;
lb.points = points;
lb.default_color = _default_color;
lb.gradient = *_gradient;
lb.texture_mode = _texture_mode;
lb.joint_mode = _joint_mode;
lb.begin_cap_mode = _begin_cap_mode;
lb.end_cap_mode = _end_cap_mode;
lb.round_precision = _round_precision;
lb.sharp_limit = _sharp_limit;
lb.width = _width;
lb.build();
RID texture_rid;
if(_texture.is_valid())
texture_rid = (**_texture).get_rid();
VS::get_singleton()->canvas_item_add_triangle_array(
get_canvas_item(),
lb.indices,
lb.vertices,
lb.colors,
lb.uvs,
texture_rid);
// DEBUG
// Draw wireframe
// if(lb.indices.size() % 3 == 0) {
// Color col(0,0,0);
// for(int i = 0; i < lb.indices.size(); i += 3) {
// int vi = lb.indices[i];
// int lbvsize = lb.vertices.size();
// Vector2 a = lb.vertices[lb.indices[i]];
// Vector2 b = lb.vertices[lb.indices[i+1]];
// Vector2 c = lb.vertices[lb.indices[i+2]];
// draw_line(a, b, col);
// draw_line(b, c, col);
// draw_line(c, a, col);
// }
// for(int i = 0; i < lb.vertices.size(); ++i) {
// Vector2 p = lb.vertices[i];
// draw_rect(Rect2(p.x-1, p.y-1, 2, 2), Color(0,0,0,0.5));
// }
// }
}
void Line2D::_gradient_changed() {
update();
}
// static
void Line2D::_bind_methods() {
ClassDB::bind_method(_MD("set_points","points"), &Line2D::set_points);
ClassDB::bind_method(_MD("get_points"), &Line2D::get_points);
ClassDB::bind_method(_MD("set_point_pos","i", "pos"), &Line2D::set_point_pos);
ClassDB::bind_method(_MD("get_point_pos", "i"), &Line2D::get_point_pos);
ClassDB::bind_method(_MD("get_point_count"), &Line2D::get_point_count);
ClassDB::bind_method(_MD("add_point", "pos"), &Line2D::add_point);
ClassDB::bind_method(_MD("remove_point", "i"), &Line2D::remove_point);
ClassDB::bind_method(_MD("set_width","width"), &Line2D::set_width);
ClassDB::bind_method(_MD("get_width"), &Line2D::get_width);
ClassDB::bind_method(_MD("set_default_color", "color"), &Line2D::set_default_color);
ClassDB::bind_method(_MD("get_default_color"), &Line2D::get_default_color);
ClassDB::bind_method(_MD("set_gradient", "color"), &Line2D::set_gradient);
ClassDB::bind_method(_MD("get_gradient"), &Line2D::get_gradient);
ClassDB::bind_method(_MD("set_texture", "texture"), &Line2D::set_texture);
ClassDB::bind_method(_MD("get_texture"), &Line2D::get_texture);
ClassDB::bind_method(_MD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
ClassDB::bind_method(_MD("get_texture_mode"), &Line2D::get_texture_mode);
ClassDB::bind_method(_MD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
ClassDB::bind_method(_MD("get_joint_mode"), &Line2D::get_joint_mode);
ClassDB::bind_method(_MD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
ClassDB::bind_method(_MD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
ClassDB::bind_method(_MD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
ClassDB::bind_method(_MD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
ClassDB::bind_method(_MD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
ClassDB::bind_method(_MD("get_sharp_limit"), &Line2D::get_sharp_limit);
ClassDB::bind_method(_MD("set_round_precision", "precision"), &Line2D::set_round_precision);
ClassDB::bind_method(_MD("get_round_precision"), &Line2D::get_round_precision);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), _SCS("set_points"), _SCS("get_points"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), _SCS("set_width"), _SCS("get_width"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), _SCS("set_default_color"), _SCS("get_default_color"));
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "ColorRamp"), _SCS("set_gradient"), _SCS("get_gradient" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile" ), _SCS("set_texture_mode"),_SCS("get_texture_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round" ), _SCS("set_joint_mode"),_SCS("get_joint_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_begin_cap_mode"),_SCS("get_begin_cap_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_end_cap_mode"),_SCS("get_end_cap_mode" ) );
