Skeletal deform working
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0bc07f8ff3
commit
3bd0ca2a2d
5 changed files with 147 additions and 98 deletions
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@ -287,7 +287,8 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
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if (state.using_skeleton) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
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}
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if (storage->frame.current_rt) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
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@ -306,11 +307,17 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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uint32_t buffer_ofs = 0;
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//vertex
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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//color
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_singlecolor) {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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@ -327,6 +334,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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buffer_ofs += sizeof(Color) * p_vertex_count;
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_uvs) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
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@ -338,11 +349,16 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_bones && p_weights) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
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glEnableVertexAttribArray(VS::ARRAY_BONES);
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glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(int) * 4 * p_vertex_count;
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
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@ -355,6 +371,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
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glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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//bind the indices buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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@ -1145,7 +1165,8 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
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if (!skeleton->use_2d) {
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skeleton = NULL;
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} else {
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state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d);
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state.skeleton_transform = p_transform * skeleton->base_transform_2d;
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state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
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}
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}
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@ -86,6 +86,7 @@ public:
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Transform2D final_transform;
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bool using_skeleton;
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Transform2D skeleton_transform;
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Transform2D skeleton_transform_inverse;
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} state;
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@ -58,7 +58,8 @@ out highp vec2 pixel_size_interp;
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#ifdef USE_SKELETON
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uniform mediump sampler2D skeleton_texture; // texunit:-1
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uniform mat4 skeleton_to_object_local_matrix;
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uniform highp mat4 skeleton_transform;
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uniform highp mat4 skeleton_transform_inverse;
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#endif
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#ifdef USE_LIGHTING
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@ -156,6 +157,36 @@ void main() {
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#endif
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#define extra_matrix extra_matrix2
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{
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VERTEX_SHADER_CODE
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp=abs(dst_rect.zw) * vertex;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#undef extra_matrix
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec+0.5).xy;
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#endif
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#ifdef USE_SKELETON
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if (bone_weights!=vec4(0.0)){ //must be a valid bone
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@ -192,42 +223,13 @@ void main() {
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texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
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) * bone_weights.w;
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mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
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mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))) * skeleton_transform_inverse;
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outvec = bone_matrix * outvec;
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}
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#endif
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#define extra_matrix extra_matrix2
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{
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VERTEX_SHADER_CODE
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}
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#ifdef USE_NINEPATCH
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pixel_size_interp=abs(dst_rect.zw) * vertex;
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#undef extra_matrix
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color_interp = color;
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec+0.5).xy;
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#endif
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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@ -380,23 +380,23 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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uv_drag_from = Vector2(mb->get_position().x, mb->get_position().y);
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uv_drag = true;
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uv_prev = node->get_uv();
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points_prev = node->get_uv();
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if (uv_edit_mode[0]->is_pressed()) { //edit uv
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uv_prev = node->get_uv();
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points_prev = node->get_uv();
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} else { //edit polygon
