polygon_2d.cpp 22 KB

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  1. /**************************************************************************/
  2. /* polygon_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "polygon_2d.h"
  31. #include "core/math/geometry_2d.h"
  32. #include "skeleton_2d.h"
  33. #ifdef TOOLS_ENABLED
  34. Dictionary Polygon2D::_edit_get_state() const {
  35. Dictionary state = Node2D::_edit_get_state();
  36. state["offset"] = offset;
  37. return state;
  38. }
  39. void Polygon2D::_edit_set_state(const Dictionary &p_state) {
  40. Node2D::_edit_set_state(p_state);
  41. set_offset(p_state["offset"]);
  42. }
  43. void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
  44. set_position(get_transform().xform(p_pivot));
  45. set_offset(get_offset() - p_pivot);
  46. }
  47. Point2 Polygon2D::_edit_get_pivot() const {
  48. return Vector2();
  49. }
  50. bool Polygon2D::_edit_use_pivot() const {
  51. return true;
  52. }
  53. #endif // TOOLS_ENABLED
  54. #ifdef DEBUG_ENABLED
  55. Rect2 Polygon2D::_edit_get_rect() const {
  56. if (rect_cache_dirty) {
  57. int l = polygon.size();
  58. const Vector2 *r = polygon.ptr();
  59. item_rect = Rect2();
  60. for (int i = 0; i < l; i++) {
  61. Vector2 pos = r[i] + offset;
  62. if (i == 0) {
  63. item_rect.position = pos;
  64. } else {
  65. item_rect.expand_to(pos);
  66. }
  67. }
  68. rect_cache_dirty = false;
  69. }
  70. return item_rect;
  71. }
  72. bool Polygon2D::_edit_use_rect() const {
  73. return polygon.size() > 0;
  74. }
  75. bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  76. Vector<Vector2> polygon2d = Variant(polygon);
  77. if (internal_vertices > 0) {
  78. polygon2d.resize(polygon2d.size() - internal_vertices);
  79. }
  80. return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
  81. }
  82. #endif // DEBUG_ENABLED
  83. void Polygon2D::_validate_property(PropertyInfo &p_property) const {
  84. if (!invert && p_property.name == "invert_border") {
  85. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  86. }
  87. }
  88. void Polygon2D::_skeleton_bone_setup_changed() {
  89. queue_redraw();
  90. }
  91. void Polygon2D::_notification(int p_what) {
  92. if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
  93. return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
  94. }
  95. switch (p_what) {
  96. case NOTIFICATION_TRANSFORM_CHANGED:
  97. case NOTIFICATION_DRAW: {
  98. if (polygon.size() < 3) {
  99. return;
  100. }
  101. Skeleton2D *skeleton_node = nullptr;
  102. if (has_node(skeleton)) {
  103. skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
  104. }
  105. ObjectID new_skeleton_id;
  106. if (skeleton_node && !invert && bone_weights.size()) {
  107. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
  108. new_skeleton_id = skeleton_node->get_instance_id();
  109. } else {
  110. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  111. }
  112. if (new_skeleton_id != current_skeleton_id) {
  113. Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
  114. if (old_skeleton) {
  115. old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  116. }
  117. if (skeleton_node) {
  118. skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
  119. }
  120. current_skeleton_id = new_skeleton_id;
  121. }
  122. Vector<Vector2> points;
  123. Vector<Vector2> uvs;
  124. Vector<int> bones;
  125. Vector<float> weights;
  126. int len = polygon.size();
  127. if ((invert || polygons.size() == 0) && internal_vertices > 0) {
  128. //if no polygons are around, internal vertices must not be drawn, else let them be
  129. len -= internal_vertices;
  130. }
  131. if (len <= 0) {
  132. return;
  133. }
  134. points.resize(len);
  135. {
  136. const Vector2 *polyr = polygon.ptr();
  137. for (int i = 0; i < len; i++) {
  138. points.write[i] = polyr[i] + offset;
  139. }
  140. }
  141. if (invert) {
  142. Rect2 bounds;
  143. int highest_idx = -1;
  144. real_t highest_y = -1e20;
  145. real_t sum = 0.0;
  146. for (int i = 0; i < len; i++) {
  147. if (i == 0) {
  148. bounds.position = points[i];
  149. } else {
  150. bounds.expand_to(points[i]);
  151. }
  152. if (points[i].y > highest_y) {
  153. highest_idx = i;
  154. highest_y = points[i].y;
  155. }
  156. int ni = (i + 1) % len;
  157. sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
  158. }
  159. bounds = bounds.grow(invert_border);
  160. Vector2 ep[7] = {
  161. Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
  162. Vector2(bounds.position + bounds.size),
  163. Vector2(bounds.position + Vector2(bounds.size.x, 0)),
  164. Vector2(bounds.position),
  165. Vector2(bounds.position + Vector2(0, bounds.size.y)),
  166. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
  167. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
  168. };
  169. if (sum > 0) {
  170. SWAP(ep[1], ep[4]);
  171. SWAP(ep[2], ep[3]);
  172. SWAP(ep[5], ep[0]);
