virtualx-engine/scene/2d/polygon_2d.cpp
PouleyKetchoupp ec0dc93083
Fix errors with invalid bone node path in Polygon2D
NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.

Fixed by saving bone paths as String properties instead of NodePath.

Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.

(cherry picked from commit 8d9619ad46)
2021-11-03 17:31:10 +01:00

654 lines
21 KiB
C++

/*************************************************************************/
/* polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "polygon_2d.h"
#include "core/math/geometry.h"
#include "skeleton_2d.h"
#ifdef TOOLS_ENABLED
Dictionary Polygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void Polygon2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_offset(get_offset() - p_pivot);
}
Point2 Polygon2D::_edit_get_pivot() const {
return Vector2();
}
bool Polygon2D::_edit_use_pivot() const {
return true;
}
Rect2 Polygon2D::_edit_get_rect() const {
if (rect_cache_dirty) {
int l = polygon.size();
PoolVector<Vector2>::Read r = polygon.read();
item_rect = Rect2();
for (int i = 0; i < l; i++) {
Vector2 pos = r[i] + offset;
if (i == 0) {
item_rect.position = pos;
} else {
item_rect.expand_to(pos);
}
}
rect_cache_dirty = false;
}
return item_rect;
}
bool Polygon2D::_edit_use_rect() const {
return polygon.size() > 0;
}
bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector<Vector2> polygon2d = Variant(polygon);
if (internal_vertices > 0) {
polygon2d.resize(polygon2d.size() - internal_vertices);
}
return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
#endif
void Polygon2D::_skeleton_bone_setup_changed() {
update();
}
void Polygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (polygon.size() < 3) {
return;
}
Skeleton2D *skeleton_node = nullptr;
if (has_node(skeleton)) {
skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
}
ObjectID new_skeleton_id = 0;
if (skeleton_node) {
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
new_skeleton_id = skeleton_node->get_instance_id();
} else {
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
}
if (new_skeleton_id != current_skeleton_id) {
Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
if (old_skeleton) {
old_skeleton->disconnect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
}
if (skeleton_node) {
skeleton_node->connect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
}
current_skeleton_id = new_skeleton_id;
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<int> bones;
Vector<float> weights;
int len = polygon.size();
if ((invert || polygons.size() == 0) && internal_vertices > 0) {
//if no polygons are around, internal vertices must not be drawn, else let them be
len -= internal_vertices;
}
if (len <= 0) {
return;
}
points.resize(len);
{
PoolVector<Vector2>::Read polyr = polygon.read();
for (int i = 0; i < len; i++) {
points.write[i] = polyr[i] + offset;
}
}
if (invert) {
Rect2 bounds;
int highest_idx = -1;
float highest_y = -1e20;
float sum = 0;
for (int i = 0; i < len; i++) {
if (i == 0) {
bounds.position = points[i];
} else {
bounds.expand_to(points[i]);
}
if (points[i].y > highest_y) {
highest_idx = i;
highest_y = points[i].y;
}
int ni = (i + 1) % len;
sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
}
bounds = bounds.grow(invert_border);
Vector2 ep[7] = {
Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
Vector2(bounds.position + bounds.size),
Vector2(bounds.position + Vector2(bounds.size.x, 0)),
Vector2(bounds.position),
Vector2(bounds.position + Vector2(0, bounds.size.y)),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
};
if (sum > 0) {
SWAP(ep[1], ep[4]);
SWAP(ep[2], ep[3]);
SWAP(ep[5], ep[0]);
SWAP(ep[6], points.write[highest_idx]);
}
points.resize(points.size() + 7);
for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
points.write[i] = points[i - 7];
}
for (int i = 0; i < 7; i++) {
points.write[highest_idx + i + 1] = ep[i];
}
len = points.size();
}
if (texture.is_valid()) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
Size2 tex_size = texture->get_size();
uvs.resize(len);
if (points.size() == uv.size()) {
PoolVector<Vector2>::Read uvr = uv.read();
for (int i = 0; i < len; i++) {
uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
}
} else {
for (int i = 0; i < len; i++) {
uvs.write[i] = texmat.xform(points[i]) / tex_size;
}
}
}
if (skeleton_node && !invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
int vc = len;
bones.resize(vc * 4);
weights.resize(vc * 4);
int *bonesw = bones.ptrw();
float *weightsw = weights.ptrw();
for (int i = 0; i < vc * 4; i++) {
bonesw[i] = 0;
weightsw[i] = 0;
}
for (int i = 0; i < bone_weights.size(); i++) {
if (bone_weights[i].weights.size() != points.size()) {
continue; //different number of vertices, sorry not using.
}
if (!skeleton_node->has_node(bone_weights[i].path)) {
continue; //node does not exist
}
Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
if (!bone) {
continue;
}
int bone_index = bone->get_index_in_skeleton();
PoolVector<float>::Read r = bone_weights[i].weights.read();
for (int j = 0; j < vc; j++) {
if (r[j] == 0.0) {
continue; //weight is unpainted, skip
}
//find an index with a weight
for (int k = 0; k < 4; k++) {
if (weightsw[j * 4 + k] < r[j]) {
//this is less than this weight, insert weight!
for (int l = 3; l > k; l--) {
weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
}
weightsw[j * 4 + k] = r[j];
bonesw[j * 4 + k] = bone_index;
break;
}
}
}
}
//normalize the weights
for (int i = 0; i < vc; i++) {
float tw = 0;
for (int j = 0; j < 4; j++) {
tw += weightsw[i * 4 + j];
}
if (tw == 0) {
continue; //unpainted, do nothing
}
//normalize
for (int j = 0; j < 4; j++) {
weightsw[i * 4 + j] /= tw;
}
}
}
Vector<Color> colors;
if (vertex_colors.size() == points.size()) {
colors.resize(len);
PoolVector<Color>::Read color_r = vertex_colors.read();
for (int i = 0; i < len; i++) {
