virtualx-engine/scene/2d/polygon_2d.h
lawnjelly b777a9e5f9 Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer).

Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
2023-04-25 20:17:33 +01:00

153 lines
5.2 KiB
C++

/**************************************************************************/
/* polygon_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef POLYGON_2D_H
#define POLYGON_2D_H
#include "scene/2d/node_2d.h"
class Polygon2D : public Node2D {
GDCLASS(Polygon2D, Node2D);
PoolVector<Vector2> polygon;
PoolVector<Vector2> uv;
PoolVector<Color> vertex_colors;
Array polygons;
int internal_vertices;
struct Bone {
NodePath path;
PoolVector<float> weights;
};
Vector<Bone> bone_weights;
Color color;
Ref<Texture> texture;
Size2 tex_scale;
Vector2 tex_ofs;
bool tex_tile;
float tex_rot;
bool invert;
float invert_border;
bool antialiased;
Vector2 offset;
mutable bool rect_cache_dirty;
mutable Rect2 item_rect;
NodePath skeleton;
ObjectID current_skeleton_id;
Array _get_bones() const;
void _set_bones(const Array &p_bones);
void _skeleton_bone_setup_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_pivot(const Point2 &p_pivot);
virtual Point2 _edit_get_pivot() const;
virtual bool _edit_use_pivot() const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
#endif
void set_polygon(const PoolVector<Vector2> &p_polygon);
PoolVector<Vector2> get_polygon() const;
void set_internal_vertex_count(int p_count);
int get_internal_vertex_count() const;
void set_uv(const PoolVector<Vector2> &p_uv);
PoolVector<Vector2> get_uv() const;
void set_polygons(const Array &p_polygons);
Array get_polygons() const;
void set_color(const Color &p_color);
Color get_color() const;
void set_vertex_colors(const PoolVector<Color> &p_colors);
PoolVector<Color> get_vertex_colors() const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_texture_rotation(float p_rot);
float get_texture_rotation() const;
void set_texture_rotation_degrees(float p_rot);
float get_texture_rotation_degrees() const;
void set_texture_scale(const Size2 &p_scale);
Size2 get_texture_scale() const;
void set_invert(bool p_invert);
bool get_invert() const;
void set_antialiased(bool p_antialiased);
bool get_antialiased() const;
void set_invert_border(float p_invert_border);
float get_invert_border() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void add_bone(const NodePath &p_path = NodePath(), const PoolVector<float> &p_weights = PoolVector<float>());
int get_bone_count() const;
NodePath get_bone_path(int p_index) const;
PoolVector<float> get_bone_weights(int p_index) const;
void erase_bone(int p_idx);
void clear_bones();
void set_bone_weights(int p_index, const PoolVector<float> &p_weights);
void set_bone_path(int p_index, const NodePath &p_path);
void set_skeleton(const NodePath &p_skeleton);
NodePath get_skeleton() const;
Polygon2D();
virtual ~Polygon2D();
};
#endif // POLYGON_2D_H