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), _SCS("set_sharp_limit"), _SCS("get_sharp_limit"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), _SCS("set_round_precision"), _SCS("get_round_precision"));
BIND_CONSTANT(LINE_JOINT_SHARP);
BIND_CONSTANT(LINE_JOINT_BEVEL);
BIND_CONSTANT(LINE_JOINT_ROUND);
BIND_CONSTANT(LINE_CAP_NONE);
BIND_CONSTANT(LINE_CAP_BOX);
BIND_CONSTANT(LINE_CAP_ROUND);
BIND_CONSTANT(LINE_TEXTURE_NONE);
BIND_CONSTANT(LINE_TEXTURE_TILE);
ClassDB::bind_method(_MD("_gradient_changed"), &Line2D::_gradient_changed);
}

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#ifndef LINE2D_H
#define LINE2D_H
#include "node_2d.h"
#include "line_builder.h"
class Line2D : public Node2D {
GDCLASS(Line2D, Node2D)
public:
Line2D();
void set_points(const PoolVector<Vector2> & p_points);
PoolVector<Vector2> get_points() const;
void set_point_pos(int i, Vector2 pos);
Vector2 get_point_pos(int i) const;
int get_point_count() const;
void add_point(Vector2 pos);
void remove_point(int i);
void set_width(float width);
float get_width() const;
void set_default_color(Color color);
Color get_default_color() const;
void set_gradient(const Ref<ColorRamp>& gradient);
Ref<ColorRamp> get_gradient() const;
void set_texture(const Ref<Texture>& texture);
Ref<Texture> get_texture() const;
void set_texture_mode(const LineTextureMode mode);
LineTextureMode get_texture_mode() const;
void set_joint_mode(LineJointMode mode);
LineJointMode get_joint_mode() const;
void set_begin_cap_mode(LineCapMode mode);
LineCapMode get_begin_cap_mode() const;
void set_end_cap_mode(LineCapMode mode);
LineCapMode get_end_cap_mode() const;
void set_sharp_limit(float limit);
float get_sharp_limit() const;
void set_round_precision(int precision);
int get_round_precision() const;
protected:
void _notification(int p_what);
void _draw();
static void _bind_methods();
private:
void _gradient_changed();
private:
PoolVector<Vector2> _points;
LineJointMode _joint_mode;
LineCapMode _begin_cap_mode;
LineCapMode _end_cap_mode;
float _width;
Color _default_color;
Ref<ColorRamp> _gradient;
Ref<Texture> _texture;
LineTextureMode _texture_mode;
float _sharp_limit;
int _round_precision;
};
#endif // LINE2D_H

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#include "line_builder.h"
//----------------------------------------------------------------------------
// Util
//----------------------------------------------------------------------------
enum SegmentIntersectionResult {
SEGMENT_PARALLEL = 0,
SEGMENT_NO_INTERSECT = 1,
SEGMENT_INTERSECT = 2
};
static SegmentIntersectionResult segment_intersection(
Vector2 a, Vector2 b, Vector2 c, Vector2 d,
Vector2 * out_intersection)
{
// http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
Vector2 cd = d - c;
Vector2 ab = b - a;
float div = cd.y*ab.x - cd.x*ab.y;
if(Math::abs(div) > 0.001f) {
float ua = (cd.x * (a.y-c.y) - cd.y * (a.x-c.x)) / div;
float ub = (ab.x * (a.y-c.y) - ab.y * (a.x-c.x)) / div;
*out_intersection = a + ua * ab;
if(ua >= 0.f && ua <= 1.f &&
ub >= 0.f && ub <= 1.f)
return SEGMENT_INTERSECT;
return SEGMENT_NO_INTERSECT;
}
return SEGMENT_PARALLEL;
}
// TODO I'm pretty sure there is an even faster way to swap things
template <typename T>
static inline void swap(T & a, T & b) {
T tmp = a;
a = b;
b = tmp;
}
static float calculate_total_distance(const Vector<Vector2> & points) {
float d = 0.f;
for(int i = 1; i < points.size(); ++i) {
d += points[i].distance_to(points[i-1]);
}
return d;
}
static inline Vector2 rotate90(const Vector2 & v) {
// Note: the 2D referential is X-right, Y-down
return Vector2(v.y, -v.x);
}
static inline Vector2 interpolate(const Rect2 & r, const Vector2 & v) {
return Vector2(
Math::lerp(r.get_pos().x, r.get_pos().x + r.get_size().x, v.x),
Math::lerp(r.get_pos().y, r.get_pos().y + r.get_size().y, v.y)
);
}
//----------------------------------------------------------------------------
// LineBuilder
//----------------------------------------------------------------------------
LineBuilder::LineBuilder() {
joint_mode = LINE_JOINT_SHARP;
width = 10;
