mirror of
https://github.com/Relintai/pandemonium_engine.git
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197 lines
6.7 KiB
C++
197 lines
6.7 KiB
C++
#ifndef PAINT_CURVE_2D_H
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#define PAINT_CURVE_2D_H
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/*************************************************************************/
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/* path_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "../paint_node.h"
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class Curve2D;
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class PaintCurve2D : public PaintNode {
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GDCLASS(PaintCurve2D, PaintNode);
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public:
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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#endif
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void set_curve(const Ref<Curve2D> &p_curve);
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Ref<Curve2D> get_curve() const;
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void fill_set_enabled(bool p_enabled);
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bool fill_get_enabled() const;
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void fill_set_color(const Color &p_color);
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Color fill_get_color() const;
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void fill_set_texture(const Ref<Texture> &p_texture);
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Ref<Texture> fill_get_texture() const;
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void fill_set_texture_offset(const Vector2 &p_offset);
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Vector2 fill_get_texture_offset() const;
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void fill_set_texture_rotation(float p_rot);
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float fill_get_texture_rotation() const;
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void fill_set_texture_rotation_degrees(float p_rot);
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float fill_get_texture_rotation_degrees() const;
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void fill_set_texture_scale(const Size2 &p_scale);
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Size2 fill_get_texture_scale() const;
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void fill_set_invert(bool p_invert);
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bool fill_get_invert() const;
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void fill_set_invert_border(float p_invert_border);
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float fill_get_invert_border() const;
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void outline_set_enabled(bool p_enabled);
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bool outline_get_enabled() const;
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void outline_set_width(int p_width);
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int outline_get_width() const;
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void outline_set_color(const Color &p_color);
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Color outline_get_color() const;
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void outline_set_texture(const Ref<Texture> &p_texture);
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Ref<Texture> outline_get_texture() const;
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void outline_set_texture_offset(const Vector2 &p_offset);
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Vector2 outline_get_texture_offset() const;
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void outline_set_texture_rotation(float p_rot);
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float outline_get_texture_rotation() const;
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void outline_set_texture_rotation_degrees(float p_rot);
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float outline_get_texture_rotation_degrees() const;
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void outline_set_texture_scale(const Size2 &p_scale);
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Size2 outline_get_texture_scale() const;
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virtual Ref<Image> _get_rendered_image();
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PaintCurve2D();
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protected:
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//Todo this should probably be moved to Geometry, or maybe MeshUtils
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PoolVector2Array generate_uvs(const Vector<Vector2> &p_points);
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PoolVector2Array generate_uvs(const Vector<Vector2> &p_points, const Rect2 &p_uv_rect);
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void generate_polyline_mesh(const Vector<Point2> &p_points, float p_width, Vector<Vector2> &r_triangless, Vector<int> &r_indices);
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void _prepare_render_data_fill(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &r_indices);
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void _prepare_render_data_outline(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &r_indices);
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void _image_render_triangles(const Vector<Vector2> &p_points, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<int> &p_indices, const Ref<Texture> &p_texture);
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void _notification(int p_what);
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static void _bind_methods();
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protected:
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Ref<Curve2D> curve;
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bool _fill_enabled;
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Color _fill_color;
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Ref<Texture> _fill_texture;
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Size2 _fill_tex_scale;
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Vector2 _fill_tex_ofs;
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bool _fill_tex_tile;
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float _fill_tex_rot;
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bool _fill_invert;
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float _fill_invert_border;
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bool _outline_enabled;
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Color _outline_color;
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int _outline_width;
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Ref<Texture> _outline_texture;
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Size2 _outline_tex_scale;
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Vector2 _outline_tex_ofs;
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bool _outline_tex_tile;
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float _outline_tex_rot;
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mutable bool rect_cache_dirty;
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mutable Rect2 item_rect;
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Ref<Image> _rendered_image;
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Vector<Vector2> _cached_draw_pts;
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void _curve_changed();
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protected:
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struct Slope {
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Vector2 position_current;
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Vector2 position_step;
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Vector2 uv_current;
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Vector2 uv_step;
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Color color_current;
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Color color_step;
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_FORCE_INLINE_ void setup_position(Vector2 begin, Vector2 end, float num_steps) {
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float inv_step = 1.0 / num_steps;
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position_step = (end - begin) * Vector2(inv_step, inv_step);
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position_current = begin;
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}
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_FORCE_INLINE_ void setup_color(Color begin, Color end, float num_steps) {
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float inv_step = 1.0 / num_steps;
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color_step = (end - begin) * Color(inv_step, inv_step, inv_step);
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color_current = begin;
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}
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_FORCE_INLINE_ void setup_uv(Vector2 begin, Vector2 end, float num_steps) {
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float inv_step = 1.0 / num_steps;
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uv_step = (end - begin) * Vector2(inv_step, inv_step);
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uv_current = begin;
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}
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_FORCE_INLINE_ void advance() {
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position_current += position_step;
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color_current += color_step;
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}
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_FORCE_INLINE_ void advance_color() {
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color_current += color_step;
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}
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_FORCE_INLINE_ void advance_uv() {
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uv_current += uv_step;
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}
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};
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};
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#endif // PATH_2D_H
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