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: */ |
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 | |
31 | #ifndef POLYGON_2D_H |
32 | #define POLYGON_2D_H |
33 | |
34 | #include "scene/2d/node_2d.h" |
35 | |
36 | class 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 | |
77 | protected: |
78 | void _notification(int p_what); |
79 | static void _bind_methods(); |
80 | void _validate_property(PropertyInfo &p_property) const; |
81 | |
82 | public: |
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 | |