godot/scene/2d/line_2d.cpp
Marc Gilleron e2fba10b95 Added Line2D node that draws a polygon-based line
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
2017-01-15 00:44:46 +01:00

308 lines
8.5 KiB
C++

#include "line_2d.h"
#include "core_string_names.h"
// Needed so we can bind functions
VARIANT_ENUM_CAST(LineJointMode)
VARIANT_ENUM_CAST(LineCapMode)
VARIANT_ENUM_CAST(LineTextureMode)
Line2D::Line2D() : Node2D() {
_joint_mode = LINE_JOINT_SHARP;
_begin_cap_mode = LINE_CAP_NONE;
_end_cap_mode = LINE_CAP_NONE;
_width = 10;
_default_color = Color(0.4,0.5,1);
_sharp_limit = 2.f;
_round_precision = 8;
}
void Line2D::set_points(const PoolVector<Vector2> &p_points) {
_points = p_points;
update();
}
void Line2D::set_width(float width) {
if(width < 0.0)
width = 0.0;
_width = width;
update();
}
float Line2D::get_width() const {
return _width;
}
PoolVector<Vector2> Line2D::get_points() const {
return _points;
}
void Line2D::set_point_pos(int i, Vector2 pos) {
_points.set(i, pos);
update();
}
Vector2 Line2D::get_point_pos(int i) const {
return _points.get(i);
}
int Line2D::get_point_count() const {
return _points.size();
}
void Line2D::add_point(Vector2 pos) {
_points.append(pos);
update();
}
void Line2D::remove_point(int i) {
_points.remove(i);
update();
}
void Line2D::set_default_color(Color color) {
_default_color = color;
update();
}
Color Line2D::get_default_color() const {
return _default_color;
}
void Line2D::set_gradient(const Ref<ColorRamp>& gradient) {
// Cleanup previous connection if any
if(_gradient.is_valid()) {
(**_gradient).disconnect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
_gradient = gradient;
// Connect to the gradient so the line will update when the ColorRamp is changed
if(_gradient.is_valid()) {
(**_gradient).connect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
update();
}
Ref<ColorRamp> Line2D::get_gradient() const {
return _gradient;
}
void Line2D::set_texture(const Ref<Texture>& texture) {
_texture = texture;
update();
}
Ref<Texture> Line2D::get_texture() const {
return _texture;
}
void Line2D::set_texture_mode(const LineTextureMode mode) {
_texture_mode = mode;
update();
}
LineTextureMode Line2D::get_texture_mode() const {
return _texture_mode;
}
void Line2D::set_joint_mode(LineJointMode mode) {
_joint_mode = mode;
update();
}
LineJointMode Line2D::get_joint_mode() const {
return _joint_mode;
}
void Line2D::set_begin_cap_mode(LineCapMode mode) {
_begin_cap_mode = mode;
update();
}
LineCapMode Line2D::get_begin_cap_mode() const {
return _begin_cap_mode;
}
void Line2D::set_end_cap_mode(LineCapMode mode) {
_end_cap_mode = mode;
update();
}
LineCapMode Line2D::get_end_cap_mode() const {
return _end_cap_mode;
}
void Line2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_DRAW:
_draw();
break;
}
}
void Line2D::set_sharp_limit(float limit) {
if(limit < 0.f)
limit = 0.f;
_sharp_limit = limit;
update();
}
float Line2D::get_sharp_limit() const {
return _sharp_limit;
}
void Line2D::set_round_precision(int precision) {
if(precision < 1)
precision = 1;
_round_precision = precision;
update();
}
int Line2D::get_round_precision() const {
return _round_precision;
}
void Line2D::_draw() {
if(_points.size() <= 1 || _width == 0.f)
return;
// TODO Is this really needed?
// Copy points for faster access
Vector<Vector2> points;
points.resize(_points.size());
int len = points.size(); {
PoolVector<Vector2>::Read points_read = _points.read();
for(int i = 0; i < len; ++i) {
points[i] = points_read[i];
}
}
// TODO Maybe have it as member rather than copying parameters and allocating memory?
