#ifndef PAINT_POLYGON_2D_H #define PAINT_POLYGON_2D_H /*************************************************************************/ /* paint_polygon_2d.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "../paint_node.h" class PaintPolygon2D : public PaintNode { GDCLASS(PaintPolygon2D, PaintNode); PoolVector polygon; PoolVector uv; PoolVector vertex_colors; Array polygons; int internal_vertices; Color color; Ref 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; Ref _rendered_image; protected: void _prepare_render_data(Vector &r_points, Vector &r_uvs, Vector &r_colors, Vector &r_indices); 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 &p_polygon); PoolVector get_polygon() const; void set_internal_vertex_count(int p_count); int get_internal_vertex_count() const; void set_uv(const PoolVector &p_uv); PoolVector 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 &p_colors); PoolVector get_vertex_colors() const; void set_texture(const Ref &p_texture); Ref 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; virtual Ref _get_rendered_image(); PaintPolygon2D(); virtual ~PaintPolygon2D(); protected: struct Slope { Vector2 position_current; Vector2 position_step; Vector2 uv_current; Vector2 uv_step; Color color_current; Color color_step; _FORCE_INLINE_ void setup_position(Vector2 begin, Vector2 end, float num_steps) { float inv_step = 1.0 / num_steps; position_step = (end - begin) * Vector2(inv_step, inv_step); position_current = begin; } _FORCE_INLINE_ void setup_color(Color begin, Color end, float num_steps) { float inv_step = 1.0 / num_steps; color_step = (end - begin) * Color(inv_step, inv_step, inv_step); color_current = begin; } _FORCE_INLINE_ void setup_uv(Vector2 begin, Vector2 end, float num_steps) { float inv_step = 1.0 / num_steps; uv_step = (end - begin) * Vector2(inv_step, inv_step); uv_current = begin; } _FORCE_INLINE_ void advance() { position_current += position_step; color_current += color_step; } _FORCE_INLINE_ void advance_color() { color_current += color_step; } _FORCE_INLINE_ void advance_uv() { uv_current += uv_step; } }; }; #endif // POLYGON_2D_H