/*************************************************************************/ /* polygon_2d.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef POLYGON_2D_H #define POLYGON_2D_H #include "scene/2d/node_2d.h" class Polygon2D : public Node2D { GDCLASS(Polygon2D, Node2D); Vector polygon; Vector uv; Vector vertex_colors; Array polygons; int internal_vertices = 0; struct Bone { NodePath path; Vector weights; }; Vector bone_weights; Color color = Color(1, 1, 1); Ref texture; Size2 tex_scale = Vector2(1, 1); Vector2 tex_ofs; bool tex_tile = true; real_t tex_rot = 0.0; bool invert = false; real_t invert_border = 100.0; bool antialiased = false; Vector2 offset; mutable bool rect_cache_dirty = true; 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(); RID mesh; protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &property) const override; public: #ifdef TOOLS_ENABLED virtual Dictionary _edit_get_state() const override; virtual void _edit_set_state(const Dictionary &p_state) override; virtual void _edit_set_pivot(const Point2 &p_pivot) override; virtual Point2 _edit_get_pivot() const override; virtual bool _edit_use_pivot() const override; virtual Rect2 _edit_get_rect() const override; virtual bool _edit_use_rect() const override; virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; #endif void set_polygon(const Vector &p_polygon); Vector get_polygon() const; void set_internal_vertex_count(int p_count); int get_internal_vertex_count() const; void set_uv(const Vector &p_uv); Vector 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 Vector &p_colors); Vector get_vertex_colors() const; void set_texture(const Ref &p_texture); Ref get_texture() const; void set_texture_offset(const Vector2 &p_offset); Vector2 get_texture_offset() const; void set_texture_rotation(real_t p_rot); real_t get_texture_rotation() 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(real_t p_invert_border); real_t get_invert_border() const; void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void add_bone(const NodePath &p_path = NodePath(), const Vector &p_weights = Vector()); int get_bone_count() const; NodePath get_bone_path(int p_index) const; Vector get_bone_weights(int p_index) const; void erase_bone(int p_idx); void clear_bones(); void set_bone_weights(int p_index, const Vector &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(); ~Polygon2D(); }; #endif // POLYGON_2D_H