default_color = Color(0.4,0.5,1);
gradient = NULL;
sharp_limit = 2.f;
round_precision = 8;
begin_cap_mode = LINE_CAP_NONE;
end_cap_mode = LINE_CAP_NONE;
_interpolate_color = false;
_last_index[0] = 0;
_last_index[1] = 0;
}
void LineBuilder::clear_output() {
vertices.clear();
colors.clear();
indices.clear();
}
void LineBuilder::build() {
// Need at least 2 points to draw a line
if(points.size() < 2) {
clear_output();
return;
}
const float hw = width / 2.f;
const float hw_sq = hw*hw;
const float sharp_limit_sq = sharp_limit * sharp_limit;
const int len = points.size();
// Initial values
Vector2 pos0 = points[0];
Vector2 pos1 = points[1];
Vector2 f0 = (pos1 - pos0).normalized();
Vector2 u0 = rotate90(f0);
Vector2 pos_up0 = pos0 + u0 * hw;
Vector2 pos_down0 = pos0 - u0 * hw;
Color color0;
Color color1;
float current_distance0 = 0.f;
float current_distance1 = 0.f;
float total_distance;
_interpolate_color = gradient != NULL;
bool distance_required = _interpolate_color || texture_mode == LINE_TEXTURE_TILE;
if(distance_required)
total_distance = calculate_total_distance(points);
if(_interpolate_color)
color0 = gradient->get_color(0);
else
colors.push_back(default_color);
float uvx0 = 0.f;
float uvx1 = 0.f;
// Begin cap
if(begin_cap_mode == LINE_CAP_BOX) {
// Push back first vertices a little bit
pos_up0 -= f0 * hw;
pos_down0 -= f0 * hw;
// The line's outer length will be a little higher due to begin and end caps
total_distance += width;
current_distance0 += hw;
current_distance1 = current_distance0;
}
else if(begin_cap_mode == LINE_CAP_ROUND) {
if(texture_mode == LINE_TEXTURE_TILE) {
uvx0 = 0.5f;
}
new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, 1.f, 1.f));
total_distance += width;
current_distance0 += hw;
current_distance1 = current_distance0;
}
strip_begin(pos_up0, pos_down0, color0, uvx0);
// pos_up0 ------------- pos_up1 --------------------
// | |
// pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
// | |
// pos_down0 ------------ pos_down1 ------------------
//
// i-1 i i+1
// http://labs.hyperandroid.com/tag/opengl-lines
// (not the same implementation but visuals help a lot)
// For each additional segment
for(int i = 1; i < len-1; ++i) {
pos1 = points[i];
Vector2 pos2 = points[i+1];
Vector2 f1 = (pos2 - pos1).normalized();
Vector2 u1 = rotate90(f1);
// Determine joint orientation
const float dp = u0.dot(f1);
const Orientation orientation = (dp > 0.f ? UP : DOWN);
Vector2 inner_normal0, inner_normal1;
if(orientation == UP) {
inner_normal0 = u0 * hw;
inner_normal1 = u1 * hw;
}
else {
inner_normal0 = -u0 * hw;
inner_normal1 = -u1 * hw;
}
// ---------------------------
// /
// 0 / 1
// / /
// --------------------x------ /
// / / (here shown with orientation == DOWN)
// / /
// / /
// / /
// 2 /
// /
// Find inner intersection at the joint
Vector2 corner_pos_in, corner_pos_out;
SegmentIntersectionResult intersection_result = segment_intersection(
pos0 + inner_normal0, pos1 + inner_normal0,
pos1 + inner_normal1, pos2 + inner_normal1,
&corner_pos_in);
if(intersection_result == SEGMENT_INTERSECT)
// Inner parts of the segments intersect
corner_pos_out = 2.f * pos1 - corner_pos_in;
else {
// No intersection, segments are either parallel or too sharp
corner_pos_in = pos1 + inner_normal0;
corner_pos_out = pos1 - inner_normal0;
}
Vector2 corner_pos_up, corner_pos_down;
if(orientation == UP) {
corner_pos_up = corner_pos_in;
corner_pos_down = corner_pos_out;
}
else {
corner_pos_up = corner_pos_out;
corner_pos_down = corner_pos_in;
}
LineJointMode current_joint_mode = joint_mode;
Vector2 pos_up1, pos_down1;
if(intersection_result == SEGMENT_INTERSECT) {
// Fallback on bevel if sharp angle is too high (because it would produce very long miters)
if(current_joint_mode == LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / hw_sq > sharp_limit_sq) {
current_joint_mode = LINE_JOINT_BEVEL;
}
if(current_joint_mode == LINE_JOINT_SHARP) {
// In this case, we won't create joint geometry,
// The previous and next line quads will directly share an edge.
