123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671 |
- /*************************************************************************/
- /* polygon_2d.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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"
- #include "core/math/geometry.h"
- #include "skeleton_2d.h"
- Dictionary Polygon2D::_edit_get_state() const {
- Dictionary state = Node2D::_edit_get_state();
- state["offset"] = offset;
- return state;
- }
- void Polygon2D::_edit_set_state(const Dictionary &p_state) {
- Node2D::_edit_set_state(p_state);
- set_offset(p_state["offset"]);
- }
- void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
- set_position(get_transform().xform(p_pivot));
- set_offset(get_offset() - p_pivot);
- }
- Point2 Polygon2D::_edit_get_pivot() const {
- return Vector2();
- }
- bool Polygon2D::_edit_use_pivot() const {
- return true;
- }
- Rect2 Polygon2D::_edit_get_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);
- }
- rect_cache_dirty = false;
- }
- return item_rect;
- }
- bool Polygon2D::_edit_use_rect() const {
- return true;
- }
- bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
- return Geometry::is_point_in_polygon(p_point - get_offset(), Variant(polygon));
- }
- void Polygon2D::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_DRAW: {
- if (polygon.size() < 3)
- return;
- Skeleton2D *skeleton_node = NULL;
- if (has_node(skeleton)) {
- skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
- }
- if (skeleton_node)
- VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
- else
- VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
- Vector<Vector2> points;
- Vector<Vector2> uvs;
- Vector<int> bones;
- Vector<float> weights;
- points.resize(polygon.size());
- int len = points.size();
- {
- PoolVector<Vector2>::Read polyr = polygon.read();
- for (int i = 0; i < len; i++) {
- points.write[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.write[highest_idx]);
- }
- points.resize(points.size() + 7);
- for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
- points.write[i] = points[i - 7];
- }
- for (int i = 0; i < 7; i++) {
- points.write[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 = 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.write[i] = texmat.xform(uvr[i]) / tex_size;
- }
- } else {
- for (int i = 0; i < len; i++) {
- uvs.write[i] = texmat.xform(points[i]) / tex_size;
- }
- }
- }
- if (skeleton_node && !invert && bone_weights.size()) {
- //a skeleton is set! fill indices and weights
- int vc = points.size();
- bones.resize(vc * 4);
- weights.resize(vc * 4);
- int *bonesw = bones.ptrw();
- float *weightsw = weights.ptrw();
- for (int i = 0; i < vc * 4; i++) {
- bonesw[i] = 0;
- weightsw[i] = 0;
- }
- for (int i = 0; i < bone_weights.size(); i++) {
- if (bone_weights[i].weights.size() != points.size()) {
- continue; //different number of vertices, sorry not using.
- }
- if (!skeleton_node->has_node(bone_weights[i].path)) {
- continue; //node does not exist
- }
- Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
- if (!bone) {
- continue;
- }
- int bone_index = bone->get_index_in_skeleton();
- PoolVector<float>::Read r = bone_weights[i].weights.read();
- for (int j = 0; j < vc; j++) {
- if (r[j] == 0.0)
- continue; //weight is unpainted, skip
- //find an index with a weight
- for (int k = 0; k < 4; k++) {
- if (weightsw[j * 4 + k] < r[j]) {
- //this is less than this weight, insert weight!
- for (int l = 3; l > k; l--) {
- weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
- bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
- }
- weightsw[j * 4 + k] = r[j];
- bonesw[j * 4 + k] = bone_index;
- break;
- }
- }
- }
- }
- //normalize the weights
- for (int i = 0; i < vc; i++) {
- float tw = 0;
- for (int j = 0; j < 4; j++) {
- tw += weightsw[i * 4 + j];
- }
- if (tw == 0)
- continue; //unpainted, do nothing
- //normalize
- for (int j = 0; j < 4; j++) {
- weightsw[i * 4 + j] /= tw;
- }
- }
- }
- 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.write[i] = color_r[i];
- }
- for (int i = color_len; i < len; i++) {
- colors.write[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());
- if (invert || splits.size() == 0) {
- Vector<int> indices = Geometry::triangulate_polygon(points);
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
- } else {
- //use splits
- Vector<int> loop;
- int sc = splits.size();
- PoolVector<int>::Read r = splits.read();
- int last = points.size();
- Vector<Vector<int> > loops;
- for (int i = 0; i < last; i++) {
- int split;
- int min_end = -1;
- do {
- loop.push_back(i);
- split = -1;
- int end = -1;
- for (int j = 0; j < sc; j += 2) {
- if (r[j + 1] >= last)
- continue; //no longer valid
- if (min_end != -1 && r[j + 1] >= min_end)
- continue;
- if (r[j] == i) {
- if (split == -1 || r[j + 1] > end) {
- split = r[j];
- end = r[j + 1];
- }
- }
- }
- if (split != -1) {
- for (int j = end; j < last; j++) {
- loop.push_back(j);
- }
- loops.push_back(loop);
- last = end + 1;
- loop.clear();
- min_end = end; //avoid this split from repeating
- }
- } while (split != -1);
- }
- if (loop.size()) {
- loops.push_back(loop);
- }
- Vector<int> indices;
- for (int i = 0; i < loops.size(); i++) {
- Vector<int> loop = loops[i];
- Vector<Vector2> vertices;
