1/**************************************************************************/
2/* polygon_2d.h */
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: */
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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 */
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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
31#ifndef POLYGON_2D_H
32#define POLYGON_2D_H
33
34#include "scene/2d/node_2d.h"
35
36class Polygon2D : public Node2D {
37 GDCLASS(Polygon2D, Node2D);
38
39 Vector<Vector2> polygon;
40 Vector<Vector2> uv;
41 Vector<Color> vertex_colors;
42 Array polygons;
43 int internal_vertices = 0;
44
45 struct Bone {
46 NodePath path;
47 Vector<float> weights;
48 };
49
50 Vector<Bone> bone_weights;
51
52 Color color = Color(1, 1, 1);
53 Ref<Texture2D> texture;
54
55 Size2 tex_scale = Vector2(1, 1);
56 Vector2 tex_ofs;
57 bool tex_tile = true;
58 real_t tex_rot = 0.0;
59 bool invert = false;
60 real_t invert_border = 100.0;
61 bool antialiased = false;
62
63 Vector2 offset;
64 mutable bool rect_cache_dirty = true;
65 mutable Rect2 item_rect;
66
67 NodePath skeleton;
68 ObjectID current_skeleton_id;
69
70 Array _get_bones() const;
71 void _set_bones(const Array &p_bones);
72
73 void _skeleton_bone_setup_changed();
74
75 RID mesh;
76
77protected:
78 void _notification(int p_what);
79 static void _bind_methods();
80 void _validate_property(PropertyInfo &p_property) const;
81
82public:
83#ifdef TOOLS_ENABLED
84 virtual Dictionary _edit_get_state() const override;
85 virtual void _edit_set_state(const Dictionary &p_state) override;
86
87 virtual void _edit_set_pivot(const Point2 &p_pivot) override;
88 virtual Point2 _edit_get_pivot() const override;
89 virtual bool _edit_use_pivot() const override;
90 virtual Rect2 _edit_get_rect() const override;
91 virtual bool _edit_use_rect() const override;
92
93 virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
94#endif
95
96 void set_polygon(const Vector<Vector2> &p_polygon);
97 Vector<Vector2> get_polygon() const;
98
99 void set_internal_vertex_count(int p_count);
100 int get_internal_vertex_count() const;
101
102 void set_uv(const Vector<Vector2> &p_uv);
103 Vector<Vector2> get_uv() const;
104
105 void set_polygons(const Array &p_polygons);
106 Array get_polygons() const;
107
108 void set_color(const Color &p_color);
109 Color get_color() const;
110
111 void set_vertex_colors(const Vector<Color> &p_colors);
112 Vector<Color> get_vertex_colors() const;
113
114 void set_texture(const Ref<Texture2D> &p_texture);
115 Ref<Texture2D> get_texture() const;
116
117 void set_texture_offset(const Vector2 &p_offset);
118 Vector2 get_texture_offset() const;
119
120 void set_texture_rotation(real_t p_rot);
121 real_t get_texture_rotation() const;
122
123 void set_texture_scale(const Size2 &p_scale);
124 Size2 get_texture_scale() const;
125
126 void set_invert(bool p_invert);
127 bool get_invert() const;
128
129 void set_antialiased(bool p_antialiased);
130 bool get_antialiased() const;
131
132 void set_invert_border(real_t p_invert_border);
133 real_t get_invert_border() const;
134
135 void set_offset(const Vector2 &p_offset);
136 Vector2 get_offset() const;
137
138 void add_bone(const NodePath &p_path = NodePath(), const Vector<float> &p_weights = Vector<float>());
139 int get_bone_count() const;
140 NodePath get_bone_path(int p_index) const;
141 Vector<float> get_bone_weights(int p_index) const;
142 void erase_bone(int p_idx);
143 void clear_bones();
144 void set_bone_weights(int p_index, const Vector<float> &p_weights);
145 void set_bone_path(int p_index, const NodePath &p_path);
146
147 void set_skeleton(const NodePath &p_skeleton);
148 NodePath get_skeleton() const;
149
150 Polygon2D();
151 ~Polygon2D();
152};
153
154#endif // POLYGON_2D_H
155