pos_up1 = corner_pos_up;
pos_down1 = corner_pos_down;
}
else {
// Bevel or round
if(orientation == UP) {
pos_up1 = corner_pos_up;
pos_down1 = pos1 - u0 * hw;
}
else {
pos_up1 = pos1 + u0 * hw;
pos_down1 = corner_pos_down;
}
}
}
else {
// No intersection: fallback
pos_up1 = corner_pos_up;
pos_down1 = corner_pos_down;
}
// Add current line body quad
// Triangles are clockwise
if(distance_required) {
current_distance1 += pos0.distance_to(pos1);
}
if(_interpolate_color) {
color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
}
if(texture_mode == LINE_TEXTURE_TILE) {
uvx0 = current_distance0 / width;
uvx1 = current_distance1 / width;
}
strip_add_quad(pos_up1, pos_down1, color1, uvx1);
// Swap vars for use in the next line
color0 = color1;
u0 = u1;
f0 = f1;
pos0 = pos1;
current_distance0 = current_distance1;
if(intersection_result == SEGMENT_INTERSECT) {
if(current_joint_mode == LINE_JOINT_SHARP) {
pos_up0 = pos_up1;
pos_down0 = pos_down1;
}
else {
if(orientation == UP) {
pos_up0 = corner_pos_up;
pos_down0 = pos1 - u1 * hw;
}
else {
pos_up0 = pos1 + u1 * hw;
pos_down0 = corner_pos_down;
}
}
}
else {
pos_up0 = pos1 + u1 * hw;
pos_down0 = pos1 - u1 * hw;
}
// From this point, bu0 and bd0 concern the next segment
// Add joint geometry
if(current_joint_mode != LINE_JOINT_SHARP) {
// ________________ cbegin
// / \
// / \
// ____________/_ _ _\ cend
// | |
// | |
// | |
Vector2 cbegin, cend;
if(orientation == UP) {
cbegin = pos_down1;
cend = pos_down0;
}
else {
cbegin = pos_up1;
cend = pos_up0;
}
if(current_joint_mode == LINE_JOINT_BEVEL) {
strip_add_tri(cend, orientation);
}
else if(current_joint_mode == LINE_JOINT_ROUND) {
Vector2 vbegin = cbegin - pos1;
Vector2 vend = cend - pos1;
strip_add_arc(pos1, vend.angle_to(vbegin), orientation);
}
if(intersection_result != SEGMENT_INTERSECT)
// In this case the joint is too fucked up to be re-used,
// start again the strip with fallback points
strip_begin(pos_up0, pos_down0, color1, uvx1);
}
}
// Last (or only) segment
pos1 = points[points.size()-1];
Vector2 pos_up1 = pos1 + u0 * hw;
Vector2 pos_down1 = pos1 - u0 * hw;
// End cap (box)
if(end_cap_mode == LINE_CAP_BOX) {
pos_up1 += f0 * hw;
pos_down1 += f0 * hw;
}
if(distance_required) {
current_distance1 += pos0.distance_to(pos1);
}
if(_interpolate_color) {
color1 = gradient->get_color(gradient->get_points_count()-1);
}
if(texture_mode == LINE_TEXTURE_TILE) {
uvx1 = current_distance1 / width;
}
strip_add_quad(pos_up1, pos_down1, color1, uvx1);
// End cap (round)
if(end_cap_mode == LINE_CAP_ROUND) {
// Note: color is not used in case we don't interpolate...
Color color = _interpolate_color ? gradient->get_color(gradient->get_points_count()-1) : Color(0,0,0);
new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1-0.5f, 0.f, 1.f, 1.f));
}
}
void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
vertices.push_back(up);
vertices.push_back(down);
if(_interpolate_color) {
colors.push_back(color);
colors.push_back(color);
}
if(texture_mode != LINE_TEXTURE_NONE) {
uvs.push_back(Vector2(uvx, 0.f));
uvs.push_back(Vector2(uvx, 1.f));
}
_last_index[UP] = vi;
_last_index[DOWN] = vi+1;
}
void LineBuilder::strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
vertices.push_back(vertices[_last_index[UP]]);
vertices.push_back(vertices[_last_index[DOWN]]);
vertices.push_back(up);
vertices.push_back(down);
if(_interpolate_color) {
colors.push_back(color);
colors.push_back(color);
colors.push_back(color);
colors.push_back(color);
}
if(texture_mode != LINE_TEXTURE_NONE) {
uvs.push_back(uvs[_last_index[UP]]);
uvs.push_back(uvs[_last_index[DOWN]]);
uvs.push_back(Vector2(uvx, UP));
uvs.push_back(Vector2(uvx, DOWN));
}
indices.push_back(vi);
indices.push_back(vi+3);
indices.push_back(vi+1);
indices.push_back(vi);
indices.push_back(vi+2);
indices.push_back(vi+3);
_last_index[UP] = vi+2;
_last_index[DOWN] = vi+3;
}
void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
vertices.push_back(up);
vertices.push_back(down);
if(_interpolate_color) {
colors.push_back(color);
colors.push_back(color);
}
if(texture_mode != LINE_TEXTURE_NONE) {
uvs.push_back(Vector2(uvx, 0.f));
uvs.push_back(Vector2(uvx, 1.f));
}
indices.push_back(_last_index[UP]);
indices.push_back(vi+1);
indices.push_back(_last_index[DOWN]);
indices.push_back(_last_index[UP]);
indices.push_back(vi);
indices.push_back(vi+1);
_last_index[UP] = vi;
_last_index[DOWN] = vi+1;
}
void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
int vi = vertices.size();
vertices.push_back(up);
if(_interpolate_color) {
colors.push_back(colors[colors.size()-1]);
}
Orientation opposite_orientation = orientation == UP ? DOWN : UP;
if(texture_mode != LINE_TEXTURE_NONE) {
// UVs are just one slice of the texture all along
