polygon_2d.cpp 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689
  1. /*************************************************************************/
  2. /* polygon_2d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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.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. Rect2 Polygon2D::_edit_get_rect() const {
  54. if (rect_cache_dirty) {
  55. int l = polygon.size();
  56. PoolVector<Vector2>::Read r = polygon.read();
  57. item_rect = Rect2();
  58. for (int i = 0; i < l; i++) {
  59. Vector2 pos = r[i] + offset;
  60. if (i == 0)
  61. item_rect.position = pos;
  62. else
  63. item_rect.expand_to(pos);
  64. }
  65. rect_cache_dirty = false;
  66. }
  67. return item_rect;
  68. }
  69. bool Polygon2D::_edit_use_rect() const {
  70. return polygon.size() > 0;
  71. }
  72. bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  73. Vector<Vector2> polygon2d = Variant(polygon);
  74. if (internal_vertices > 0) {
  75. polygon2d.resize(polygon2d.size() - internal_vertices);
  76. }
  77. return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
  78. }
  79. #endif
  80. void Polygon2D::_skeleton_bone_setup_changed() {
  81. update();
  82. }
  83. void Polygon2D::_notification(int p_what) {
  84. switch (p_what) {
  85. case NOTIFICATION_DRAW: {
  86. if (polygon.size() < 3)
  87. return;
  88. Skeleton2D *skeleton_node = NULL;
  89. if (has_node(skeleton)) {
  90. skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
  91. }
  92. ObjectID new_skeleton_id = 0;
  93. if (skeleton_node) {
  94. VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
  95. new_skeleton_id = skeleton_node->get_instance_id();
  96. } else {
  97. VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
  98. }
  99. if (new_skeleton_id != current_skeleton_id) {
  100. Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
  101. if (old_skeleton) {
  102. old_skeleton->disconnect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
  103. }
  104. if (skeleton_node) {
  105. skeleton_node->connect("bone_setup_changed", this, "_skeleton_bone_setup_changed");
  106. }
  107. current_skeleton_id = new_skeleton_id;
  108. }
  109. Vector<Vector2> points;
  110. Vector<Vector2> uvs;
  111. Vector<int> bones;
  112. Vector<float> weights;
  113. int len = polygon.size();
  114. if ((invert || polygons.size() == 0) && internal_vertices > 0) {
  115. //if no polygons are around, internal vertices must not be drawn, else let them be
  116. len -= internal_vertices;
  117. }
  118. if (len <= 0) {
  119. return;
  120. }
  121. points.resize(len);
  122. {
  123. PoolVector<Vector2>::Read polyr = polygon.read();
  124. for (int i = 0; i < len; i++) {
  125. points.write[i] = polyr[i] + offset;
  126. }
  127. }
  128. if (invert) {
  129. Rect2 bounds;
  130. int highest_idx = -1;
  131. float highest_y = -1e20;
  132. float sum = 0;
  133. for (int i = 0; i < len; i++) {
  134. if (i == 0)
  135. bounds.position = points[i];
  136. else
  137. bounds.expand_to(points[i]);
  138. if (points[i].y > highest_y) {
  139. highest_idx = i;
  140. highest_y = points[i].y;
  141. }
  142. int ni = (i + 1) % len;
  143. sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
  144. }
  145. bounds = bounds.grow(invert_border);
  146. Vector2 ep[7] = {
  147. Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
  148. Vector2(bounds.position + bounds.size),
  149. Vector2(bounds.position + Vector2(bounds.size.x, 0)),
  150. Vector2(bounds.position),
  151. Vector2(bounds.position + Vector2(0, bounds.size.y)),
  152. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
  153. Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
  154. };
  155. if (sum > 0) {
  156. SWAP(ep[1], ep[4]);
  157. SWAP(ep[2], ep[3]);
  158. SWAP(ep[5], ep[0]);
  159. SWAP(ep[6], points.write[highest_idx]);
  160. }
  161. points.resize(points.size() + 7);
  162. for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
  163. points.write[i] = points[i - 7];
  164. }
  165. for (int i = 0; i < 7; i++) {
  166. points.write[highest_idx + i + 1] = ep[i];
  167. }
  168. len = points.size();
  169. }
  170. if (texture.is_valid()) {
  171. Transform2D texmat(tex_rot, tex_ofs);
  172. texmat.scale(tex_scale);
  173. Size2 tex_size = texture->get_size();
  174. uvs.resize(len);
  175. if (points.size() == uv.size()) {
  176. PoolVector<Vector2>::Read uvr = uv.read();
  177. for (int i = 0; i < len; i++) {
  178. uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
  179. }
  180. } else {
  181. for (int i = 0; i < len; i++) {
  182. uvs.write[i] = texmat.xform(points[i]) / tex_size;
  183. }
  184. }
  185. }
  186. if (skeleton_node && !invert && bone_weights.size()) {
  187. //a skeleton is set! fill indices and weights
  188. int vc = len;
  189. bones.resize(vc * 4);
  190. weights.resize(vc * 4);
  191. int *bonesw = bones.ptrw();
  192. float *weightsw = weights.ptrw();
  193. for (int i = 0; i < vc * 4; i++) {
  194. bonesw[i] = 0;
  195. weightsw[i] = 0;
  196. }
  197. for (int i = 0; i < bone_weights.size(); i++) {
  198. if (bone_weights[i].weights.size() != points.size()) {
  199. continue; //different number of vertices, sorry not using.
