698 lines
22 KiB
C++
698 lines
22 KiB
C++
/**************************************************************************/
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/* polygon_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "polygon_2d.h"
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#include "core/math/geometry_2d.h"
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#include "skeleton_2d.h"
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#ifdef TOOLS_ENABLED
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Dictionary Polygon2D::_edit_get_state() const {
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Dictionary state = Node2D::_edit_get_state();
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state["offset"] = offset;
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return state;
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}
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void Polygon2D::_edit_set_state(const Dictionary &p_state) {
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Node2D::_edit_set_state(p_state);
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set_offset(p_state["offset"]);
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}
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void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
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set_position(get_transform().xform(p_pivot));
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set_offset(get_offset() - p_pivot);
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}
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Point2 Polygon2D::_edit_get_pivot() const {
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return Vector2();
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}
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bool Polygon2D::_edit_use_pivot() const {
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return true;
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}
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Rect2 Polygon2D::_edit_get_rect() const {
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if (rect_cache_dirty) {
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int l = polygon.size();
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const Vector2 *r = polygon.ptr();
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item_rect = Rect2();
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for (int i = 0; i < l; i++) {
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Vector2 pos = r[i] + offset;
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if (i == 0) {
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item_rect.position = pos;
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} else {
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item_rect.expand_to(pos);
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}
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}
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rect_cache_dirty = false;
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}
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return item_rect;
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}
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bool Polygon2D::_edit_use_rect() const {
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return polygon.size() > 0;
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}
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bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector<Vector2> polygon2d = Variant(polygon);
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if (internal_vertices > 0) {
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polygon2d.resize(polygon2d.size() - internal_vertices);
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}
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return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
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}
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#endif
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void Polygon2D::_validate_property(PropertyInfo &p_property) const {
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if (!invert && p_property.name == "invert_border") {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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}
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void Polygon2D::_skeleton_bone_setup_changed() {
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queue_redraw();
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}
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void Polygon2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
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return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
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}
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switch (p_what) {
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case NOTIFICATION_TRANSFORM_CHANGED:
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case NOTIFICATION_DRAW: {
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if (polygon.size() < 3) {
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return;
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}
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Skeleton2D *skeleton_node = nullptr;
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if (has_node(skeleton)) {
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skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
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}
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ObjectID new_skeleton_id;
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if (skeleton_node && !invert && bone_weights.size()) {
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RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
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new_skeleton_id = skeleton_node->get_instance_id();
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} else {
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RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
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}
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if (new_skeleton_id != current_skeleton_id) {
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Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
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if (old_skeleton) {
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old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
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}
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if (skeleton_node) {
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skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
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}
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current_skeleton_id = new_skeleton_id;
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}
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<int> bones;
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Vector<float> weights;
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int len = polygon.size();
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if ((invert || polygons.size() == 0) && internal_vertices > 0) {
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//if no polygons are around, internal vertices must not be drawn, else let them be
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len -= internal_vertices;
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}
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if (len <= 0) {
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return;
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}
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points.resize(len);
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{
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const Vector2 *polyr = polygon.ptr();
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for (int i = 0; i < len; i++) {
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points.write[i] = polyr[i] + offset;
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}
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}
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if (invert) {
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Rect2 bounds;
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int highest_idx = -1;
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real_t highest_y = -1e20;
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real_t sum = 0.0;
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for (int i = 0; i < len; i++) {
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if (i == 0) {
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bounds.position = points[i];
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} else {
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bounds.expand_to(points[i]);
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}
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if (points[i].y > highest_y) {
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highest_idx = i;
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highest_y = points[i].y;
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}
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int ni = (i + 1) % len;
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sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
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}
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bounds = bounds.grow(invert_border);
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Vector2 ep[7] = {
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Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
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Vector2(bounds.position + bounds.size),
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Vector2(bounds.position + Vector2(bounds.size.x, 0)),
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Vector2(bounds.position),
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Vector2(bounds.position + Vector2(0, bounds.size.y)),
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Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
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Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
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};
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if (sum > 0) {
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SWAP(ep[1], ep[4]);
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SWAP(ep[2], ep[3]);
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SWAP(ep[5], ep[0]);
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SWAP(ep[6], points.write[highest_idx]);
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}