// (otherwise we can't share the bottom vertice)
uvs.push_back(uvs[_last_index[opposite_orientation]]);
}
indices.push_back(_last_index[opposite_orientation]);
indices.push_back(vi);
indices.push_back(_last_index[orientation]);
_last_index[opposite_orientation] = vi;
}
void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
// Take the two last vertices and extrude an arc made of triangles
// that all share one of the initial vertices
Orientation opposite_orientation = orientation == UP ? DOWN : UP;
Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
float radius = vbegin.length();
float angle_step = Math_PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
if(angle_delta < 0.f)
angle_step = -angle_step;
float t = vbegin.angle_to(Vector2(1, 0));
float end_angle = t + angle_delta;
Vector2 rpos(0,0);
// Arc vertices
for(int ti = 0; ti < steps; ++ti, t += angle_step) {
rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
strip_add_tri(rpos, orientation);
}
// Last arc vertice
rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
strip_add_tri(rpos, orientation);
}
void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
// Make a standalone arc that doesn't use existing vertices,
// with undistorted UVs from withing a square section
float radius = vbegin.length();
float angle_step = Math_PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
if(angle_delta < 0.f)
angle_step = -angle_step;
float t = vbegin.angle_to(Vector2(1, 0));
float end_angle = t + angle_delta;
Vector2 rpos(0,0);
float tt_begin = -Math_PI / 2.f;
float tt = tt_begin;
// Center vertice
int vi = vertices.size();
vertices.push_back(center);
if(_interpolate_color)
colors.push_back(color);
if(texture_mode != LINE_TEXTURE_NONE)
uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
// Arc vertices
for(int ti = 0; ti < steps; ++ti, t += angle_step) {
Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
rpos = center + sc * radius;
vertices.push_back(rpos);
if(_interpolate_color)
colors.push_back(color);
if(texture_mode != LINE_TEXTURE_NONE) {
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
tt += angle_step;
}
}
// Last arc vertice
Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
rpos = center + sc * radius;
vertices.push_back(rpos);
if(_interpolate_color)
colors.push_back(color);
if(texture_mode != LINE_TEXTURE_NONE) {
tt = tt_begin + angle_delta;
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
}
// Make up triangles
int vi0 = vi;
for(int ti = 0; ti < steps; ++ti) {
indices.push_back(vi0);
indices.push_back(++vi);
indices.push_back(vi+1);
}
}

76
scene/2d/line_builder.h Normal file
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@ -0,0 +1,76 @@
#ifndef LINE_BUILDER_H
#define LINE_BUILDER_H
#include "math_2d.h"
#include "color.h"
#include "scene/resources/color_ramp.h"
enum LineJointMode {
LINE_JOINT_SHARP = 0,
LINE_JOINT_BEVEL,
LINE_JOINT_ROUND
};
enum LineCapMode {
LINE_CAP_NONE = 0,
LINE_CAP_BOX,
LINE_CAP_ROUND
};
enum LineTextureMode {
LINE_TEXTURE_NONE = 0,
LINE_TEXTURE_TILE
// TODO STRETCH mode
};
class LineBuilder {
public:
// TODO Move in a struct and reference it
// Input
Vector<Vector2> points;
LineJointMode joint_mode;
LineCapMode begin_cap_mode;
LineCapMode end_cap_mode;
float width;
Color default_color;
ColorRamp* gradient;
LineTextureMode texture_mode;
float sharp_limit;
int round_precision;
// TODO offset_joints option (offers alternative implementation of round joints)
// TODO Move in a struct and reference it
// Output
Vector<Vector2> vertices;
Vector<Color> colors;
Vector<Vector2> uvs;
Vector<int> indices;
LineBuilder();
void build();
void clear_output();
private:
enum Orientation {
UP = 0,
DOWN = 1
};
// Triangle-strip methods
void strip_begin(Vector2 up, Vector2 down, Color color, float uvx);
void strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx);
void strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx);
void strip_add_tri(Vector2 up, Orientation orientation);
void strip_add_arc(Vector2 center, float angle_delta, Orientation orientation);
void new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect);
private:
bool _interpolate_color;
int _last_index[2]; // Index of last up and down vertices of the strip
};
#endif // LINE_BUILDER_H

View file

@ -121,6 +121,8 @@
#include "scene/2d/position_2d.h"
#include "scene/2d/tile_map.h"
//#include "scene/2d/tile_map.h"
#include "scene/2d/line_2d.h"
#include "scene/resources/tile_set.h"
#include "scene/animation/animation_player.h"
@ -494,6 +496,7 @@ void register_scene_types() {
ClassDB::register_class<SpriteFrames>();
ClassDB::register_class<AnimatedSprite>();
ClassDB::register_class<Position2D>();
ClassDB::register_class<Line2D>();
