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

176 lines
5.8 KiB
C++

#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<Vector2> polygon;
PoolVector<Vector2> uv;
PoolVector<Color> vertex_colors;
Array polygons;
int internal_vertices;
Color color;
Ref<Texture> 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<Image> _rendered_image;
protected:
void _prepare_render_data(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &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<Vector2> &p_polygon);
PoolVector<Vector2> get_polygon() const;
void set_internal_vertex_count(int p_count);
int get_internal_vertex_count() const;
void set_uv(const PoolVector<Vector2> &p_uv);
PoolVector<Vector2> 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<Color> &p_colors);
PoolVector<Color> get_vertex_colors() const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> 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<Image> _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