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uv_prev = node->get_polygon();
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points_prev = node->get_polygon();
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}
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uv_move_current = uv_mode;
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if (uv_move_current == UV_MODE_CREATE) {
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if (!uv_create) {
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uv_prev.resize(0);
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points_prev.resize(0);
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Vector2 tuv = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
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uv_prev.push_back(tuv);
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points_prev.push_back(tuv);
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uv_create_to = tuv;
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uv_drag_index = 0;
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point_drag_index = 0;
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uv_drag_from = tuv;
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uv_drag = true;
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uv_create = true;
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@ -404,18 +404,18 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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uv_create_poly_prev = node->get_polygon();
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uv_create_bones_prev = node->call("_get_bones");
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splits_prev = node->get_splits();
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node->set_polygon(uv_prev);
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node->set_uv(uv_prev);
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node->set_polygon(points_prev);
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node->set_uv(points_prev);
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} else {
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Vector2 tuv = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
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if (uv_prev.size() > 3 && tuv.distance_to(uv_prev[0]) < 8) {
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if (points_prev.size() > 3 && tuv.distance_to(points_prev[0]) < 8) {
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undo_redo->create_action(TTR("Create Polygon & UV"));
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undo_redo->add_do_method(node, "set_uv", node->get_uv());
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undo_redo->add_undo_method(node, "set_uv", uv_prev);
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undo_redo->add_undo_method(node, "set_uv", points_prev);
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undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
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undo_redo->add_undo_method(node, "set_polygon", uv_prev);
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undo_redo->add_undo_method(node, "set_polygon", points_prev);
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undo_redo->add_do_method(node, "clear_bones");
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undo_redo->add_undo_method(node, "_set_bones", node->call("_get_bones"));
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undo_redo->add_do_method(uv_edit_draw, "update");
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@ -425,12 +425,12 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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uv_create = false;
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_uv_mode(UV_MODE_EDIT_POINT);
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} else {
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uv_prev.push_back(tuv);
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uv_drag_index = uv_prev.size() - 1;
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points_prev.push_back(tuv);
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point_drag_index = points_prev.size() - 1;
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uv_drag_from = tuv;
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}
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node->set_polygon(uv_prev);
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node->set_uv(uv_prev);
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node->set_polygon(points_prev);
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node->set_uv(points_prev);
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}
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}
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@ -446,34 +446,34 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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if (uv_move_current == UV_MODE_EDIT_POINT) {
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uv_drag_index = -1;
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for (int i = 0; i < uv_prev.size(); i++) {
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point_drag_index = -1;
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for (int i = 0; i < points_prev.size(); i++) {
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Vector2 tuv = mtx.xform(uv_prev[i]);
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Vector2 tuv = mtx.xform(points_prev[i]);
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if (tuv.distance_to(Vector2(mb->get_position().x, mb->get_position().y)) < 8) {
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uv_drag_from = tuv;
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uv_drag_index = i;
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point_drag_index = i;
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}
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}
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if (uv_drag_index == -1) {
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if (point_drag_index == -1) {
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uv_drag = false;
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}
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}
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if (uv_move_current == UV_MODE_ADD_SPLIT) {
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int drag_index = -1;
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drag_index = -1;
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for (int i = 0; i < uv_prev.size(); i++) {
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int split_to_index = -1;
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split_to_index = -1;
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for (int i = 0; i < points_prev.size(); i++) {
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Vector2 tuv = mtx.xform(uv_prev[i]);
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Vector2 tuv = mtx.xform(points_prev[i]);
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if (tuv.distance_to(Vector2(mb->get_position().x, mb->get_position().y)) < 8) {
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drag_index = i;
