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- /*************************************************************************/
- /* 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);
- PoolVector<Vector2> polygon;
- PoolVector<Vector2> uv;
- PoolVector<Color> vertex_colors;
- Array polygons;
- int internal_vertices;
- struct Bone {
- NodePath path;
- PoolVector<float> weights;
- };
- Vector<Bone> bone_weights;
- Color color;
- Ref<Texture> texture;
- Size2 tex_scale;
- Vector2 tex_ofs;
- bool tex_tile;
- float tex_rot;
- bool invert;
- float invert_border;
- bool antialiased;
- Vector2 offset;
- mutable bool rect_cache_dirty;
- 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();
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- #ifdef TOOLS_ENABLED
- virtual Dictionary _edit_get_state() const;
- virtual void _edit_set_state(const Dictionary &p_state);
- virtual void _edit_set_pivot(const Point2 &p_pivot);
- virtual Point2 _edit_get_pivot() const;
- virtual bool _edit_use_pivot() const;
- virtual Rect2 _edit_get_rect() const;
- virtual bool _edit_use_rect() const;
- virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
- #endif
- void set_polygon(const PoolVector<Vector2> &p_polygon);
- PoolVector<Vector2> get_polygon() const;
- void set_internal_vertex_count(int p_count);
- int get_internal_vertex_count() const;
- void set_uv(const PoolVector<Vector2> &p_uv);
- PoolVector<Vector2> 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 PoolVector<Color> &p_colors);
- PoolVector<Color> get_vertex_colors() const;
- void set_texture(const Ref<Texture> &p_texture);
- Ref<Texture> get_texture() const;
- void set_texture_offset(const Vector2 &p_offset);
- Vector2 get_texture_offset() const;
- void set_texture_rotation(float p_rot);
- float get_texture_rotation() const;
- void set_texture_rotation_degrees(float p_rot);
- float get_texture_rotation_degrees() 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(float p_invert_border);
- float get_invert_border() const;
- void set_offset(const Vector2 &p_offset);
- Vector2 get_offset() const;
- void add_bone(const NodePath &p_path = NodePath(), const PoolVector<float> &p_weights = PoolVector<float>());
- int get_bone_count() const;
- NodePath get_bone_path(int p_index) const;
- PoolVector<float> get_bone_weights(int p_index) const;
- void erase_bone(int p_idx);
- void clear_bones();
- void set_bone_weights(int p_index, const PoolVector<float> &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();
- };
- #endif // POLYGON_2D_H
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