godot/scene/2d/polygon_2d.cpp
2017-06-04 02:09:17 +02:00

384 lines
11 KiB
C++

/*************************************************************************/
/* polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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"
Rect2 Polygon2D::get_item_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);
}
item_rect = item_rect.grow(20);
rect_cache_dirty = false;
}
return item_rect;
}
void Polygon2D::edit_set_pivot(const Point2 &p_pivot) {
set_offset(p_pivot);
}
Point2 Polygon2D::edit_get_pivot() const {
return get_offset();
}
bool Polygon2D::edit_has_pivot() const {
return true;
}
void Polygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (polygon.size() < 3)
return;
Vector<Vector2> points;
Vector<Vector2> uvs;
points.resize(polygon.size());
int len = points.size();
{
PoolVector<Vector2>::Read polyr = polygon.read();
for (int i = 0; i < len; i++) {
points[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[highest_idx]);
}
points.resize(points.size() + 7);
for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
points[i] = points[i - 7];
}
for (int i = 0; i < 7; i++) {
points[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 = Vector2(1, 1);
tex_size = texture->get_size();
uvs.resize(points.size());
if (points.size() == uv.size()) {
PoolVector<Vector2>::Read uvr = uv.read();
for (int i = 0; i < len; i++) {
uvs[i] = texmat.xform(uvr[i]) / tex_size;
}
} else {
for (int i = 0; i < len; i++) {
uvs[i] = texmat.xform(points[i]) / tex_size;
}
}
}
Vector<Color> colors;
int color_len = vertex_colors.size();
colors.resize(len);
{
PoolVector<Color>::Read color_r = vertex_colors.read();
for (int i = 0; i < color_len && i < len; i++) {
colors[i] = color_r[i];
}
for (int i = color_len; i < len; i++) {
colors[i] = 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());
} 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_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
update();
}
PoolVector<Vector2> Polygon2D::get_uv() const {
return uv;
}
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_rotationd(float p_rot) {
set_texture_rotation(Math::deg2rad(p_rot));
}
float Polygon2D::_get_texture_rotationd() 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_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();
}
Vector2 Polygon2D::get_offset() const {
return offset;
}
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_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_rotationd", "texture_rotation"), &Polygon2D::_set_texture_rotationd);
ClassDB::bind_method(D_METHOD("_get_texture_rotationd"), &Polygon2D::_get_texture_rotationd);
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_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);
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::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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", PROPERTY_HINT_RANGE, "-1440,1440,0.1"), "_set_texture_rotationd", "_get_texture_rotationd");
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");
}
Polygon2D::Polygon2D() {
invert = 0;
invert_border = 100;
tex_rot = 0;
tex_tile = true;
tex_scale = Vector2(1, 1);
color = Color(1, 1, 1);
rect_cache_dirty = true;
}