  200. }
  201. if (!skeleton_node->has_node(bone_weights[i].path)) {
  202. continue; //node does not exist
  203. }
  204. Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
  205. if (!bone) {
  206. continue;
  207. }
  208. int bone_index = bone->get_index_in_skeleton();
  209. PoolVector<float>::Read r = bone_weights[i].weights.read();
  210. for (int j = 0; j < vc; j++) {
  211. if (r[j] == 0.0)
  212. continue; //weight is unpainted, skip
  213. //find an index with a weight
  214. for (int k = 0; k < 4; k++) {
  215. if (weightsw[j * 4 + k] < r[j]) {
  216. //this is less than this weight, insert weight!
  217. for (int l = 3; l > k; l--) {
  218. weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
  219. bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
  220. }
  221. weightsw[j * 4 + k] = r[j];
  222. bonesw[j * 4 + k] = bone_index;
  223. break;
  224. }
  225. }
  226. }
  227. }
  228. //normalize the weights
  229. for (int i = 0; i < vc; i++) {
  230. float tw = 0;
  231. for (int j = 0; j < 4; j++) {
  232. tw += weightsw[i * 4 + j];
  233. }
  234. if (tw == 0)
  235. continue; //unpainted, do nothing
  236. //normalize
  237. for (int j = 0; j < 4; j++) {
  238. weightsw[i * 4 + j] /= tw;
  239. }
  240. }
  241. }
  242. Vector<Color> colors;
  243. if (vertex_colors.size() == points.size()) {
  244. colors.resize(len);
  245. PoolVector<Color>::Read color_r = vertex_colors.read();
  246. for (int i = 0; i < len; i++) {
  247. colors.write[i] = color_r[i];
  248. }
  249. } else {
  250. colors.push_back(color);
  251. }
  252. // Vector<int> indices = Geometry::triangulate_polygon(points);
  253. // VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, texture.is_valid() ? texture->get_rid() : RID());
  254. if (invert || polygons.size() == 0) {
  255. Vector<int> indices = Geometry::triangulate_polygon(points);
  256. if (indices.size()) {
  257. 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);
  258. }
  259. } else {
  260. //draw individual polygons
  261. Vector<int> total_indices;
  262. for (int i = 0; i < polygons.size(); i++) {
  263. PoolVector<int> src_indices = polygons[i];
  264. int ic = src_indices.size();
  265. if (ic < 3)
  266. continue;
  267. PoolVector<int>::Read r = src_indices.read();
  268. Vector<Vector2> tmp_points;
  269. tmp_points.resize(ic);
  270. for (int j = 0; j < ic; j++) {
  271. int idx = r[j];
  272. ERR_CONTINUE(idx < 0 || idx >= points.size());
  273. tmp_points.write[j] = points[r[j]];
  274. }
  275. Vector<int> indices = Geometry::triangulate_polygon(tmp_points);
  276. int ic2 = indices.size();
  277. const int *r2 = indices.ptr();
  278. int bic = total_indices.size();
  279. total_indices.resize(bic + ic2);
  280. int *w2 = total_indices.ptrw();
  281. for (int j = 0; j < ic2; j++) {
  282. w2[j + bic] = r[r2[j]];
  283. }
  284. }
  285. if (total_indices.size()) {
  286. 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);
  287. }
  288. }
  289. } break;
  290. }
  291. }
  292. void Polygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
  293. polygon = p_polygon;
  294. rect_cache_dirty = true;
  295. update();
  296. }
  297. PoolVector<Vector2> Polygon2D::get_polygon() const {
  298. return polygon;
  299. }
  300. void Polygon2D::set_internal_vertex_count(int p_count) {
  301. internal_vertices = p_count;
  302. }
  303. int Polygon2D::get_internal_vertex_count() const {
  304. return internal_vertices;
  305. }
  306. void Polygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
  307. uv = p_uv;
  308. update();
  309. }
  310. PoolVector<Vector2> Polygon2D::get_uv() const {
  311. return uv;
  312. }
  313. void Polygon2D::set_polygons(const Array &p_polygons) {
  314. polygons = p_polygons;
  315. update();
  316. }
  317. Array Polygon2D::get_polygons() const {
  318. return polygons;
  319. }
  320. void Polygon2D::set_color(const Color &p_color) {
  321. color = p_color;
  322. update();
  323. }
  324. Color Polygon2D::get_color() const {
  325. return color;
  326. }
  327. void Polygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
  328. vertex_colors = p_colors;
  329. update();
  330. }
  331. PoolVector<Color> Polygon2D::get_vertex_colors() const {
  332. return vertex_colors;
  333. }
  334. void Polygon2D::set_texture(const Ref<Texture> &p_texture) {
