pandemonium_engine/modules/paint/nodes/polygon_2d/paint_polygon_2d.cpp

713 lines
21 KiB
C++

/*************************************************************************/
/* paint_polygon_2d.cpp */
/*************************************************************************/
/* 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_polygon_2d.h"
#include "core/math/geometry.h"
#include <limits.h>
#ifdef TOOLS_ENABLED
Dictionary PaintPolygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void PaintPolygon2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void PaintPolygon2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_offset(get_offset() - p_pivot);
}
Point2 PaintPolygon2D::_edit_get_pivot() const {
return Vector2();
}
bool PaintPolygon2D::_edit_use_pivot() const {
return true;
}
Rect2 PaintPolygon2D::_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 PaintPolygon2D::_edit_use_rect() const {
return polygon.size() > 0;
}
bool PaintPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector<Vector2> polygon2d = Variant(polygon);
if (internal_vertices > 0) {
polygon2d.resize(polygon2d.size() - internal_vertices);
}
return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
#endif
void PaintPolygon2D::_prepare_render_data(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &r_indices) {
int len = polygon.size();
if ((invert || polygons.size() == 0) && internal_vertices > 0) {
//if no polygons are around, internal vertices must not be drawn, else let them be
len -= internal_vertices;
}
if (len <= 0) {
return;
}
r_points.resize(len);
{
PoolVector<Vector2>::Read polyr = polygon.read();
for (int i = 0; i < len; i++) {
r_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 = r_points[i];
} else {
bounds.expand_to(r_points[i]);
}
if (r_points[i].y > highest_y) {
highest_idx = i;
highest_y = r_points[i].y;
}
int ni = (i + 1) % len;
sum += (r_points[ni].x - r_points[i].x) * (r_points[ni].y + r_points[i].y);
}
bounds = bounds.grow(invert_border);
Vector2 ep[7] = {
Vector2(r_points[highest_idx].x, r_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(r_points[highest_idx].x - CMP_EPSILON, r_points[highest_idx].y + invert_border),
Vector2(r_points[highest_idx].x - CMP_EPSILON, r_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], r_points.write[highest_idx]);
}
r_points.resize(r_points.size() + 7);
for (int i = r_points.size() - 1; i >= highest_idx + 7; i--) {
r_points.write[i] = r_points[i - 7];
}
for (int i = 0; i < 7; i++) {
r_points.write[highest_idx + i + 1] = ep[i];
}
len = r_points.size();
}
if (texture.is_valid()) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
Size2 tex_size = texture->get_size();
r_uvs.resize(len);
if (r_points.size() == uv.size()) {
PoolVector<Vector2>::Read uvr = uv.read();
for (int i = 0; i < len; i++) {
r_uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
}
} else {
for (int i = 0; i < len; i++) {
r_uvs.write[i] = texmat.xform(r_points[i]) / tex_size;
}
}
}
if (vertex_colors.size() == r_points.size()) {
r_colors.resize(len);
PoolVector<Color>::Read color_r = vertex_colors.read();
for (int i = 0; i < len; i++) {
r_colors.write[i] = color_r[i];
}
} else {
r_colors.push_back(color);
}
if (invert || polygons.size() == 0) {
r_indices = Geometry::triangulate_polygon(r_points);
} else {
//draw individual polygons
for (int i = 0; i < polygons.size(); i++) {
PoolVector<int> src_indices = polygons[i];
int ic = src_indices.size();
if (ic < 3) {
continue;
}
PoolVector<int>::Read r = src_indices.read();
Vector<Vector2> tmp_r_points;
tmp_r_points.resize(ic);
for (int j = 0; j < ic; j++) {
int idx = r[j];
ERR_CONTINUE(idx < 0 || idx >= r_points.size());
tmp_r_points.write[j] = r_points[r[j]];
}
Vector<int> indices = Geometry::triangulate_polygon(tmp_r_points);
int ic2 = indices.size();
const int *r2 = indices.ptr();
int bic = r_indices.size();
r_indices.resize(bic + ic2);
int *w2 = r_indices.ptrw();
for (int j = 0; j < ic2; j++) {
w2[j + bic] = r[r2[j]];
}
}
}
}
void PaintPolygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
_rendered_image.unref();
if (polygon.size() < 3) {
return;
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
_prepare_render_data(points, uvs, colors, indices);
if (indices.size()) {
RS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, Vector<int>(), Vector<float>(), texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
} break;
}
}
void PaintPolygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
polygon = p_polygon;
rect_cache_dirty = true;
update();
}
PoolVector<Vector2> PaintPolygon2D::get_polygon() const {
return polygon;
}
void PaintPolygon2D::set_internal_vertex_count(int p_count) {
internal_vertices = p_count;
}
int PaintPolygon2D::get_internal_vertex_count() const {
return internal_vertices;
}
void PaintPolygon2D::set_uv(const PoolVector<Vector2> &p_uv) {
uv = p_uv;
update();
}
PoolVector<Vector2> PaintPolygon2D::get_uv() const {
return uv;
}
void PaintPolygon2D::set_polygons(const Array &p_polygons) {