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points.resize(points.size() + 7);
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for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
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points.write[i] = points[i - 7];
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}
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for (int i = 0; i < 7; i++) {
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points.write[highest_idx + i + 1] = ep[i];
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}
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len = points.size();
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}
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if (texture.is_valid()) {
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Transform2D texmat(tex_rot, tex_ofs);
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texmat.scale(tex_scale);
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Size2 tex_size = texture->get_size();
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uvs.resize(len);
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if (points.size() == uv.size()) {
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const Vector2 *uvr = uv.ptr();
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for (int i = 0; i < len; i++) {
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uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
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}
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} else {
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for (int i = 0; i < len; i++) {
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uvs.write[i] = texmat.xform(points[i]) / tex_size;
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}
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}
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}
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if (skeleton_node && !invert && bone_weights.size()) {
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//a skeleton is set! fill indices and weights
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int vc = len;
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bones.resize(vc * 4);
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weights.resize(vc * 4);
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int *bonesw = bones.ptrw();
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float *weightsw = weights.ptrw();
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for (int i = 0; i < vc * 4; i++) {
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bonesw[i] = 0;
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weightsw[i] = 0;
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}
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for (int i = 0; i < bone_weights.size(); i++) {
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if (bone_weights[i].weights.size() != points.size()) {
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continue; //different number of vertices, sorry not using.
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}
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if (!skeleton_node->has_node(bone_weights[i].path)) {
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continue; //node does not exist
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}
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Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
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if (!bone) {
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continue;
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}
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int bone_index = bone->get_index_in_skeleton();
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const float *r = bone_weights[i].weights.ptr();
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for (int j = 0; j < vc; j++) {
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if (r[j] == 0.0) {
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continue; //weight is unpainted, skip
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}
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//find an index with a weight
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for (int k = 0; k < 4; k++) {
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if (weightsw[j * 4 + k] < r[j]) {
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//this is less than this weight, insert weight!
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for (int l = 3; l > k; l--) {
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weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
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bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
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}
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weightsw[j * 4 + k] = r[j];
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bonesw[j * 4 + k] = bone_index;
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break;
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}
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}
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}
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}
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//normalize the weights
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for (int i = 0; i < vc; i++) {
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real_t tw = 0.0;
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for (int j = 0; j < 4; j++) {
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tw += weightsw[i * 4 + j];
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}
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if (tw == 0) {
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continue; //unpainted, do nothing
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}
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//normalize
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for (int j = 0; j < 4; j++) {
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weightsw[i * 4 + j] /= tw;
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}
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}
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}
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Vector<Color> colors;
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colors.resize(len);
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if (vertex_colors.size() == points.size()) {
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const Color *color_r = vertex_colors.ptr();
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for (int i = 0; i < len; i++) {
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colors.write[i] = color_r[i];
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}
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} else {
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for (int i = 0; i < len; i++) {
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colors.write[i] = color;
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}
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}
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Vector<int> index_array;
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if (invert || polygons.size() == 0) {
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index_array = Geometry2D::triangulate_polygon(points);
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} else {
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//draw individual polygons
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for (int i = 0; i < polygons.size(); i++) {
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Vector<int> src_indices = polygons[i];
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int ic = src_indices.size();
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if (ic < 3) {
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continue;
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}
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const int *r = src_indices.ptr();
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Vector<Vector2> tmp_points;
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tmp_points.resize(ic);
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for (int j = 0; j < ic; j++) {
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int idx = r[j];
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ERR_CONTINUE(idx < 0 || idx >= points.size());
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tmp_points.write[j] = points[r[j]];
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}
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Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
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int ic2 = indices.size();
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const int *r2 = indices.ptr();
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int bic = index_array.size();
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index_array.resize(bic + ic2);
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int *w2 = index_array.ptrw();
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for (int j = 0; j < ic2; j++) {
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w2[j + bic] = r[r2[j]];
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}
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}
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}
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RS::get_singleton()->mesh_clear(mesh);
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if (index_array.size()) {
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Array arr;
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arr.resize(RS::ARRAY_MAX);
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arr[RS::ARRAY_VERTEX] = points;
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if (uvs.size() == points.size()) {
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arr[RS::ARRAY_TEX_UV] = uvs;
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}
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if (colors.size() == points.size()) {
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arr[RS::ARRAY_COLOR] = colors;
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}
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if (bones.size() == points.size() * 4) {
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arr[RS::ARRAY_BONES] = bones;
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arr[RS::ARRAY_WEIGHTS] = weights;
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}
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arr[RS::ARRAY_INDEX] = index_array;
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RS::SurfaceData sd;
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if (skeleton_node) {
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// Compute transform between mesh and skeleton for runtime AABB compute.