  173. SWAP(ep[6], points.write[highest_idx]);
  174. }
  175. points.resize(points.size() + 7);
  176. for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
  177. points.write[i] = points[i - 7];
  178. }
  179. for (int i = 0; i < 7; i++) {
  180. points.write[highest_idx + i + 1] = ep[i];
  181. }
  182. len = points.size();
  183. }
  184. if (texture.is_valid()) {
  185. Transform2D texmat(tex_rot, tex_ofs);
  186. texmat.scale(tex_scale);
  187. Size2 tex_size = texture->get_size();
  188. uvs.resize(len);
  189. if (points.size() == uv.size()) {
  190. const Vector2 *uvr = uv.ptr();
  191. for (int i = 0; i < len; i++) {
  192. uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
  193. }
  194. } else {
  195. for (int i = 0; i < len; i++) {
  196. uvs.write[i] = texmat.xform(points[i]) / tex_size;
  197. }
  198. }
  199. }
  200. if (skeleton_node && !invert && bone_weights.size()) {
  201. //a skeleton is set! fill indices and weights
  202. int vc = len;
  203. bones.resize(vc * 4);
  204. weights.resize(vc * 4);
  205. int *bonesw = bones.ptrw();
  206. float *weightsw = weights.ptrw();
  207. for (int i = 0; i < vc * 4; i++) {
  208. bonesw[i] = 0;
  209. weightsw[i] = 0;
  210. }
  211. for (int i = 0; i < bone_weights.size(); i++) {
  212. if (bone_weights[i].weights.size() != points.size()) {
  213. continue; //different number of vertices, sorry not using.
  214. }
  215. if (!skeleton_node->has_node(bone_weights[i].path)) {
  216. continue; //node does not exist
  217. }
  218. Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
  219. if (!bone) {
  220. continue;
  221. }
  222. int bone_index = bone->get_index_in_skeleton();
  223. const float *r = bone_weights[i].weights.ptr();
  224. for (int j = 0; j < vc; j++) {
  225. if (r[j] == 0.0) {
  226. continue; //weight is unpainted, skip
  227. }
  228. //find an index with a weight
  229. for (int k = 0; k < 4; k++) {
  230. if (weightsw[j * 4 + k] < r[j]) {
  231. //this is less than this weight, insert weight!
  232. for (int l = 3; l > k; l--) {
  233. weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
  234. bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
  235. }
  236. weightsw[j * 4 + k] = r[j];
  237. bonesw[j * 4 + k] = bone_index;
  238. break;
  239. }
  240. }
  241. }
  242. }
  243. //normalize the weights
  244. for (int i = 0; i < vc; i++) {
  245. real_t tw = 0.0;
  246. for (int j = 0; j < 4; j++) {
  247. tw += weightsw[i * 4 + j];
  248. }
  249. if (tw == 0) {
  250. continue; //unpainted, do nothing
  251. }
  252. //normalize
  253. for (int j = 0; j < 4; j++) {
  254. weightsw[i * 4 + j] /= tw;
  255. }
  256. }
  257. }
  258. Vector<Color> colors;
  259. colors.resize(len);
  260. if (vertex_colors.size() == points.size()) {
  261. const Color *color_r = vertex_colors.ptr();
  262. for (int i = 0; i < len; i++) {
  263. colors.write[i] = color_r[i];
  264. }
  265. } else {
  266. for (int i = 0; i < len; i++) {
  267. colors.write[i] = color;
  268. }
  269. }
  270. Vector<int> index_array;
  271. if (invert || polygons.size() == 0) {
  272. index_array = Geometry2D::triangulate_polygon(points);
  273. } else {
  274. //draw individual polygons
  275. for (int i = 0; i < polygons.size(); i++) {
  276. Vector<int> src_indices = polygons[i];
  277. int ic = src_indices.size();
  278. if (ic < 3) {
  279. continue;
  280. }
  281. const int *r = src_indices.ptr();
  282. Vector<Vector2> tmp_points;
  283. tmp_points.resize(ic);
  284. for (int j = 0; j < ic; j++) {
  285. int idx = r[j];
  286. ERR_CONTINUE(idx < 0 || idx >= points.size());
  287. tmp_points.write[j] = points[r[j]];
  288. }
  289. Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
  290. int ic2 = indices.size();
  291. const int *r2 = indices.ptr();
  292. int bic = index_array.size();
  293. index_array.resize(bic + ic2);
  294. int *w2 = index_array.ptrw();
  295. for (int j = 0; j < ic2; j++) {
  296. w2[j + bic] = r[r2[j]];
  297. }
  298. }
  299. }
  300. RS::get_singleton()->mesh_clear(mesh);
  301. if (index_array.size()) {
  302. Array arr;
  303. arr.resize(RS::ARRAY_MAX);
  304. arr[RS::ARRAY_VERTEX] = points;
  305. if (uvs.size() == points.size()) {
  306. arr[RS::ARRAY_TEX_UV] = uvs;
  307. }
  308. if (colors.size() == points.size()) {
  309. arr[RS::ARRAY_COLOR] = colors;
  310. }
  311. if (bones.size() == points.size() * 4) {
  312. arr[RS::ARRAY_BONES] = bones;
  313. arr[RS::ARRAY_WEIGHTS] = weights;
  314. }
  315. arr[RS::ARRAY_INDEX] = index_array;
  316. RS::SurfaceData sd;
  317. if (skeleton_node) {
  318. // Compute transform between mesh and skeleton for runtime AABB compute.
  319. const Transform2D mesh_transform = get_global_transform();
  320. const Transform2D skeleton_transform = skeleton_node->get_global_transform();
  321. const Transform2D mesh_to_sk2d = skeleton_transform.affine_inverse() * mesh_transform;
  322. // Convert 2d transform to 3d.