ClassDB::register_virtual_class<CollisionObject2D>();
ClassDB::register_virtual_class<PhysicsBody2D>();
ClassDB::register_class<StaticBody2D>();

View file

@ -27,6 +27,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "color_ramp.h"
#include "core_string_names.h"
//setter and getter names for property serialization
#define COLOR_RAMP_GET_OFFSETS "get_offsets"
@ -104,6 +105,7 @@ void ColorRamp::set_offsets(const Vector<float>& p_offsets) {
points[i].offset = p_offsets[i];
}
is_sorted = false;
emit_signal(CoreStringNames::get_singleton()->changed);
}
void ColorRamp::set_colors(const Vector<Color>& p_colors) {
@ -114,6 +116,7 @@ void ColorRamp::set_colors(const Vector<Color>& p_colors) {
{
points[i].color = p_colors[i];
}
emit_signal(CoreStringNames::get_singleton()->changed);
}
Vector<ColorRamp::Point>& ColorRamp::get_points() {
@ -128,6 +131,7 @@ void ColorRamp::add_point(float p_offset, const Color& p_color) {
is_sorted=false;
points.push_back(p);
emit_signal(CoreStringNames::get_singleton()->changed);
}
void ColorRamp::remove_point(int p_index) {
@ -135,11 +139,13 @@ void ColorRamp::remove_point(int p_index) {
ERR_FAIL_INDEX(p_index,points.size());
ERR_FAIL_COND(points.size()<=2);
points.remove(p_index);
emit_signal(CoreStringNames::get_singleton()->changed);
}
void ColorRamp::set_points(Vector<ColorRamp::Point>& p_points) {
points = p_points;
is_sorted = false;
emit_signal(CoreStringNames::get_singleton()->changed);
}
void ColorRamp::set_offset(int pos, const float offset) {
@ -147,6 +153,7 @@ void ColorRamp::set_offset(int pos, const float offset) {
points.resize(pos + 1);
points[pos].offset = offset;
is_sorted = false;
emit_signal(CoreStringNames::get_singleton()->changed);
}
float ColorRamp::get_offset(int pos) const {
@ -162,6 +169,7 @@ void ColorRamp::set_color(int pos, const Color& color) {
is_sorted = false;
}
points[pos].color = color;
emit_signal(CoreStringNames::get_singleton()->changed);
}
Color ColorRamp::get_color(int pos) const {

View file

@ -87,6 +87,7 @@
#include "plugins/script_editor_plugin.h"
#include "plugins/script_text_editor.h"
#include "plugins/path_2d_editor_plugin.h"
#include "plugins/line_2d_editor_plugin.h"
#include "plugins/particles_editor_plugin.h"
#include "plugins/particles_2d_editor_plugin.h"
#include "plugins/animation_tree_editor_plugin.h"
@ -6350,6 +6351,7 @@ EditorNode::EditorNode() {
add_editor_plugin( memnew( Path2DEditorPlugin(this) ) );
//add_editor_plugin( memnew( PathEditorPlugin(this) ) );
//add_editor_plugin( memnew( BakedLightEditorPlugin(this) ) );
add_editor_plugin( memnew( Line2DEditorPlugin(this) ) );
add_editor_plugin( memnew( Polygon2DEditorPlugin(this) ) );
add_editor_plugin( memnew( LightOccluder2DEditorPlugin(this) ) );
add_editor_plugin( memnew( NavigationPolygonEditorPlugin(this) ) );

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xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
width="16"
height="16"
viewBox="0 0 16 16"
id="svg2"
version="1.1"
inkscape:version="0.91 r13725"
inkscape:export-filename="D:\PROJETS\INFO\GODOT\ENGINE\godot_fork\tools\editor\icons\2x\icon_line_2d.png"
inkscape:export-xdpi="180"
inkscape:export-ydpi="180"
sodipodi:docname="icon_line_2d.svg">
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pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1.0"
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="31.999999"
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inkscape:document-units="px"
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inkscape:snap-bbox="true"
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inkscape:snap-bbox-edge-midpoints="true"
inkscape:snap-bbox-midpoints="true"
inkscape:snap-object-midpoints="true"
inkscape:snap-center="true"
inkscape:window-width="1920"
inkscape:window-height="1017"
inkscape:window-x="-8"
inkscape:window-y="32"
inkscape:window-maximized="1"
inkscape:snap-grids="true"
inkscape:object-nodes="true"
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<inkscape:grid
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empspacing="4" />
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<metadata
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rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
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@ -0,0 +1,283 @@
#include "line_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "os/file_access.h"
#include "tools/editor/editor_settings.h"
#include "os/keyboard.h"
//----------------------------------------------------------------------------
// Line2DEditor
//----------------------------------------------------------------------------
void Line2DEditor::_node_removed(Node *p_node) {