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const Transform2D mesh_transform = get_global_transform();
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const Transform2D skeleton_transform = skeleton_node->get_global_transform();
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const Transform2D mesh_to_sk2d = mesh_transform * skeleton_transform.affine_inverse();
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// Convert 2d transform to 3d.
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sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
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sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[0][1];
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sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
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sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[1][0];
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sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
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sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
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}
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Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
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if (err != OK) {
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return;
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}
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RS::get_singleton()->mesh_add_surface(mesh, sd);
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RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID());
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}
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} break;
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}
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}
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void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
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polygon = p_polygon;
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rect_cache_dirty = true;
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queue_redraw();
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}
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Vector<Vector2> Polygon2D::get_polygon() const {
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return polygon;
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}
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void Polygon2D::set_internal_vertex_count(int p_count) {
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internal_vertices = p_count;
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}
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int Polygon2D::get_internal_vertex_count() const {
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return internal_vertices;
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}
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void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
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uv = p_uv;
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queue_redraw();
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}
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Vector<Vector2> Polygon2D::get_uv() const {
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return uv;
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}
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void Polygon2D::set_polygons(const Array &p_polygons) {
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polygons = p_polygons;
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queue_redraw();
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}
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Array Polygon2D::get_polygons() const {
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return polygons;
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}
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void Polygon2D::set_color(const Color &p_color) {
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color = p_color;
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queue_redraw();
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}
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Color Polygon2D::get_color() const {
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return color;
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}
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void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
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vertex_colors = p_colors;
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queue_redraw();
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}
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Vector<Color> Polygon2D::get_vertex_colors() const {
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return vertex_colors;
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}
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void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
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texture = p_texture;
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queue_redraw();
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}
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Ref<Texture2D> Polygon2D::get_texture() const {
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return texture;
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}
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void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
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tex_ofs = p_offset;
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queue_redraw();
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}
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Vector2 Polygon2D::get_texture_offset() const {
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return tex_ofs;
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}
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void Polygon2D::set_texture_rotation(real_t p_rot) {
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tex_rot = p_rot;
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queue_redraw();
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}
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real_t Polygon2D::get_texture_rotation() const {
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return tex_rot;
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}
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void Polygon2D::set_texture_scale(const Size2 &p_scale) {
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tex_scale = p_scale;