  335. texture = p_texture;
  336. /*if (texture.is_valid()) {
  337. uint32_t flags=texture->get_flags();
  338. flags&=~Texture::FLAG_REPEAT;
  339. if (tex_tile)
  340. flags|=Texture::FLAG_REPEAT;
  341. texture->set_flags(flags);
  342. }*/
  343. update();
  344. }
  345. Ref<Texture> Polygon2D::get_texture() const {
  346. return texture;
  347. }
  348. void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
  349. tex_ofs = p_offset;
  350. update();
  351. }
  352. Vector2 Polygon2D::get_texture_offset() const {
  353. return tex_ofs;
  354. }
  355. void Polygon2D::set_texture_rotation(float p_rot) {
  356. tex_rot = p_rot;
  357. update();
  358. }
  359. float Polygon2D::get_texture_rotation() const {
  360. return tex_rot;
  361. }
  362. void Polygon2D::set_texture_rotation_degrees(float p_rot) {
  363. set_texture_rotation(Math::deg2rad(p_rot));
  364. }
  365. float Polygon2D::get_texture_rotation_degrees() const {
  366. return Math::rad2deg(get_texture_rotation());
  367. }
  368. void Polygon2D::set_texture_scale(const Size2 &p_scale) {
  369. tex_scale = p_scale;
  370. update();
  371. }
  372. Size2 Polygon2D::get_texture_scale() const {
  373. return tex_scale;
  374. }
  375. void Polygon2D::set_invert(bool p_invert) {
  376. invert = p_invert;
  377. update();
  378. }
  379. bool Polygon2D::get_invert() const {
  380. return invert;
  381. }
  382. void Polygon2D::set_antialiased(bool p_antialiased) {
  383. antialiased = p_antialiased;
  384. update();
  385. }
  386. bool Polygon2D::get_antialiased() const {
  387. return antialiased;
  388. }
  389. void Polygon2D::set_invert_border(float p_invert_border) {
  390. invert_border = p_invert_border;
  391. update();
  392. }
  393. float Polygon2D::get_invert_border() const {
  394. return invert_border;
  395. }
  396. void Polygon2D::set_offset(const Vector2 &p_offset) {
  397. offset = p_offset;
  398. rect_cache_dirty = true;
  399. update();
  400. _change_notify("offset");
  401. }
  402. Vector2 Polygon2D::get_offset() const {
  403. return offset;
  404. }
  405. void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
  406. Bone bone;
  407. bone.path = p_path;
  408. bone.weights = p_weights;
  409. bone_weights.push_back(bone);
  410. }
  411. int Polygon2D::get_bone_count() const {
  412. return bone_weights.size();
  413. }
  414. NodePath Polygon2D::get_bone_path(int p_index) const {
  415. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
  416. return bone_weights[p_index].path;
  417. }
  418. PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
  419. ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
  420. return bone_weights[p_index].weights;
  421. }
  422. void Polygon2D::erase_bone(int p_idx) {
  423. ERR_FAIL_INDEX(p_idx, bone_weights.size());
  424. bone_weights.remove(p_idx);
  425. }
  426. void Polygon2D::clear_bones() {
  427. bone_weights.clear();
  428. }
  429. void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
  430. ERR_FAIL_INDEX(p_index, bone_weights.size());
  431. bone_weights.write[p_index].weights = p_weights;
  432. update();
  433. }
  434. void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
  435. ERR_FAIL_INDEX(p_index, bone_weights.size());
  436. bone_weights.write[p_index].path = p_path;
  437. update();
  438. }
  439. Array Polygon2D::_get_bones() const {
  440. Array bones;
  441. for (int i = 0; i < get_bone_count(); i++) {
  442. bones.push_back(get_bone_path(i));
  443. bones.push_back(get_bone_weights(i));
  444. }
  445. return bones;
  446. }
  447. void Polygon2D::_set_bones(const Array &p_bones) {
  448. ERR_FAIL_COND(p_bones.size() & 1);
  449. clear_bones();
  450. for (int i = 0; i < p_bones.size(); i += 2) {
  451. add_bone(p_bones[i], p_bones[i + 1]);
  452. }
  453. }
  454. void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
  455. if (skeleton == p_skeleton)
  456. return;
  457. skeleton = p_skeleton;
  458. update();
  459. }
  460. NodePath Polygon2D::get_skeleton() const {
  461. return skeleton;
  462. }
  463. void Polygon2D::_bind_methods() {
  464. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
  465. ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
  466. ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