polygons = p_polygons;
update();
}
Array PaintPolygon2D::get_polygons() const {
return polygons;
}
void PaintPolygon2D::set_color(const Color &p_color) {
color = p_color;
update();
}
Color PaintPolygon2D::get_color() const {
return color;
}
void PaintPolygon2D::set_vertex_colors(const PoolVector<Color> &p_colors) {
vertex_colors = p_colors;
update();
}
PoolVector<Color> PaintPolygon2D::get_vertex_colors() const {
return vertex_colors;
}
void PaintPolygon2D::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> PaintPolygon2D::get_texture() const {
return texture;
}
void PaintPolygon2D::set_texture_offset(const Vector2 &p_offset) {
tex_ofs = p_offset;
update();
}
Vector2 PaintPolygon2D::get_texture_offset() const {
return tex_ofs;
}
void PaintPolygon2D::set_texture_rotation(float p_rot) {
tex_rot = p_rot;
update();
}
float PaintPolygon2D::get_texture_rotation() const {
return tex_rot;
}
void PaintPolygon2D::set_texture_rotation_degrees(float p_rot) {
set_texture_rotation(Math::deg2rad(p_rot));
}
float PaintPolygon2D::get_texture_rotation_degrees() const {
return Math::rad2deg(get_texture_rotation());
}
void PaintPolygon2D::set_texture_scale(const Size2 &p_scale) {
tex_scale = p_scale;
update();
}
Size2 PaintPolygon2D::get_texture_scale() const {
return tex_scale;
}
void PaintPolygon2D::set_invert(bool p_invert) {
invert = p_invert;
update();
}
bool PaintPolygon2D::get_invert() const {
return invert;
}
void PaintPolygon2D::set_antialiased(bool p_antialiased) {
antialiased = p_antialiased;
update();
}
bool PaintPolygon2D::get_antialiased() const {
return antialiased;
}
void PaintPolygon2D::set_invert_border(float p_invert_border) {
invert_border = p_invert_border;
update();
}
float PaintPolygon2D::get_invert_border() const {
return invert_border;
}
void PaintPolygon2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
rect_cache_dirty = true;
update();
_change_notify("offset");
}
Vector2 PaintPolygon2D::get_offset() const {
return offset;
}
Ref<Image> PaintPolygon2D::_get_rendered_image() {
if (_rendered_image.is_valid()) {
return _rendered_image;
}
if (_size.x == 0 || _size.y == 0) {
return Ref<Image>();
}
if (polygon.size() < 3) {
return Ref<Image>();
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
_prepare_render_data(points, uvs, colors, indices);
if (indices.size() == 0) {
return Ref<Image>();
}
Ref<Image> texture_image;
Vector2 texture_image_size;
if (uvs.size() > 0 && texture.is_valid()) {
texture_image = texture->get_data();
}
bool use_uvs = texture_image.is_valid();
if (use_uvs) {
texture_image_size = texture_image->get_size();
}
_rendered_image.instance();
_rendered_image->create(_size.x, _size.y, false, Image::FORMAT_RGBA8);
_rendered_image->lock();
if (use_uvs) {
texture_image->lock();
}
Vector2i cpoints[3];
Vector2 cuvs[3];
Color ccolors[3];
if (colors.size() == 1) {
for (int j = 0; j < 3; ++j) {
ccolors[j] = colors[0];
}
}
//Note: Don't worry about the Node's Transform here, that will get applied automatically in the caller
for (int index = 0; index < indices.size(); index += 3) {
// Rasterize triangle
// Based on https://www.youtube.com/watch?v=PahbNFypubE
for (int i = 0; i < 3; ++i) {
int cind = indices[index + i];
cpoints[i] = points[cind].round();
if (colors.size() > 1) {
ccolors[i] = colors[cind];
}
if (use_uvs) {
cuvs[i] = uvs[cind];
}
}
//Sort them
if (cpoints[1].y < cpoints[0].y || (cpoints[1].y == cpoints[0].y && cpoints[1].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[1]);
SWAP(ccolors[0], ccolors[1]);
SWAP(cuvs[0], cuvs[1]);
}
if (cpoints[2].y < cpoints[0].y || (cpoints[2].y == cpoints[0].y && cpoints[2].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[2]);
SWAP(ccolors[0], ccolors[2]);
SWAP(cuvs[0], cuvs[2]);
}
if (cpoints[2].y < cpoints[1].y || (cpoints[2].y == cpoints[1].y && cpoints[2].x < cpoints[1].x)) {
SWAP(cpoints[1], cpoints[2]);
SWAP(ccolors[1], ccolors[2]);
SWAP(cuvs[1], cuvs[2]);
}
if (cpoints[0].y == cpoints[2].y) {
continue;
}
bool shortside = (cpoints[1].y - cpoints[0].y) * (cpoints[2].x - cpoints[0].x) < (cpoints[1].x - cpoints[0].x) * (cpoints[2].y - cpoints[0].y);
Slope sides[2];
sides[!shortside].setup_position(cpoints[0], cpoints[2], cpoints[2].y - cpoints[0].y);
sides[!shortside].setup_color(ccolors[0], ccolors[2], cpoints[2].y - cpoints[0].y);
if (use_uvs) {
sides[!shortside].setup_uv(cuvs[0], cuvs[2], cpoints[2].y - cpoints[0].y);
}
if (cpoints[0].y < cpoints[1].y) {
sides[shortside].setup_position(cpoints[0], cpoints[1], cpoints[1].y - cpoints[0].y);
sides[shortside].setup_color(ccolors[0], ccolors[1], cpoints[1].y - cpoints[0].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[0], cuvs[1], cpoints[1].y - cpoints[0].y);
}
int starty = MAX(0, cpoints[0].y);
int endy = MIN(cpoints[1].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
if (use_uvs) {
s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
}
int startx = MAX(0, sides[0].position_current.x);