if(p_node == node) {
node=NULL;
hide();
}
}
void Line2DEditor::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_VISIBILITY_CHANGED:
// This widget is not a child but should have the same visibility state
base_hb->set_visible(is_visible());
break;
}
}
Vector2 Line2DEditor::mouse_to_local_pos(Vector2 gpoint, bool alt) {
Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
return !alt? canvas_item_editor->snap_point(xform.affine_inverse().xform(gpoint))
: node->get_global_transform().affine_inverse().xform(
canvas_item_editor->snap_point(
canvas_item_editor->get_canvas_transform().affine_inverse().xform(gpoint)) );
}
int Line2DEditor::get_point_index_at(Vector2 gpos) {
ERR_FAIL_COND_V(node == 0, -1);
real_t grab_treshold = EDITOR_DEF("poly_editor/point_grab_radius", 8);
Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
for(int i = 0; i < node->get_point_count(); ++i) {
Point2 p = xform.xform( node->get_point_pos(i) );
if(gpos.distance_to(p) < grab_treshold) {
return i;
}
}
return -1;
}
bool Line2DEditor::forward_input_event(const InputEvent& p_event) {
if (!node)
return false;
if (!node->is_visible())
return false;
switch(p_event.type) {
case InputEvent::MOUSE_BUTTON: {
const InputEventMouseButton &mb = p_event.mouse_button;
Vector2 gpoint = Point2(mb.x,mb.y);
Vector2 cpoint = mouse_to_local_pos(gpoint, mb.mod.alt);
if(mb.pressed && _dragging == false) {
int i = get_point_index_at(gpoint);
if(i != -1) {
if (mb.button_index == BUTTON_LEFT && !mb.mod.shift && mode == MODE_EDIT) {
_dragging = true;
action_point = i;
moving_from = node->get_point_pos(i);
moving_screen_from = gpoint;
}
else if((mb.button_index == BUTTON_RIGHT && mode == MODE_EDIT) || (mb.button_index == BUTTON_LEFT && mode == MODE_DELETE)) {
undo_redo->create_action(TTR("Remove Point from Line2D"));
undo_redo->add_do_method(node, "remove_point", i);
undo_redo->add_undo_method(node, "add_point", node->get_point_pos(i), i);
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->commit_action();
}
}
return true;
}
if(mb.pressed && mb.button_index == BUTTON_LEFT && ((mb.mod.command && mode == MODE_EDIT) || mode == MODE_CREATE)) {
undo_redo->create_action(TTR("Add Point to Line2D"));
undo_redo->add_do_method(node, "add_point", cpoint);
undo_redo->add_undo_method(node, "remove_point", node->get_point_count());
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->commit_action();
_dragging = true;
action_point = node->get_point_count()-1;
moving_from = node->get_point_pos(action_point);
moving_screen_from = gpoint;
canvas_item_editor->get_viewport_control()->update();
return true;
}
if(!mb.pressed && mb.button_index == BUTTON_LEFT && _dragging) {
undo_redo->create_action(TTR("Move Point in Line2D"));
undo_redo->add_do_method(node, "set_point_pos", action_point, cpoint);
undo_redo->add_undo_method(node, "set_point_pos", action_point, moving_from);
undo_redo->add_do_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->add_undo_method(canvas_item_editor->get_viewport_control(), "update");
undo_redo->commit_action();
_dragging = false;
return true;
}
}
break;
case InputEvent::MOUSE_MOTION: {
if (_dragging) {
const InputEventMouseMotion &mm = p_event.mouse_motion;
Vector2 cpoint = mouse_to_local_pos(Vector2(mm.x, mm.y), mm.mod.alt);
node->set_point_pos(action_point,cpoint);
canvas_item_editor->get_viewport_control()->update();
return true;
}
}
break;
}
return false;
}
void Line2DEditor::_canvas_draw() {
if (!node)
return;
if (!node->is_visible())
return;
Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_global_transform();
Ref<Texture> handle = get_icon("EditorHandle", "EditorIcons");
Size2 handle_size = handle->get_size();
int len = node->get_point_count();
Control *vpc = canvas_item_editor->get_viewport_control();
for(int i=0; i < len; ++i) {
Vector2 point = xform.xform(node->get_point_pos(i));
vpc->draw_texture_rect(handle, Rect2(point - handle_size * 0.5, handle_size), false);
}
}
void Line2DEditor::_node_visibility_changed() {
if (!node)
return;
canvas_item_editor->get_viewport_control()->update();
}
void Line2DEditor::edit(Node *p_line2d) {
if (!canvas_item_editor)
canvas_item_editor = CanvasItemEditor::get_singleton();
if (p_line2d) {
node = p_line2d->cast_to<Line2D>();
if (!canvas_item_editor->get_viewport_control()->is_connected("draw", this, "_canvas_draw"))
canvas_item_editor->get_viewport_control()->connect("draw", this, "_canvas_draw");
if (!node->is_connected("visibility_changed", this, "_node_visibility_changed"))
node->connect("visibility_changed", this, "_node_visibility_changed");
}
else {
if (canvas_item_editor->get_viewport_control()->is_connected("draw", this, "_canvas_draw"))
canvas_item_editor->get_viewport_control()->disconnect("draw", this, "_canvas_draw");