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queue_redraw();
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}
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Size2 Polygon2D::get_texture_scale() const {
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return tex_scale;
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}
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void Polygon2D::set_invert(bool p_invert) {
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invert = p_invert;
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queue_redraw();
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notify_property_list_changed();
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}
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bool Polygon2D::get_invert() const {
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return invert;
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}
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void Polygon2D::set_antialiased(bool p_antialiased) {
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antialiased = p_antialiased;
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queue_redraw();
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}
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bool Polygon2D::get_antialiased() const {
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return antialiased;
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}
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void Polygon2D::set_invert_border(real_t p_invert_border) {
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invert_border = p_invert_border;
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|
queue_redraw();
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|
}
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|
|
|
real_t Polygon2D::get_invert_border() const {
|
|
return invert_border;
|
|
}
|
|
|
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void Polygon2D::set_offset(const Vector2 &p_offset) {
|
|
offset = p_offset;
|
|
rect_cache_dirty = true;
|
|
queue_redraw();
|
|
}
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|
|
|
Vector2 Polygon2D::get_offset() const {
|
|
return offset;
|
|
}
|
|
|
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void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
|
|
Bone bone;
|
|
bone.path = p_path;
|
|
bone.weights = p_weights;
|
|
bone_weights.push_back(bone);
|
|
}
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|
|
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int Polygon2D::get_bone_count() const {
|
|
return bone_weights.size();
|
|
}
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|
|
|
NodePath Polygon2D::get_bone_path(int p_index) const {
|
|
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
|
|
return bone_weights[p_index].path;
|
|
}
|
|
|
|
Vector<float> Polygon2D::get_bone_weights(int p_index) const {
|
|
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
|
|
return bone_weights[p_index].weights;
|
|
}
|
|
|
|
void Polygon2D::erase_bone(int p_idx) {
|
|
ERR_FAIL_INDEX(p_idx, bone_weights.size());
|
|
bone_weights.remove_at(p_idx);
|
|
}
|
|
|
|
void Polygon2D::clear_bones() {
|
|
bone_weights.clear();
|
|
}
|
|
|
|
void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
|
|
ERR_FAIL_INDEX(p_index, bone_weights.size());
|
|
bone_weights.write[p_index].weights = p_weights;
|
|
queue_redraw();
|
|
}
|
|
|
|
void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
|
|
ERR_FAIL_INDEX(p_index, bone_weights.size());
|
|
bone_weights.write[p_index].path = p_path;
|
|
queue_redraw();
|
|
}
|
|
|
|
Array Polygon2D::_get_bones() const {
|
|
Array bones;
|
|
for (int i = 0; i < get_bone_count(); i++) {
|
|
// Convert path property to String to avoid errors due to invalid node path in editor,
|
|
// because it's relative to the Skeleton2D node and not Polygon2D.
|
|
bones.push_back(String(get_bone_path(i)));
|
|
bones.push_back(get_bone_weights(i));
|
|
}
|
|
return bones;
|
|
}
|
|
|
|
void Polygon2D::_set_bones(const Array &p_bones) {
|
|
ERR_FAIL_COND(p_bones.size() & 1);
|
|
clear_bones();
|
|
for (int i = 0; i < p_bones.size(); i += 2) {
|
|
// Convert back from String to NodePath.
|
|
add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
|
|
}
|
|
}
|
|
|
|
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
|
|
if (skeleton == p_skeleton) {
|
|
return;
|
|
}
|
|
skeleton = p_skeleton;
|
|
queue_redraw();
|
|
}
|
|
|
|
NodePath Polygon2D::get_skeleton() const {
|
|
return skeleton;
|
|
}
|
|
|
|
void Polygon2D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
|
|
ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
|
|
ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
|
|
ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
|
|
ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
|
|
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
|
|
ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
|
|
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
|
|
ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
|
|
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
|
|
ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
|
|
ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
|
|
ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
|
|
ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
|
|
ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
|
|
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
|
|
ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
|
|
ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
|
|
ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
|
|
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
|
|
ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
|
|
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
|
|
ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
|
|
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
|
|
|
|
ADD_GROUP("Texture", "texture_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_texture_rotation", "get_texture_rotation");
|
|
|
|
ADD_GROUP("Skeleton", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
|
|
|
|
ADD_GROUP("Invert", "invert_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled"), "set_invert_enabled", "get_invert_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
|
|
|
|
ADD_GROUP("Data", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
|
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
|
|
ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "_set_bones", "_get_bones");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
|
|
}
|
|
|
|
Polygon2D::Polygon2D() {
|
|
mesh = RS::get_singleton()->mesh_create();
|
|
}
|
|
|
|
Polygon2D::~Polygon2D() {
|
|
// This will free the internally-allocated mesh instance, if allocated.
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
|
|
RS::get_singleton()->free(mesh);
|
|
}
|