  467. ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
  468. ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
  469. ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
  470. ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
  471. ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
  472. ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
  473. ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
  474. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
  475. ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
  476. ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
  477. ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
  478. ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
  479. ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
  480. ClassDB::bind_method(D_METHOD("set_texture_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
  481. ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
  482. ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
  483. ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
  484. ClassDB::bind_method(D_METHOD("set_invert", "invert"), &Polygon2D::set_invert);
  485. ClassDB::bind_method(D_METHOD("get_invert"), &Polygon2D::get_invert);
  486. ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
  487. ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
  488. ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
  489. ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
  490. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
  491. ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
  492. ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
  493. ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
  494. ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
  495. ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
  496. ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
  497. ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
  498. ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
  499. ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
  500. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
  501. ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
  502. ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
  503. ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
  504. ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
  505. ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
  506. ClassDB::bind_method(D_METHOD("_skeleton_bone_setup_changed"), &Polygon2D::_skeleton_bone_setup_changed);
  507. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
  508. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  509. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
  510. ADD_GROUP("Texture", "");
  511. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  512. ADD_GROUP("Texture", "texture_");
  513. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset"), "set_texture_offset", "get_texture_offset");
  514. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale"), "set_texture_scale", "get_texture_scale");
  515. 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");
  516. ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation");
  517. ADD_GROUP("Skeleton", "");
  518. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
  519. ADD_GROUP("Invert", "invert_");
  520. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enable"), "set_invert", "get_invert");
  521. ADD_PROPERTY(PropertyInfo(Variant::REAL, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1"), "set_invert_border", "get_invert_border");
  522. ADD_GROUP("Data", "");
  523. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  524. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
  525. ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
  526. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
  527. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
  528. ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
  529. }
  530. Polygon2D::Polygon2D() {
  531. invert = 0;
  532. invert_border = 100;
  533. antialiased = false;
  534. tex_rot = 0;
  535. tex_tile = true;
  536. tex_scale = Vector2(1, 1);
  537. color = Color(1, 1, 1);
  538. rect_cache_dirty = true;
  539. internal_vertices = 0;
  540. current_skeleton_id = 0;
  541. }