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- .. _doc_custom_drawing_in_2d:
- Custom drawing in 2D
- ====================
- Why?
- ----
- Godot has nodes to draw sprites, polygons, particles, and all sorts of
- stuff. For most cases, this is enough; but not always. Before crying in fear,
- angst, and rage because a node to draw that specific *something* does not exist...
- it would be good to know that it is possible to easily make any 2D node (be it
- :ref:`Control <class_Control>` or :ref:`Node2D <class_Node2D>`
- based) draw custom commands. It is *really* easy to do it, too.
- But...
- ------
- Custom drawing manually in a node is *really* useful. Here are some
- examples why:
- - Drawing shapes or logic that is not handled by nodes (example: making
- a node that draws a circle, an image with trails, a special kind of
- animated polygon, etc).
- - Visualizations that are not that compatible with nodes: (example: a
- tetris board). The tetris example uses a custom draw function to draw
- the blocks.
- - Drawing a large number of simple objects. Custom drawing avoids the
- overhead of using nodes which makes it less memory intensive and
- potentially faster.
- - Making a custom UI control. There are plenty of controls available,
- but it's easy to run into the need to make a new, custom one.
- OK, how?
- --------
- Add a script to any :ref:`CanvasItem <class_CanvasItem>`
- derived node, like :ref:`Control <class_Control>` or
- :ref:`Node2D <class_Node2D>`. Then override the ``_draw()`` function.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- func _draw():
- # Your draw commands here
- pass
- .. code-tab:: csharp
- public override void _Draw()
- {
- // Your draw commands here
- }
- Draw commands are described in the :ref:`CanvasItem <class_CanvasItem>`
- class reference. There are plenty of them.
- Updating
- --------
- The ``_draw()`` function is only called once, and then the draw commands
- are cached and remembered, so further calls are unnecessary.
- If re-drawing is required because a state or something else changed,
- simply call :ref:`CanvasItem.update() <class_CanvasItem_method_update>`
- in that same node and a new ``_draw()`` call will happen.
- Here is a little more complex example, a texture variable that will be
- redrawn if modified:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- export (Texture) var texture setget _set_texture
- func _set_texture(value):
- # If the texture variable is modified externally,
- # this callback is called.
- texture = value # Texture was changed.
- update() # Update the node's visual representation.
- func _draw():
- draw_texture(texture, Vector2())
- .. code-tab:: csharp
- public class CustomNode2D : Node2D
- {
- private Texture _texture;
- public Texture Texture
- {
- get
- {
- return _texture;
- }
- set
- {
- _texture = value;
- Update();
- }
- }
- public override void _Draw()
- {
- DrawTexture(_texture, new Vector2());
- }
- }
- In some cases, it may be desired to draw every frame. For this, just
- call ``update()`` from the ``_process()`` callback, like this:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- func _draw():
- # Your draw commands here
- pass
- func _process(delta):
- update()
- .. code-tab:: csharp
- public class CustomNode2D : Node2D
- {
- public override void _Draw()
- {
- // Your draw commands here
- }
- public override void _Process(float delta)
- {
- Update();
- }
- }
- An example: drawing circular arcs
- ----------------------------------
- We will now use the custom drawing functionality of the Godot Engine to draw
- something that Godot doesn't provide functions for. As an example, Godot provides
- a ``draw_circle()`` function that draws a whole circle. However, what about drawing a
- portion of a circle? You will have to code a function to perform this and draw it yourself.
- Arc function
- ^^^^^^^^^^^^
- An arc is defined by its support circle parameters, that is, the center position
- and the radius. The arc itself is then defined by the angle it starts from
- and the angle at which it stops. These are the 4 arguments that we have to provide to our drawing function.
- We'll also provide the color value, so we can draw the arc in different colors if we wish.
- Basically, drawing a shape on the screen requires it to be decomposed into a certain number of points
- linked from one to the next. As you can imagine, the more points your shape is made of,
- the smoother it will appear, but the heavier it will also be in terms of processing cost. In general,
- if your shape is huge (or in 3D, close to the camera), it will require more points to be drawn without
- it being angular-looking. On the contrary, if your shape is small (or in 3D, far from the camera),
- you may decrease its number of points to save processing costs; this is known as *Level of Detail (LOD)*.
