/*************************************************************************/ /* sprite_editor_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "sprite_editor_plugin.h" #include "canvas_item_editor_plugin.h" #include "editor/editor_scale.h" #include "scene/2d/collision_polygon_2d.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/mesh_instance_2d.h" #include "scene/2d/polygon_2d.h" #include "scene/gui/box_container.h" #include "scene/resources/bit_map.h" #include "thirdparty/misc/clipper.hpp" #include "scene/resources/mesh.h" #include "core/array.h" #include "core/class_db.h" #include "core/color.h" #include "core/error_macros.h" #include "core/image.h" #include "core/math/geometry.h" #include "core/math/rect2.h" #include "core/os/memory.h" #include "core/pool_vector.h" #include "core/reference.h" #include "core/undo_redo.h" #include "core/variant.h" #include "editor/editor_node.h" #include "editor/scene_tree_dock.h" #include "scene/2d/node_2d.h" #include "scene/2d/sprite.h" #include "scene/gui/button.h" #include "scene/gui/dialogs.h" #include "scene/gui/label.h" #include "scene/gui/menu_button.h" #include "scene/gui/popup_menu.h" #include "scene/gui/scroll_container.h" #include "scene/gui/spin_box.h" #include "scene/main/node.h" #include "scene/main/scene_tree.h" #include "scene/resources/texture.h" void SpriteEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; options->hide(); } } void SpriteEditor::edit(Sprite *p_sprite) { node = p_sprite; } #define PRECISION 10.0 Vector expand(const Vector &points, const Rect2i &rect, float epsilon = 2.0) { int size = points.size(); ERR_FAIL_COND_V(size < 2, Vector()); ClipperLib::Path subj; ClipperLib::PolyTree solution; ClipperLib::PolyTree out; for (int i = 0; i < points.size(); i++) { subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION); } ClipperLib::ClipperOffset co; co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon); co.Execute(solution, epsilon * PRECISION); ClipperLib::PolyNode *p = solution.GetFirst(); ERR_FAIL_COND_V(!p, points); while (p->IsHole()) { p = p->GetNext(); } //turn the result into simply polygon (AKA, fix overlap) //clamp into the specified rect ClipperLib::Clipper cl; cl.StrictlySimple(true); cl.AddPath(p->Contour, ClipperLib::ptSubject, true); //create the clipping rect ClipperLib::Path clamp; clamp.push_back(ClipperLib::IntPoint(0, 0)); clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0)); clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION)); clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION)); cl.AddPath(clamp, ClipperLib::ptClip, true); cl.Execute(ClipperLib::ctIntersection, out); Vector outPoints; ClipperLib::PolyNode *p2 = out.GetFirst(); ERR_FAIL_COND_V(!p2, points); while (p2->IsHole()) { p2 = p2->GetNext(); } int lasti = p2->Contour.size() - 1; Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION); for (uint64_t i = 0; i < p2->Contour.size(); i++) { Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION); if (cur.distance_to(prev) > 0.5) { outPoints.push_back(cur); prev = cur; } } return outPoints; } void SpriteEditor::_menu_option(int p_option) { if (!node) { return; } selected_menu_item = (Menu)p_option; switch (p_option) { case MENU_OPTION_CONVERT_TO_MESH_2D: { debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D")); debug_uv_dialog->set_title(TTR("Mesh2D Preview")); _update_mesh_data(); debug_uv_dialog->popup_centered(); debug_uv->update(); } break; case MENU_OPTION_CONVERT_TO_POLYGON_2D: { debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D")); debug_uv_dialog->set_title(TTR("Polygon2D Preview")); _update_mesh_data(); debug_uv_dialog->popup_centered(); debug_uv->update(); } break; case MENU_OPTION_CREATE_COLLISION_POLY_2D: { debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D")); debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview")); _update_mesh_data(); debug_uv_dialog->popup_centered(); debug_uv->update(); } break; case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: { debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D")); debug_uv_dialog->set_title(TTR("LightOccluder2D Preview")); _update_mesh_data(); debug_uv_dialog->popup_centered(); debug_uv->update(); } break; } } void SpriteEditor::_update_mesh_data() { Ref texture = node->get_texture(); if (texture.is_null()) { err_dialog->set_text(TTR("Sprite is empty!")); err_dialog->popup_centered_minsize(); return; } if (node->get_hframes() > 1 || node->get_vframes() > 1) { err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh.")); err_dialog->popup_centered_minsize(); return; } Ref image = texture->get_data(); ERR_FAIL_COND(image.is_null()); if (image->is_compressed()) { image->decompress(); } Rect2 rect; if (node->is_region()) { rect = node->get_region_rect(); } else { rect.size = Size2(image->get_width(), image->get_height()); } Ref bm; bm.instance(); bm->create_from_image_alpha(image); int shrink = shrink_pixels->get_value(); if (shrink > 0) { bm->shrink_mask(shrink, rect); } int grow = grow_pixels->get_value(); if (grow > 0) { bm->grow_mask(grow, rect); } float epsilon = simplification->get_value(); Vector> lines = bm->clip_opaque_to_polygons(rect, epsilon); uv_lines.clear(); computed_vertices.clear(); computed_uv.clear(); computed_indices.clear(); Size2 img_size = Vector2(image->get_width(), image->get_height()); for (int i = 0; i < lines.size(); i++) { lines.write[i] = expand(lines[i], rect, epsilon); } if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) { for (int j = 0; j < lines.size(); j++) { int index_ofs = computed_vertices.size(); for (int i = 0; i < lines[j].size(); i++) { Vector2 vtx = lines[j][i]; computed_uv.push_back(vtx / img_size); vtx -= rect.position; //offset by rect position //flip if flipped if (node->is_flipped_h()) { vtx.x = rect.size.x - vtx.x - 1.0; } if (node->is_flipped_v()) { vtx.y = rect.size.y - vtx.y - 1.0; } if (node->is_centered()) { vtx -= rect.size / 2.0; } computed_vertices.push_back(vtx); } Vector poly = Geometry::triangulate_polygon(lines[j]); for (int i = 0; i < poly.size(); i += 3) { for (int k = 0; k < 3; k++) { int idx = i + k; int idxn = i + (k + 1) % 3; uv_lines.push_back(lines[j][poly[idx]]); uv_lines.push_back(lines[j][poly[idxn]]); computed_indices.push_back(poly[idx] + index_ofs); } } } } outline_lines.clear(); computed_outline_lines.clear(); if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) { outline_lines.resize(lines.size()); computed_outline_lines.resize(lines.size()); for (int pi = 0; pi < lines.size(); pi++) { Vector ol; Vector col; ol.resize(lines[pi].size()); col.resize(lines[pi].size()); for (int i = 0; i < lines[pi].size(); i++) { Vector2 vtx = lines[pi][i]; ol.write[i] = vtx; vtx -= rect.position; //offset by rect position //flip if flipped if (node->is_flipped_h()) { vtx.x = rect.size.x - vtx.x - 1.0; } if (node->is_flipped_v()) { vtx.y = rect.size.y - vtx.y - 1.0; } if (node->is_centered()) { vtx -= rect.size / 2.0; } col.write[i] = vtx; } outline_lines.write[pi] = ol; computed_outline_lines.write[pi] = col; } } debug_uv->update(); } void SpriteEditor::_create_node() { switch (selected_menu_item) { case MENU_OPTION_CONVERT_TO_MESH_2D: { _convert_to_mesh_2d_node(); } break; case MENU_OPTION_CONVERT_TO_POLYGON_2D: { _convert_to_polygon_2d_node(); } break; case MENU_OPTION_CREATE_COLLISION_POLY_2D: { _create_collision_polygon_2d_node(); } break; case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: { _create_light_occluder_2d_node(); } break; } } void SpriteEditor::_convert_to_mesh_2d_node() { if (computed_vertices.size() < 3) { err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh.")); err_dialog->popup_centered_minsize(); return; } Ref mesh; mesh.instance(); Array a; a.resize(Mesh::ARRAY_MAX); a[Mesh::ARRAY_VERTEX] = computed_vertices; a[Mesh::ARRAY_TEX_UV] = computed_uv; a[Mesh::ARRAY_INDEX] = computed_indices; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Mesh::ARRAY_FLAG_USE_2D_VERTICES); MeshInstance2D *mesh_instance = memnew(MeshInstance2D); mesh_instance->set_mesh(mesh); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Convert