  323. sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
  324. sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[0][1];
  325. sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
  326. sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[1][0];
  327. sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
  328. sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
  329. }
  330. Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
  331. if (err != OK) {
  332. return;
  333. }
  334. RS::get_singleton()->mesh_add_surface(mesh, sd);
  335. RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID());
  336. }
  337. } break;
  338. }
  339. }
  340. void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
  341. polygon = p_polygon;
  342. rect_cache_dirty = true;
  343. queue_redraw();
  344. }
  345. Vector<Vector2> Polygon2D::get_polygon() const {
  346. return polygon;
  347. }
  348. void Polygon2D::set_internal_vertex_count(int p_count) {
  349. internal_vertices = p_count;
  350. }
  351. int Polygon2D::get_internal_vertex_count() const {
  352. return internal_vertices;
  353. }
  354. void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
  355. uv = p_uv;
  356. queue_redraw();
  357. }
  358. Vector<Vector2> Polygon2D::get_uv() const {
  359. return uv;
  360. }
  361. void Polygon2D::set_polygons(const Array &p_polygons) {
  362. polygons = p_polygons;
  363. queue_redraw();
  364. }
  365. Array Polygon2D::get_polygons() const {
  366. return polygons;
  367. }
  368. void Polygon2D::set_color(const Color &p_color) {
  369. color = p_color;
  370. queue_redraw();
  371. }
  372. Color Polygon2D::get_color() const {
  373. return color;
  374. }
  375. void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
  376. vertex_colors = p_colors;
  377. queue_redraw();
  378. }
  379. Vector<Color> Polygon2D::get_vertex_colors() const {
  380. return vertex_colors;
  381. }
  382. void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
  383. texture = p_texture;
  384. queue_redraw();
  385. }
  386. Ref<Texture2D> Polygon2D::get_texture() const {
  387. return texture;
  388. }
  389. void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
  390. tex_ofs = p_offset;
  391. queue_redraw();
  392. }
  393. Vector2 Polygon2D::get_texture_offset() const {
  394. return tex_ofs;
  395. }
  396. void Polygon2D::set_texture_rotation(real_t p_rot) {
  397. tex_rot = p_rot;
  398. queue_redraw();
  399. }
  400. real_t Polygon2D::get_texture_rotation() const {
  401. return tex_rot;
  402. }
  403. void Polygon2D::set_texture_scale(const Size2 &p_scale) {
  404. tex_scale = p_scale;
  405. queue_redraw();
  406. }
  407. Size2 Polygon2D::get_texture_scale() const {
  408. return tex_scale;
  409. }
  410. void Polygon2D::set_invert(bool p_invert) {
  411. invert = p_invert;
  412. queue_redraw();
  413. notify_property_list_changed();
  414. }
  415. bool Polygon2D::get_invert() const {
  416. return invert;
  417. }
  418. void Polygon2D::set_antialiased(bool p_antialiased) {
  419. antialiased = p_antialiased;
  420. queue_redraw();
  421. }
  422. bool Polygon2D::get_antialiased() const {
  423. return antialiased;
  424. }
  425. void Polygon2D::set_invert_border(real_t p_invert_border) {
  426. invert_border = p_invert_border;
  427. queue_redraw();
  428. }
  429. real_t Polygon2D::get_invert_border() const {
  430. return invert_border;
  431. }
  432. void Polygon2D::set_offset(const Vector2 &p_offset) {
  433. offset = p_offset;
  434. rect_cache_dirty = true;
  435. queue_redraw();
  436. }
  437. Vector2 Polygon2D::get_offset() const {
  438. return offset;
  439. }
  440. void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
  441. Bone bone;
  442. bone.path = p_path;
  443. bone.weights = p_weights;
  444. bone_weights.push_back(bone);
  445. }
  446. int Polygon2D::get_bone_count() const {
  447. return bone_weights.size();
  448. }
  449. NodePath Polygon2D::get_bone_path(int p_index) const {
  450. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
  451. return bone_weights[p_index].path;
  452. }
  453. Vector<float> Polygon2D::get_bone_weights(int p_index) const {
  454. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
  455. return bone_weights[p_index].weights;
  456. }
  457. void Polygon2D::erase_bone(int p_idx) {
  458. ERR_FAIL_INDEX(p_idx, bone_weights.size());
  459. bone_weights.remove_at(p_idx);
  460. }
  461. void Polygon2D::clear_bones() {
  462. bone_weights.clear();
  463. }
  464. void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
  465. ERR_FAIL_INDEX(p_index, bone_weights.size());
  466. bone_weights.write[p_index].weights = p_weights;
  467. queue_redraw();
  468. }
  469. void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
  470. ERR_FAIL_INDEX(p_index, bone_weights.size());
  471. bone_weights.write[p_index].path = p_path;
  472. queue_redraw();
  473. }
  474. Array Polygon2D::_get_bones() const {