- In our example, we will simply use a fixed number of points, no matter the radius.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func draw_circle_arc(center, radius, angle_from, angle_to, color):
- var nb_points = 32
- var points_arc = PoolVector2Array()
- for i in range(nb_points + 1):
- var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
- points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
- for index_point in range(nb_points):
- draw_line(points_arc[index_point], points_arc[index_point + 1], color)
- .. code-tab:: csharp
- public void DrawCircleArc(Vector2 center, float radius, float angleFrom, float angleTo, Color color)
- {
- int nbPoints = 32;
- var pointsArc = new Vector2[nbPoints];
- for (int i = 0; i < nbPoints; ++i)
- {
- float anglePoint = Mathf.Deg2Rad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90f);
- pointsArc[i] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
- }
- for (int i = 0; i < nbPoints - 1; ++i)
- DrawLine(pointsArc[i], pointsArc[i + 1], color);
- }
- Remember the number of points our shape has to be decomposed into? We fixed this
- number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty
- ``PoolVector2Array``, which is simply an array of ``Vector2``\ s.
- The next step consists of computing the actual positions of these 32 points that
- compose an arc. This is done in the first for-loop: we iterate over the number of
- points for which we want to compute the positions, plus one to include the last point.
- We first determine the angle of each point, between the starting and ending angles.
- The reason why each angle is decreased by 90° is that we will compute 2D positions
- out of each angle using trigonometry (you know, cosine and sine stuff...). However,
- to be simple, ``cos()`` and ``sin()`` use radians, not degrees. The angle of 0° (0 radian)
- starts at 3 o'clock, although we want to start counting at 12 o'clock. So we decrease
- each angle by 90° in order to start counting from 12 o'clock.
- The actual position of a point located on a circle at angle ``angle`` (in radians)
- is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` and ``sin()`` return values
- between -1 and 1, the position is located on a circle of radius 1. To have this
- position on our support circle, which has a radius of ``radius``, we simply need to
- multiply the position by ``radius``. Finally, we need to position our support circle
- at the ``center`` position, which is performed by adding it to our ``Vector2`` value.
- Finally, we insert the point in the ``PoolVector2Array`` which was previously defined.
- Now, we need to actually draw our points. As you can imagine, we will not simply
- draw our 32 points: we need to draw everything that is between each of them.
- We could have computed every point ourselves using the previous method, and drew
- it one by one. But this is too complicated and inefficient (except if explicitly needed),
- so we simply draw lines between each pair of points. Unless the radius of our
- support circle is big, the length of each line between a pair of points will
- never be long enough to see them. If that were to happen, we would simply need to
- increase the number of points.
- Draw the arc on the screen
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- We now have a function that draws stuff on the screen;
- it is time to call it inside the ``_draw()`` function:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _draw():
- var center = Vector2(200, 200)
- var radius = 80
- var angle_from = 75
- var angle_to = 195
- var color = Color(1.0, 0.0, 0.0)
- draw_circle_arc(center, radius, angle_from, angle_to, color)
- .. code-tab:: csharp
- public override void _Draw()
- {
- var center = new Vector2(200, 200);
- float radius = 80;
- float angleFrom = 75;
- float angleTo = 195;
- var color = new Color(1, 0, 0);
- DrawCircleArc(center, radius, angleFrom, angleTo, color);
- }
- Result:
- .. image:: img/result_drawarc.png
- Arc polygon function
- ^^^^^^^^^^^^^^^^^^^^
- We can take this a step further and not only write a function that draws the plain
- portion of the disc defined by the arc, but also its shape. The method is exactly
- the same as before, except that we draw a polygon instead of lines:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
- var nb_points = 32
- var points_arc = PoolVector2Array()
- points_arc.push_back(center)
- var colors = PoolColorArray([color])
- for i in range(nb_points + 1):
- var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
- points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
- draw_polygon(points_arc, colors)
- .. code-tab:: csharp
- public void DrawCircleArcPoly(Vector2 center, float radius, float angleFrom, float angleTo, Color color)
- {
- int nbPoints = 32;
- var pointsArc = new Vector2[nbPoints + 1];
- pointsArc[0] = center;
- var colors = new Color[] { color };
- for (int i = 0; i < nbPoints; ++i)
- {
- float anglePoint = Mathf.Deg2Rad(angleFrom + i * (angleTo - angleFrom) / nbPoints - 90);
- pointsArc[i + 1] = center + new Vector2(Mathf.Cos(anglePoint), Mathf.Sin(anglePoint)) * radius;
- }
- DrawPolygon(pointsArc, colors);
- }
- .. image:: img/result_drawarc_poly.png
- Dynamic custom drawing
- ^^^^^^^^^^^^^^^^^^^^^^
- All right, we are now able to draw custom stuff on the screen. However, it is static;
- let's make this shape turn around the center. The solution to do this is simply
- to change the angle_from and angle_to values over time. For our example,
- we will simply increment them by 50. This increment value has to remain
- constant or else the rotation speed will change accordingly.