to MeshInstance2D")); ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, mesh_instance, true, false); ur->add_do_reference(mesh_instance); ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", mesh_instance, node, false, false); ur->add_undo_reference(node); ur->commit_action(); } void SpriteEditor::_convert_to_polygon_2d_node() { if (computed_outline_lines.empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create polygon.")); err_dialog->popup_centered_minsize(); return; } Polygon2D *polygon_2d_instance = memnew(Polygon2D); int total_point_count = 0; for (int i = 0; i < computed_outline_lines.size(); i++) { total_point_count += computed_outline_lines[i].size(); } PoolVector2Array polygon; polygon.resize(total_point_count); PoolVector2Array::Write polygon_write = polygon.write(); PoolVector2Array uvs; uvs.resize(total_point_count); PoolVector2Array::Write uvs_write = uvs.write(); int current_point_index = 0; Array polys; polys.resize(computed_outline_lines.size()); for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; Vector uv_outline = outline_lines[i]; PoolIntArray pia; pia.resize(outline.size()); PoolIntArray::Write pia_write = pia.write(); for (int pi = 0; pi < outline.size(); pi++) { polygon_write[current_point_index] = outline[pi]; uvs_write[current_point_index] = uv_outline[pi]; pia_write[pi] = current_point_index; current_point_index++; } polys[i] = pia; } polygon_2d_instance->set_uv(uvs); polygon_2d_instance->set_polygon(polygon); polygon_2d_instance->set_polygons(polys); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Convert to Polygon2D")); ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, polygon_2d_instance, true, false); ur->add_do_reference(polygon_2d_instance); ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", polygon_2d_instance, node, false, false); ur->add_undo_reference(node); ur->commit_action(); } void SpriteEditor::_create_collision_polygon_2d_node() { if (computed_outline_lines.empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon.")); err_dialog->popup_centered_minsize(); return; } for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D); collision_polygon_2d_instance->set_polygon(outline); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create CollisionPolygon2D Sibling")); ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance); ur->add_do_reference(collision_polygon_2d_instance); ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance); ur->commit_action(); } } void SpriteEditor::_create_light_occluder_2d_node() { if (computed_outline_lines.empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create light occluder.")); err_dialog->popup_centered_minsize(); return; } for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; Ref polygon; polygon.instance(); PoolVector2Array a; a.resize(outline.size()); PoolVector2Array::Write aw = a.write(); for (int io = 0; io < outline.size(); io++) { aw[io] = outline[io]; } polygon->set_polygon(a); LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D); light_occluder_2d_instance->set_occluder_polygon(polygon); UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); ur->create_action(TTR("Create LightOccluder2D Sibling")); ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance); ur->add_do_reference(light_occluder_2d_instance); ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance); ur->commit_action(); } } void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) { // Can't make sibling if own node is scene root if (p_own_node != this->get_tree()->get_edited_scene_root()) { p_own_node->get_parent()->add_child(p_new_node, true); Object::cast_to(p_new_node)->set_transform(Object::cast_to(p_own_node)->get_transform()); } else { p_own_node->add_child(p_new_node, true); } p_new_node->set_owner(this->get_tree()->get_edited_scene_root()); } void SpriteEditor::_debug_uv_draw() { Ref tex = node->get_texture(); ERR_FAIL_COND(!tex.is_valid()); Point2 draw_pos_offset = Point2(1.0, 1.0); Size2 