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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
170 lines
5.6 KiB
C++
170 lines
5.6 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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Ref<Texture2D> normal_map;
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Ref<Texture2D> specular_map;
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Color specular_color;
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float shininess;
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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;
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virtual void _edit_set_state(const Dictionary &p_state);
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virtual void _edit_set_pivot(const Point2 &p_pivot);
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virtual Point2 _edit_get_pivot() const;
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virtual bool _edit_use_pivot() const;
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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_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_normal_map(const Ref<Texture2D> &p_normal_map);
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Ref<Texture2D> get_normal_map() const;
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void set_specular_map(const Ref<Texture2D> &p_specular_map);
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Ref<Texture2D> get_specular_map() const;
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void set_specular_color(const Color &p_specular_color);
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Color get_specular_color() const;
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void set_shininess(float p_shininess);
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float get_shininess() 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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