LineBuilder lb;
lb.points = points;
lb.default_color = _default_color;
lb.gradient = *_gradient;
lb.texture_mode = _texture_mode;
lb.joint_mode = _joint_mode;
lb.begin_cap_mode = _begin_cap_mode;
lb.end_cap_mode = _end_cap_mode;
lb.round_precision = _round_precision;
lb.sharp_limit = _sharp_limit;
lb.width = _width;
lb.build();
RID texture_rid;
if(_texture.is_valid())
texture_rid = (**_texture).get_rid();
VS::get_singleton()->canvas_item_add_triangle_array(
get_canvas_item(),
lb.indices,
lb.vertices,
lb.colors,
lb.uvs,
texture_rid);
// DEBUG
// Draw wireframe
// if(lb.indices.size() % 3 == 0) {
// Color col(0,0,0);
// for(int i = 0; i < lb.indices.size(); i += 3) {
// int vi = lb.indices[i];
// int lbvsize = lb.vertices.size();
// Vector2 a = lb.vertices[lb.indices[i]];
// Vector2 b = lb.vertices[lb.indices[i+1]];
// Vector2 c = lb.vertices[lb.indices[i+2]];
// draw_line(a, b, col);
// draw_line(b, c, col);
// draw_line(c, a, col);
// }
// for(int i = 0; i < lb.vertices.size(); ++i) {
// Vector2 p = lb.vertices[i];
// draw_rect(Rect2(p.x-1, p.y-1, 2, 2), Color(0,0,0,0.5));
// }
// }
}
void Line2D::_gradient_changed() {
update();
}
// static
void Line2D::_bind_methods() {
ClassDB::bind_method(_MD("set_points","points"), &Line2D::set_points);
ClassDB::bind_method(_MD("get_points"), &Line2D::get_points);
ClassDB::bind_method(_MD("set_point_pos","i", "pos"), &Line2D::set_point_pos);
ClassDB::bind_method(_MD("get_point_pos", "i"), &Line2D::get_point_pos);
ClassDB::bind_method(_MD("get_point_count"), &Line2D::get_point_count);
ClassDB::bind_method(_MD("add_point", "pos"), &Line2D::add_point);
ClassDB::bind_method(_MD("remove_point", "i"), &Line2D::remove_point);
ClassDB::bind_method(_MD("set_width","width"), &Line2D::set_width);
ClassDB::bind_method(_MD("get_width"), &Line2D::get_width);
ClassDB::bind_method(_MD("set_default_color", "color"), &Line2D::set_default_color);
ClassDB::bind_method(_MD("get_default_color"), &Line2D::get_default_color);
ClassDB::bind_method(_MD("set_gradient", "color"), &Line2D::set_gradient);
ClassDB::bind_method(_MD("get_gradient"), &Line2D::get_gradient);
ClassDB::bind_method(_MD("set_texture", "texture"), &Line2D::set_texture);
ClassDB::bind_method(_MD("get_texture"), &Line2D::get_texture);
ClassDB::bind_method(_MD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
ClassDB::bind_method(_MD("get_texture_mode"), &Line2D::get_texture_mode);
ClassDB::bind_method(_MD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
ClassDB::bind_method(_MD("get_joint_mode"), &Line2D::get_joint_mode);
ClassDB::bind_method(_MD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
ClassDB::bind_method(_MD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
ClassDB::bind_method(_MD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
ClassDB::bind_method(_MD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
ClassDB::bind_method(_MD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
ClassDB::bind_method(_MD("get_sharp_limit"), &Line2D::get_sharp_limit);
ClassDB::bind_method(_MD("set_round_precision", "precision"), &Line2D::set_round_precision);
ClassDB::bind_method(_MD("get_round_precision"), &Line2D::get_round_precision);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), _SCS("set_points"), _SCS("get_points"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), _SCS("set_width"), _SCS("get_width"));
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), _SCS("set_default_color"), _SCS("get_default_color"));
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "ColorRamp"), _SCS("set_gradient"), _SCS("get_gradient" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), _SCS("set_texture"), _SCS("get_texture" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile" ), _SCS("set_texture_mode"),_SCS("get_texture_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round" ), _SCS("set_joint_mode"),_SCS("get_joint_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_begin_cap_mode"),_SCS("get_begin_cap_mode" ) );
ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round" ), _SCS("set_end_cap_mode"),_SCS("get_end_cap_mode" ) );
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), _SCS("set_sharp_limit"), _SCS("get_sharp_limit"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), _SCS("set_round_precision"), _SCS("get_round_precision"));
BIND_CONSTANT(LINE_JOINT_SHARP);
BIND_CONSTANT(LINE_JOINT_BEVEL);
BIND_CONSTANT(LINE_JOINT_ROUND);
BIND_CONSTANT(LINE_CAP_NONE);
BIND_CONSTANT(LINE_CAP_BOX);
BIND_CONSTANT(LINE_CAP_ROUND);
BIND_CONSTANT(LINE_TEXTURE_NONE);
BIND_CONSTANT(LINE_TEXTURE_TILE);
ClassDB::bind_method(_MD("_gradient_changed"), &Line2D::_gradient_changed);
}