- First, we have to make both angle_from and angle_to variables global at the top
- of our script. Also note that you can store them in other nodes and access them
- using ``get_node()``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node2D
- var rotation_angle = 50
- var angle_from = 75
- var angle_to = 195
- .. code-tab:: csharp
- public class CustomNode2D : Node2D
- {
- private float _rotationAngle = 50;
- private float _angleFrom = 75;
- private float _angleTo = 195;
- }
- We make these values change in the _process(delta) function.
- We also increment our angle_from and angle_to values here. However, we must not
- forget to ``wrap()`` the resulting values between 0 and 360°! That is, if the angle
- is 361°, then it is actually 1°. If you don't wrap these values, the script will
- work correctly, but the angle values will grow bigger and bigger over time until
- they reach the maximum integer value Godot can manage (``2^31 - 1``).
- When this happens, Godot may crash or produce unexpected behavior.
- Finally, we must not forget to call the ``update()`` function, which automatically
- calls ``_draw()``. This way, you can control when you want to refresh the frame.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _process(delta):
- angle_from += rotation_angle
- angle_to += rotation_angle
- # We only wrap angles when both of them are bigger than 360.
- if angle_from > 360 and angle_to > 360:
- angle_from = wrapf(angle_from, 0, 360)
- angle_to = wrapf(angle_to, 0, 360)
- update()
- .. code-tab:: csharp
- private float Wrap(float value, float minVal, float maxVal)
- {
- float f1 = value - minVal;
- float f2 = maxVal - minVal;
- return (f1 % f2) + minVal;
- }
- public override void _Process(float delta)
- {
- _angleFrom += _rotationAngle;
- _angleTo += _rotationAngle;
- // We only wrap angles when both of them are bigger than 360.
- if (_angleFrom > 360 && _angleTo > 360)
- {
- _angleFrom = Wrap(_angleFrom, 0, 360);
- _angleTo = Wrap(_angleTo, 0, 360);
- }
- Update();
- }
- Also, don't forget to modify the ``_draw()`` function to make use of these variables:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _draw():
- var center = Vector2(200, 200)
- var radius = 80
- var color = Color(1.0, 0.0, 0.0)
- draw_circle_arc( center, radius, angle_from, angle_to, color )
- .. code-tab:: csharp
- public override void _Draw()
- {
- var center = new Vector2(200, 200);
- float radius = 80;
- var color = new Color(1, 0, 0);
- DrawCircleArc(center, radius, _angleFrom, _angleTo, color);
- }
- Let's run!
- It works, but the arc is rotating insanely fast! What's wrong?
- The reason is that your GPU is actually displaying the frames as fast as it can.
- We need to "normalize" the drawing by this speed; to achieve that, we have to make
- use of the ``delta`` parameter of the ``_process()`` function. ``delta`` contains the
- time elapsed between the two last rendered frames. It is generally small
- (about 0.0003 seconds, but this depends on your hardware), so using ``delta`` to
- control your drawing ensures that your program runs at the same speed on
- everybody's hardware.
- In our case, we simply need to multiply our ``rotation_angle`` variable by ``delta``
- in the ``_process()`` function. This way, our 2 angles will be increased by a much
- smaller value, which directly depends on the rendering speed.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _process(delta):
- angle_from += rotation_angle * delta
- angle_to += rotation_angle * delta
- # We only wrap angles when both of them are bigger than 360.
- if angle_from > 360 and angle_to > 360:
- angle_from = wrapf(angle_from, 0, 360)
- angle_to = wrapf(angle_to, 0, 360)
- update()
- .. code-tab:: csharp
- public override void _Process(float delta)
- {
- _angleFrom += _rotationAngle * delta;
- _angleTo += _rotationAngle * delta;
- // We only wrap angles when both of them are bigger than 360.
- if (_angleFrom > 360 && _angleTo > 360)
- {
- _angleFrom = Wrap(_angleFrom, 0, 360);
- _angleTo = Wrap(_angleTo, 0, 360);
- }
- Update();
- }
- Let's run again! This time, the rotation displays fine!
- Tools
- -----
- Drawing your own nodes might also be desired while running them in the
- editor to use as a preview or visualization of some feature or
- behavior.
- Remember to use the "tool" keyword at the top of the script
- (check the :ref:`doc_gdscript` reference if you forgot what this does).
|