colors.write[i] = color_r[i];
}
} else {
colors.push_back(color);
}
// Vector<int> indices = Geometry::triangulate_polygon(points);
// VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
if (invert || polygons.size() == 0) {
Vector<int> indices = Geometry::triangulate_polygon(points);
if (indices.size()) {
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
} else {
//draw individual polygons
Vector<int> total_indices;
for (int i = 0; i < polygons.size(); i++) {
PoolVector<int> src_indices = polygons[i];
int ic = src_indices.size();
if (ic < 3) {
continue;
}
PoolVector<int>::Read r = src_indices.read();
Vector<Vector2> tmp_points;
tmp_points.resize(ic);
for (int j = 0; j < ic; j++) {
int idx = r[j];
ERR_CONTINUE(idx < 0 || idx >= points.size());
tmp_points.write[j] = points[r[j]];
}
Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
int ic2 = indices.size();
const int *r2 = indices.ptr();
int bic = total_indices.size();
total_indices.resize(bic + ic2);
int *w2 = total_indices.ptrw();
for (int j = 0; j < ic2; j++) {
w2[j + bic] = r[r2[j]];
}
}
if (total_indices.size()) {
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
}
} break;
}
}
void Polygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
polygon = p_polygon;
rect_cache_dirty = true;
update();
}
PoolVector<Vector2> Polygon2D::get_polygon() const {
return polygon;
}
void Polygon2D::set_internal_vertex_count(int p_count) {
internal_vertices = p_count;
}
int Polygon2D::get_internal_vertex_count() const {
return internal_vertices;
}
void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
update();
}
PoolVector<Vector2> Polygon2D::get_uv() const {
return uv;
}
void Polygon2D::set_polygons(const Array &p_polygons) {
polygons = p_polygons;
update();
}
Array Polygon2D::get_polygons() const {
return polygons;
}
void Polygon2D::set_color(const Color &p_color) {
color = p_color;
update();
}
Color Polygon2D::get_color() const {
return color;
}
void Polygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
vertex_colors = p_colors;
update();
}
PoolVector<Color> Polygon2D::get_vertex_colors() const {
return vertex_colors;
}
void Polygon2D::set_texture(const Ref<Texture> &p_texture) {
texture = p_texture;
/*if (texture.is_valid()) {
uint32_t flags=texture->get_flags();
flags&=~Texture::FLAG_REPEAT;
if (tex_tile)
flags|=Texture::FLAG_REPEAT;
texture->set_flags(flags);
}*/
update();
}
Ref<Texture> Polygon2D::get_texture() const {
return texture;
}
void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
tex_ofs = p_offset;
update();
}
Vector2 Polygon2D::get_texture_offset() const {
return tex_ofs;
}
void Polygon2D::set_texture_rotation(float p_rot) {
tex_rot = p_rot;
update();
}
float Polygon2D::get_texture_rotation() const {
return tex_rot;
}
void Polygon2D::set_texture_rotation_degrees(float p_rot) {
set_texture_rotation(Math::deg2rad(p_rot));
}
float Polygon2D::get_texture_rotation_degrees() const {
return Math::rad2deg(get_texture_rotation());
}
void Polygon2D::set_texture_scale(const Size2 &p_scale) {
tex_scale = p_scale;
update();
}
Size2 Polygon2D::get_texture_scale() const {
return tex_scale;
}
void Polygon2D::set_invert(bool p_invert) {
invert = p_invert;
update();
}
bool Polygon2D::get_invert() const {
return invert;
}
void Polygon2D::set_antialiased(bool p_antialiased) {
antialiased = p_antialiased;
update();
}
bool Polygon2D::get_antialiased() const {
return antialiased;
}
void Polygon2D::set_invert_border(float p_invert_border) {
invert_border = p_invert_border;
update();
}
float Polygon2D::get_invert_border() const {
return invert_border;
}
void Polygon2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
rect_cache_dirty = true;
update();
_change_notify("offset");
}
Vector2 Polygon2D::get_offset() const {
return offset;
}
void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
Bone bone;
bone.path = p_path;
bone.weights = p_weights;
bone_weights.push_back(bone);
}
int Polygon2D::get_bone_count() const {
return bone_weights.size();
}
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;
}
PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<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(p_idx);
}
void Polygon2D::clear_bones() {
bone_weights.clear();
}
void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
ERR_FAIL_INDEX(p_index, bone_weights.size());
bone_weights.write[p_index].weights = p_weights;
update();
}
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;
update();
}
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].operator String()), p_bones[i + 1]);
}
}
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
if (skeleton == p_skeleton) {
return;
}
skeleton = p_skeleton;
update();
}
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_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
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", "invert"), &Polygon2D::set_invert);
ClassDB::bind_method(D_METHOD("get_invert"), &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);
ClassDB::bind_method(D_METHOD("_skeleton_bone_setup_changed"), &Polygon2D::_skeleton_bone_setup_changed);
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", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_GROUP("Texture", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-360,360,0.1,or_lesser,or_greater"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "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_enable"), "set_invert", "get_invert");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
ADD_GROUP("Data", "");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_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() {
invert = false;
invert_border = 100;
antialiased = false;
tex_rot = 0;
tex_tile = true;
tex_scale = Vector2(1, 1);
color = Color(1, 1, 1);
rect_cache_dirty = true;
internal_vertices = 0;
current_skeleton_id = 0;
}