int endx = MIN(sides[1].position_current.x, _size.x);
for (int x = startx; x < endx; ++x) {
Color color = s.color_current;
if (use_uvs) {
Vector2 uv = s.uv_current;
uv.x = CLAMP(uv.x, 0, 1);
uv.y = CLAMP(uv.y, 0, 1);
Vector2 imgcoord = uv * texture_image_size;
imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
Color img_color = texture_image->get_pixelv(imgcoord);
color *= img_color;
}
_rendered_image->set_pixelv(Vector2(x, y), color);
s.advance_color();
if (use_uvs) {
s.advance_uv();
}
}
sides[0].advance();
sides[1].advance();
if (use_uvs) {
sides[0].advance_uv();
sides[1].advance_uv();
}
}
}
if (cpoints[1].y < cpoints[2].y) {
sides[shortside].setup_position(cpoints[1], cpoints[2], cpoints[2].y - cpoints[1].y);
sides[shortside].setup_color(ccolors[1], ccolors[2], cpoints[2].y - cpoints[1].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[1], cuvs[2], cpoints[2].y - cpoints[1].y);
}
int starty = MAX(0, cpoints[1].y);
int endy = MIN(cpoints[2].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
if (use_uvs) {
s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
}
int startx = MAX(0, sides[0].position_current.x);
int endx = MIN(sides[1].position_current.x, _size.x);
for (int x = startx; x < endx; ++x) {
Color color = s.color_current;
if (use_uvs) {
Vector2 uv = s.uv_current;
uv.x = CLAMP(uv.x, 0, 1);
uv.y = CLAMP(uv.y, 0, 1);
Vector2 imgcoord = uv * texture_image_size;
imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
Color img_color = texture_image->get_pixelv(imgcoord);
color *= img_color;
}
_rendered_image->set_pixelv(Vector2(x, y), color);
s.advance_color();
if (use_uvs) {
s.advance_uv();
}
}
sides[0].advance();
sides[1].advance();
if (use_uvs) {
sides[0].advance_uv();
sides[1].advance_uv();
}
}
}
}
if (use_uvs) {
texture_image->unlock();
}
_rendered_image->unlock();
return _rendered_image;
}
void PaintPolygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &PaintPolygon2D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &PaintPolygon2D::get_polygon);
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &PaintPolygon2D::set_uv);
ClassDB::bind_method(D_METHOD("get_uv"), &PaintPolygon2D::get_uv);
ClassDB::bind_method(D_METHOD("set_color", "color"), &PaintPolygon2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &PaintPolygon2D::get_color);
ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &PaintPolygon2D::set_polygons);
ClassDB::bind_method(D_METHOD("get_polygons"), &PaintPolygon2D::get_polygons);
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &PaintPolygon2D::set_vertex_colors);
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &PaintPolygon2D::get_vertex_colors);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &PaintPolygon2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &PaintPolygon2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &PaintPolygon2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &PaintPolygon2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &PaintPolygon2D::set_texture_rotation);
ClassDB::bind_method(D_METHOD("get_texture_rotation"), &PaintPolygon2D::get_texture_rotation);
ClassDB::bind_method(D_METHOD("set_texture_rotation_degrees", "texture_rotation"), &PaintPolygon2D::set_texture_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_texture_rotation_degrees"), &PaintPolygon2D::get_texture_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &PaintPolygon2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &PaintPolygon2D::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_invert", "invert"), &PaintPolygon2D::set_invert);
ClassDB::bind_method(D_METHOD("get_invert"), &PaintPolygon2D::get_invert);
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &PaintPolygon2D::set_antialiased);
ClassDB::bind_method(D_METHOD("get_antialiased"), &PaintPolygon2D::get_antialiased);
ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &PaintPolygon2D::set_invert_border);
ClassDB::bind_method(D_METHOD("get_invert_border"), &PaintPolygon2D::get_invert_border);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PaintPolygon2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &PaintPolygon2D::get_offset);
ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &PaintPolygon2D::set_internal_vertex_count);
ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &PaintPolygon2D::get_internal_vertex_count);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "texture_rotation_degrees", PROPERTY_HINT_RANGE, "-360,360,0.1,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("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_GROUP("Data", "");
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_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons"), "set_polygons", "get_polygons");
ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
}
PaintPolygon2D::PaintPolygon2D() {
invert = false;
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;
internal_vertices = 0;
}
PaintPolygon2D::~PaintPolygon2D() {
}