draw_size_offset = Size2(2.0, 2.0); debug_uv->set_clip_contents(true); debug_uv->draw_texture(tex, draw_pos_offset); debug_uv->set_custom_minimum_size(tex->get_size() + draw_size_offset); debug_uv->draw_set_transform(draw_pos_offset, 0, Size2(1.0, 1.0)); Color color = Color(1.0, 0.8, 0.7); if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) { debug_uv->draw_multiline(uv_lines, color); } else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) { for (int i = 0; i < outline_lines.size(); i++) { Vector outline = outline_lines[i]; debug_uv->draw_polyline(outline, color); debug_uv->draw_line(outline[0], outline[outline.size() - 1], color); } } } void SpriteEditor::_bind_methods() { ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option); ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw); ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data); ClassDB::bind_method("_create_node", &SpriteEditor::_create_node); ClassDB::bind_method("_add_as_sibling_or_child", &SpriteEditor::_add_as_sibling_or_child); } SpriteEditor::SpriteEditor() { options = memnew(MenuButton); CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options); options->set_text(TTR("Sprite")); options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons")); options->get_popup()->add_item(TTR("Convert to MeshInstance2D"), MENU_OPTION_CONVERT_TO_MESH_2D); options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D); options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D); options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D); options->set_switch_on_hover(true); options->get_popup()->connect("id_pressed", this, "_menu_option"); err_dialog = memnew(AcceptDialog); add_child(err_dialog); debug_uv_dialog = memnew(ConfirmationDialog); debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D")); debug_uv_dialog->set_title("Mesh 2D Preview"); VBoxContainer *vb = memnew(VBoxContainer); debug_uv_dialog->add_child(vb); ScrollContainer *scroll = memnew(ScrollContainer); scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE); scroll->set_enable_h_scroll(true); scroll->set_enable_v_scroll(true); vb->add_margin_child(TTR("Preview:"), scroll, true); debug_uv = memnew(Control); debug_uv->connect("draw", this, "_debug_uv_draw"); scroll->add_child(debug_uv); debug_uv_dialog->connect("confirmed", this, "_create_node"); HBoxContainer *hb = memnew(HBoxContainer); hb->add_child(memnew(Label(TTR("Simplification: ")))); simplification = memnew(SpinBox); simplification->set_min(0.01); simplification->set_max(10.00); simplification->set_step(0.01); simplification->set_value(2); hb->add_child(simplification); hb->add_spacer(); hb->add_child(memnew(Label(TTR("Shrink (Pixels): ")))); shrink_pixels = memnew(SpinBox); shrink_pixels->set_min(0); shrink_pixels->set_max(10); shrink_pixels->set_step(1); shrink_pixels->set_value(0); hb->add_child(shrink_pixels); hb->add_spacer(); hb->add_child(memnew(Label(TTR("Grow (Pixels): ")))); grow_pixels = memnew(SpinBox); grow_pixels->set_min(0); grow_pixels->set_max(10); grow_pixels->set_step(1); grow_pixels->set_value(2); hb->add_child(grow_pixels); hb->add_spacer(); update_preview = memnew(Button); update_preview->set_text(TTR("Update Preview")); update_preview->connect("pressed", this, "_update_mesh_data"); hb->add_child(update_preview); vb->add_margin_child(TTR("Settings:"), hb); add_child(debug_uv_dialog); } void SpriteEditorPlugin::edit(Object *p_object) { sprite_editor->edit(Object::cast_to(p_object)); } bool SpriteEditorPlugin::handles(Object *p_object) const { return p_object->is_class("Sprite"); } void SpriteEditorPlugin::make_visible(bool p_visible) { if (p_visible) { sprite_editor->options->show(); } else { sprite_editor->options->hide(); sprite_editor->edit(nullptr); } } SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) { editor = p_node; sprite_editor = memnew(SpriteEditor); editor->get_viewport()->add_child(sprite_editor); make_visible(false); //sprite_editor->options->hide(); } SpriteEditorPlugin::~SpriteEditorPlugin() { }