// node may have been deleted at this point
if (node && node->is_connected("visibility_changed", this, "_node_visibility_changed"))
node->disconnect("visibility_changed", this, "_node_visibility_changed");
node = NULL;
}
}
void Line2DEditor::_bind_methods() {
ClassDB::bind_method(_MD("_canvas_draw"), &Line2DEditor::_canvas_draw);
ClassDB::bind_method(_MD("_node_visibility_changed"), &Line2DEditor::_node_visibility_changed);
ClassDB::bind_method(_MD("_mode_selected"), &Line2DEditor::_mode_selected);
}
void Line2DEditor::_mode_selected(int p_mode) {
for(unsigned int i = 0; i < _MODE_COUNT; ++i) {
toolbar_buttons[i]->set_pressed(i == p_mode);
}
mode = Mode(p_mode);
}
Line2DEditor::Line2DEditor(EditorNode *p_editor) {
canvas_item_editor = NULL;
editor = p_editor;
undo_redo = editor->get_undo_redo();
_dragging = false;
base_hb = memnew( HBoxContainer );
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(base_hb);
sep = memnew( VSeparator);
base_hb->add_child(sep);
{
ToolButton * b = memnew(ToolButton);
b->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("CurveEdit", "EditorIcons"));
b->set_toggle_mode(true);
b->set_focus_mode(Control::FOCUS_NONE);
b->set_tooltip(
TTR("Select Points")+"\n"
+ TTR("Shift+Drag: Select Control Points")+"\n"
+ keycode_get_string(KEY_MASK_CMD)
+ TTR("Click: Add Point")+"\n"
+ TTR("Right Click: Delete Point"));
b->connect("pressed", this, "_mode_selected", varray(MODE_EDIT));
toolbar_buttons[MODE_EDIT] = b;
base_hb->add_child(b);
}
{
ToolButton * b = memnew(ToolButton);
b->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("CurveCreate", "EditorIcons"));
b->set_toggle_mode(true);
b->set_focus_mode(Control::FOCUS_NONE);
b->set_tooltip(TTR("Add Point (in empty space)")+"\n"+TTR("Split Segment (in line)"));
b->connect("pressed", this, "_mode_selected", varray(MODE_CREATE));
toolbar_buttons[MODE_CREATE] = b;
base_hb->add_child(b);
}
{
ToolButton * b = memnew( ToolButton );
b->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("CurveDelete", "EditorIcons"));
b->set_toggle_mode(true);
b->set_focus_mode(Control::FOCUS_NONE);
b->set_tooltip(TTR("Delete Point"));
b->connect("pressed", this, "_mode_selected", varray(MODE_DELETE));
toolbar_buttons[MODE_DELETE] = b;
base_hb->add_child(b);
}
base_hb->hide();
hide();
_mode_selected(MODE_CREATE);
}
//----------------------------------------------------------------------------
// Line2DEditorPlugin
//----------------------------------------------------------------------------
void Line2DEditorPlugin::edit(Object *p_object) {
line2d_editor->edit(p_object->cast_to<Node>());
}
bool Line2DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Line2D");
}
void Line2DEditorPlugin::make_visible(bool p_visible) {
line2d_editor->set_visible(p_visible);
if(p_visible == false)
line2d_editor->edit(NULL);
}
Line2DEditorPlugin::Line2DEditorPlugin(EditorNode *p_node) {
editor=p_node;
line2d_editor = memnew( Line2DEditor(p_node) );
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(line2d_editor);
line2d_editor->hide();
}

View file

@ -0,0 +1,85 @@
#ifndef LINE_2D_EDITOR_PLUGIN_H
#define LINE_2D_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/path_2d.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/button_group.h"
#include "scene/2d/line_2d.h"
class CanvasItemEditor;
class Line2DEditor : public HBoxContainer {
GDCLASS(Line2DEditor, HBoxContainer)
public:
bool forward_input_event(const InputEvent& p_event);
void edit(Node *p_line2d);
Line2DEditor(EditorNode *p_editor);
protected:
void _node_removed(Node *p_node);
void _notification(int p_what);
Vector2 mouse_to_local_pos(Vector2 mpos);
static void _bind_methods();
private:
void _mode_selected(int p_mode);
void _canvas_draw();
void _node_visibility_changed();
int get_point_index_at(Vector2 gpos);
Vector2 mouse_to_local_pos(Vector2 gpos, bool alt);
UndoRedo *undo_redo;
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
Panel *panel;
Line2D *node;
HBoxContainer *base_hb;
Separator *sep;
enum Mode {
MODE_CREATE = 0,
MODE_EDIT,
MODE_DELETE,
_MODE_COUNT
};
Mode mode;
ToolButton* toolbar_buttons[_MODE_COUNT];
bool _dragging;
int action_point;
Point2 moving_from;
Point2 moving_screen_from;
};
class Line2DEditorPlugin : public EditorPlugin {
GDCLASS( Line2DEditorPlugin, EditorPlugin )
public:
virtual bool forward_canvas_input_event(const Transform2D& p_canvas_xform,const InputEvent& p_event) { return line2d_editor->forward_input_event(p_event); }
virtual String get_name() const { return "Line2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
Line2DEditorPlugin(EditorNode *p_node);
private:
Line2DEditor *line2d_editor;
EditorNode *editor;
};
#endif // LINE_2D_EDITOR_PLUGIN_H