mirror of
https://github.com/godotengine/godot.git
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84d734da0e
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
/*************************************************************************/
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/* polygon_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef POLYGON_2D_H
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#define POLYGON_2D_H
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#include "scene/2d/node_2d.h"
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class Polygon2D : public Node2D {
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GDCLASS(Polygon2D, Node2D);
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Vector<Vector2> polygon;
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Vector<Vector2> uv;
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Vector<Color> vertex_colors;
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Array polygons;
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int internal_vertices;
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struct Bone {
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NodePath path;
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Vector<float> weights;
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};
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Vector<Bone> bone_weights;
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Color color;
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Ref<Texture2D> texture;
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Size2 tex_scale;
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Vector2 tex_ofs;
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bool tex_tile;
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float tex_rot;
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bool invert;
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float invert_border;
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bool antialiased;
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Vector2 offset;
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mutable bool rect_cache_dirty;
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mutable Rect2 item_rect;
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NodePath skeleton;
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ObjectID current_skeleton_id;
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Array _get_bones() const;
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void _set_bones(const Array &p_bones);
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void _skeleton_bone_setup_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const override;
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virtual void _edit_set_state(const Dictionary &p_state) override;
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virtual void _edit_set_pivot(const Point2 &p_pivot) override;
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virtual Point2 _edit_get_pivot() const override;
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virtual bool _edit_use_pivot() const override;
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virtual Rect2 _edit_get_rect() const override;
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virtual bool _edit_use_rect() const override;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
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#endif
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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void set_internal_vertex_count(int p_count);
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int get_internal_vertex_count() const;
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void set_uv(const Vector<Vector2> &p_uv);
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Vector<Vector2> get_uv() const;
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void set_polygons(const Array &p_polygons);
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Array get_polygons() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_vertex_colors(const Vector<Color> &p_colors);
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Vector<Color> get_vertex_colors() const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_texture_offset(const Vector2 &p_offset);
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Vector2 get_texture_offset() const;
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void set_texture_rotation(float p_rot);
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float get_texture_rotation() const;
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void set_texture_rotation_degrees(float p_rot);
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float get_texture_rotation_degrees() const;
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void set_texture_scale(const Size2 &p_scale);
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Size2 get_texture_scale() const;
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void set_invert(bool p_invert);
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bool get_invert() const;
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void set_antialiased(bool p_antialiased);
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bool get_antialiased() const;
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void set_invert_border(float p_invert_border);
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float get_invert_border() const;
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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void add_bone(const NodePath &p_path = NodePath(), const Vector<float> &p_weights = Vector<float>());
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int get_bone_count() const;
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NodePath get_bone_path(int p_index) const;
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Vector<float> get_bone_weights(int p_index) const;
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void erase_bone(int p_idx);
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void clear_bones();
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void set_bone_weights(int p_index, const Vector<float> &p_weights);
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void set_bone_path(int p_index, const NodePath &p_path);
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void set_skeleton(const NodePath &p_skeleton);
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NodePath get_skeleton() const;
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Polygon2D();
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};
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#endif // POLYGON_2D_H
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