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split_to_index = i;
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}
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}
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if (drag_index == -1) {
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if (split_to_index == -1) {
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split_create = false;
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return;
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}
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@ -481,41 +481,65 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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if (split_create) {
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split_create = false;
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if (drag_index < uv_drag_index) {
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SWAP(drag_index, uv_drag_index);
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if (split_to_index < point_drag_index) {
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SWAP(split_to_index, point_drag_index);
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}
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bool valid = true;
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if (drag_index == uv_drag_index) {
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String split_error;
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if (split_to_index == point_drag_index) {
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split_error = TTR("Split point with itself.");
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valid = false;
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}
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if (drag_index + 1 == uv_drag_index) {
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if (split_to_index + 1 == point_drag_index) {
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//not a split,goes along the edge
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split_error = TTR("Split can't form an existing edge.");
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valid = false;
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}
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if (drag_index == uv_prev.size() - 1 && uv_drag_index == 0) {
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if (split_to_index == points_prev.size() - 1 && point_drag_index == 0) {
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//not a split,goes along the edge
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split_error = TTR("Split can't form an existing edge.");
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valid = false;
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}
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for (int i = 0; i < splits_prev.size(); i += 2) {
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if (splits_prev[i] == uv_drag_index && splits_prev[i + 1] == drag_index) {
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if (splits_prev[i] == point_drag_index && splits_prev[i + 1] == split_to_index) {
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//already exists
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split_error = TTR("Split already exists.");
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valid = false;
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}
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if (splits_prev[i] > uv_drag_index && splits_prev[i + 1] > drag_index) {
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//crossing
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valid = false;
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break;
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}
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if (splits_prev[i] < uv_drag_index && splits_prev[i + 1] < drag_index) {
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//crossing opposite direction
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int a_state; //-1, outside split, 0 split point, +1, inside split
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if (point_drag_index == splits_prev[i] || point_drag_index == splits_prev[i + 1]) {
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a_state = 0;
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} else if (point_drag_index < splits_prev[i] || point_drag_index > splits_prev[i + 1]) {
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a_state = -1;
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} else {
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a_state = 1;
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}
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int b_state; //-1, outside split, 0 split point, +1, inside split
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if (split_to_index == splits_prev[i] || split_to_index == splits_prev[i + 1]) {
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b_state = 0;
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} else if (split_to_index < splits_prev[i] || split_to_index > splits_prev[i + 1]) {
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b_state = -1;
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} else {
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b_state = 1;
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}
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if (b_state * a_state < 0) {
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//crossing
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split_error = "Split crosses another split.";
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valid = false;
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break;
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}
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}
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if (valid) {
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splits_prev.push_back(uv_drag_index);
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splits_prev.push_back(drag_index);
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splits_prev.push_back(point_drag_index);
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splits_prev.push_back(split_to_index);
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undo_redo->create_action(TTR("Add Split"));
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@ -525,13 +549,14 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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undo_redo->add_undo_method(uv_edit_draw, "update");
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undo_redo->commit_action();
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} else {
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error->set_text(TTR("Invalid Split"));
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error->set_text(TTR("Invalid Split: ") + split_error);
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error->popup_centered_minsize();
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}
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} else {
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uv_drag_index = drag_index;