  475. Array bones;
  476. for (int i = 0; i < get_bone_count(); i++) {
  477. // Convert path property to String to avoid errors due to invalid node path in editor,
  478. // because it's relative to the Skeleton2D node and not Polygon2D.
  479. bones.push_back(String(get_bone_path(i)));
  480. bones.push_back(get_bone_weights(i));
  481. }
  482. return bones;
  483. }
  484. void Polygon2D::_set_bones(const Array &p_bones) {
  485. ERR_FAIL_COND(p_bones.size() & 1);
  486. clear_bones();
  487. for (int i = 0; i < p_bones.size(); i += 2) {
  488. // Convert back from String to NodePath.
  489. add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
  490. }
  491. }
  492. void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
  493. if (skeleton == p_skeleton) {
  494. return;
  495. }
  496. skeleton = p_skeleton;
  497. queue_redraw();
  498. }
  499. NodePath Polygon2D::get_skeleton() const {
  500. return skeleton;
  501. }
  502. void Polygon2D::_bind_methods() {
  503. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
  504. ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
  505. ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
  506. ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
  507. ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
  508. ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
  509. ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
  510. ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
  511. ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
  512. ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
  513. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
  514. ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
  515. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
  516. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
  517. ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
  518. ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
  519. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
  520. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
  521. ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
  522. ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
  523. ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
  524. ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
  525. ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
  526. ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
  527. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
  528. ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
  529. ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
  530. ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
  531. ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
  532. ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
  533. ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
  534. ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
  535. ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
  536. ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
  537. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
  538. ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
  539. ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
  540. ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
  541. ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
  542. ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
  543. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  544. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  545. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
  546. ADD_GROUP("Texture", "texture_");
  547. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  548. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
  549. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
  550. 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");
  551. ADD_GROUP("Skeleton", "");
  552. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
  553. ADD_GROUP("Invert", "invert_");
  554. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled"), "set_invert_enabled", "get_invert_enabled");
  555. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
  556. ADD_GROUP("Data", "");
  557. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  558. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
  559. ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
  560. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
  561. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_bones", "_get_bones");
  562. ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
  563. }
  564. Polygon2D::Polygon2D() {
  565. mesh = RS::get_singleton()->mesh_create();
  566. }
  567. Polygon2D::~Polygon2D() {
  568. // This will free the internally-allocated mesh instance, if allocated.
  569. ERR_FAIL_NULL(RenderingServer::get_singleton());
  570. RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  571. RS::get_singleton()->free(mesh);
  572. }