- vertices.resize(loop.size());
- for (int j = 0; j < vertices.size(); j++) {
- vertices.write[j] = points[loop[j]];
- }
- Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
- int from = indices.size();
- indices.resize(from + sub_indices.size());
- for (int j = 0; j < sub_indices.size(); j++) {
- indices.write[from + j] = loop[sub_indices[j]];
- }
- }
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, 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_splits(const PoolVector<int> &p_splits) {
- ERR_FAIL_COND(p_splits.size() & 1); //splits should be multiple of 2
- splits = p_splits;
- update();
- }
- PoolVector<int> Polygon2D::get_splits() const {
- return splits;
- }
- 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_rotation_degrees(float p_rot) {
- set_texture_rotation(Math::deg2rad(p_rot));
- }
- float Polygon2D::get_texture_rotation_degrees() 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_antialiased(bool p_antialiased) {
- antialiased = p_antialiased;
- update();
- }
- bool Polygon2D::get_antialiased() const {
- return antialiased;
- }
- 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();
- _change_notify("offset");
- }
- Vector2 Polygon2D::get_offset() const {
- return offset;
- }
- void Polygon2D::add_bone(const NodePath &p_path, const PoolVector<float> &p_weights) {
- Bone bone;
- bone.path = p_path;
- bone.weights = p_weights;
- bone_weights.push_back(bone);
- }
- int Polygon2D::get_bone_count() const {
- return bone_weights.size();
- }
- NodePath Polygon2D::get_bone_path(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
- return bone_weights[p_index].path;
- }
- PoolVector<float> Polygon2D::get_bone_weights(int p_index) const {
- ERR_FAIL_INDEX_V(p_index, bone_weights.size(), PoolVector<float>());
- return bone_weights[p_index].weights;
- }
- void Polygon2D::erase_bone(int p_idx) {
- ERR_FAIL_INDEX(p_idx, bone_weights.size());
- bone_weights.remove(p_idx);
- }
- void Polygon2D::clear_bones() {
- bone_weights.clear();
- }
- void Polygon2D::set_bone_weights(int p_index, const PoolVector<float> &p_weights) {
- ERR_FAIL_INDEX(p_index, bone_weights.size());
- bone_weights.write[p_index].weights = p_weights;
- update();
- }
- void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
- ERR_FAIL_INDEX(p_index, bone_weights.size());
- bone_weights.write[p_index].path = p_path;
- update();
- }
- Array Polygon2D::_get_bones() const {
- Array bones;
- for (int i = 0; i < get_bone_count(); i++) {
- bones.push_back(get_bone_path(i));
- bones.push_back(get_bone_weights(i));
- }
- return bones;
- }
- void Polygon2D::_set_bones(const Array &p_bones) {
- ERR_FAIL_COND(p_bones.size() & 1);
- clear_bones();
- for (int i = 0; i < p_bones.size(); i += 2) {
- add_bone(p_bones[i], p_bones[i + 1]);
- }
- }
- void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
- if (skeleton == p_skeleton)
- return;
- skeleton = p_skeleton;
- update();
- }
- NodePath Polygon2D::get_skeleton() const {
- return skeleton;
- }
- 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_splits", "splits"), &Polygon2D::set_splits);
- ClassDB::bind_method(D_METHOD("get_splits"), &Polygon2D::get_splits);
- 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_rotation_degrees", "texture_rotation"), &Polygon2D::set_texture_rotation_degrees);
- ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &Polygon2D::get_texture_rotation_degrees);
- 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_antialiased", "antialiased"), &Polygon2D::set_antialiased);
- ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
- 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);
- ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
- ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
- ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
- ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
- ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
- ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
- ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
- ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
- ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
- ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
- ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
- ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
- 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::POOL_INT_ARRAY, "splits"), "set_splits", "get_splits");
- 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_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
- 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_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater"), "set_texture_rotation_degrees", "get_texture_rotation_degrees");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation", PROPERTY_HINT_NONE, "", 0), "set_texture_rotation", "get_texture_rotation");
- ADD_GROUP("Skeleton", "");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
- 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");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_bones", "_get_bones");
- }
- Polygon2D::Polygon2D() {
- invert = 0;
- invert_border = 100;
- antialiased = false;
- tex_rot = 0;
- tex_tile = true;
- tex_scale = Vector2(1, 1);
- color = Color(1, 1, 1);
- rect_cache_dirty = true;
- }
|