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point_drag_index = split_to_index;
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split_create = true;
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splits_prev = node->get_splits();
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uv_create_to = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
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}
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}
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@ -539,11 +564,11 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
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if (uv_move_current == UV_MODE_REMOVE_SPLIT) {
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for (int i = 0; i < splits_prev.size(); i += 2) {
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if (splits_prev[i] < 0 || splits_prev[i] >= uv_prev.size())
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if (splits_prev[i] < 0 || splits_prev[i] >= points_prev.size())
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continue;
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if (splits_prev[i + 1] < 0 || splits_prev[i] >= uv_prev.size())
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if (splits_prev[i + 1] < 0 || splits_prev[i] >= points_prev.size())
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continue;
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Vector2 e[2] = { mtx.xform(uv_prev[splits_prev[i]]), mtx.xform(uv_prev[splits_prev[i + 1]]) };
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Vector2 e[2] = { mtx.xform(points_prev[splits_prev[i]]), mtx.xform(points_prev[splits_prev[i + 1]]) };
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Vector2 mp = Vector2(mb->get_position().x, mb->get_position().y);
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Vector2 cp = Geometry::get_closest_point_to_segment_2d(mp, e);
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if (cp.distance_to(mp) < 8) {
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@ -574,7 +599,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
}
|
||||
}
|
||||
|
||||
if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == uv_prev.size()) {
|
||||
if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == points_prev.size()) {
|
||||
|
||||
prev_weights = node->get_bone_weights(bone_selected);
|
||||
bone_painting = true;
|
||||
|
@ -588,10 +613,10 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
|
||||
if (uv_edit_mode[0]->is_pressed()) { //edit uv
|
||||
undo_redo->add_do_method(node, "set_uv", node->get_uv());
|
||||
undo_redo->add_undo_method(node, "set_uv", uv_prev);
|
||||
undo_redo->add_undo_method(node, "set_uv", points_prev);
|
||||
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
|
||||
undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
|
||||
undo_redo->add_undo_method(node, "set_polygon", uv_prev);
|
||||
undo_redo->add_undo_method(node, "set_polygon", points_prev);
|
||||
}
|
||||
undo_redo->add_do_method(uv_edit_draw, "update");
|
||||
undo_redo->add_undo_method(uv_edit_draw, "update");
|
||||
|
@ -624,9 +649,9 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
|
||||
uv_drag = false;
|
||||
if (uv_edit_mode[0]->is_pressed()) { //edit uv
|
||||
node->set_uv(uv_prev);
|
||||
node->set_uv(points_prev);
|
||||
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
|
||||
node->set_polygon(uv_prev);
|
||||
node->set_polygon(points_prev);
|
||||
}
|
||||
uv_edit_draw->update();
|
||||
} else if (split_create) {
|
||||
|
@ -669,8 +694,8 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
} break;
|
||||
case UV_MODE_EDIT_POINT: {
|
||||
|
||||
PoolVector<Vector2> uv_new = uv_prev;
|
||||
uv_new.set(uv_drag_index, uv_new[uv_drag_index] + drag);
|
||||
PoolVector<Vector2> uv_new = points_prev;
|
||||
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);
|
||||
|
@ -680,7 +705,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
} break;
|
||||
case UV_MODE_MOVE: {
|
||||
|
||||
PoolVector<Vector2> uv_new = uv_prev;
|
||||
PoolVector<Vector2> uv_new = points_prev;
|
||||
for (int i = 0; i < uv_new.size(); i++)
|
||||
uv_new.set(i, uv_new[i] + drag);
|
||||
|
||||
|
@ -694,16 +719,16 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
case UV_MODE_ROTATE: {
|
||||
|
||||
Vector2 center;
|
||||
PoolVector<Vector2> uv_new = uv_prev;
|
||||
PoolVector<Vector2> uv_new = points_prev;
|
||||
|
||||
for (int i = 0; i < uv_new.size(); i++)
|
||||
center += uv_prev[i];
|
||||
center += points_prev[i];
|
||||
center /= uv_new.size();
|
||||
|
||||
float 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++) {
|
||||
Vector2 rel = uv_prev[i] - center;
|
||||
Vector2 rel = points_prev[i] - center;
|
||||
rel = rel.rotated(angle);
|
||||
uv_new.set(i, center + rel);
|
||||
}
|
||||
|
@ -718,10 +743,10 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
case UV_MODE_SCALE: {
|
||||
|
||||
Vector2 center;
|
||||
PoolVector<Vector2> uv_new = uv_prev;
|
||||
PoolVector<Vector2> uv_new = points_prev;
|
||||
|
||||
for (int i = 0; i < uv_new.size(); i++)
|
||||
center += uv_prev[i];
|
||||
center += points_prev[i];
|
||||
center /= uv_new.size();
|
||||
|
||||
float from_dist = uv_drag_from.distance_to(mtx.xform(center));
|
||||
|
@ -732,7 +757,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
float scale = to_dist / from_dist;
|
||||
|
||||
for (int i = 0; i < uv_new.size(); i++) {
|
||||
Vector2 rel = uv_prev[i] - center;
|
||||
Vector2 rel = points_prev[i] - center;
|
||||
rel = rel * scale;
|
||||
uv_new.set(i, center + rel);
|
||||
}
|
||||
|
@ -760,7 +785,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
|
|||
|
||||
PoolVector<float>::Write w = painted_weights.write();
|
||||
PoolVector<float>::Read r = prev_weights.read();
|
||||
PoolVector<Vector2>::Read rv = uv_prev.read();
|
||||
PoolVector<Vector2>::Read rv = points_prev.read();
|
||||
|
||||
for (int i = 0; i < pc; i++) {
|
||||
if (mtx.xform(rv[i]).distance_to(bone_paint_pos) < radius) {
|
||||
|
@ -899,7 +924,7 @@ void Polygon2DEditor::_uv_draw() {
|
|||
}
|
||||
|
||||
if (split_create) {
|
||||
Vector2 from = uvs[uv_drag_index];
|
||||
Vector2 from = uvs[point_drag_index];
|
||||
Vector2 to = uv_create_to;
|
||||
uv_edit_draw->draw_line(mtx.xform(from), mtx.xform(to), Color(0.9, 0.5, 0.5), 2);
|
||||
}
|
||||
|
@ -1232,7 +1257,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
|
|||
uv_edit_draw->connect("draw", this, "_uv_draw");
|
||||
uv_edit_draw->connect("gui_input", this, "_uv_input");
|
||||
uv_draw_zoom = 1.0;
|
||||
uv_drag_index = -1;
|
||||
point_drag_index = -1;
|
||||
uv_drag = false;
|
||||
uv_create = false;
|
||||
updating_uv_scroll = false;
|
||||
|
|
|
@ -99,14 +99,14 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
|
|||
|
||||
Vector2 uv_draw_ofs;
|
||||
float uv_draw_zoom;
|
||||
PoolVector<Vector2> uv_prev;
|
||||
PoolVector<Vector2> points_prev;
|
||||
PoolVector<Vector2> uv_create_uv_prev;
|
||||
PoolVector<Vector2> uv_create_poly_prev;
|
||||
Array uv_create_bones_prev;
|
||||
PoolVector<int> splits_prev;
|
||||
|
||||
Vector2 uv_create_to;
|
||||
int uv_drag_index;
|
||||
int point_drag_index;
|
||||
bool uv_drag;
|
||||
bool uv_create;
|
||||
bool split_create;
|
||||
|
|
Loading…
Reference in a new issue