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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
155 lines
5.3 KiB
C++
155 lines
5.3 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 = 0;
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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 = Color(1, 1, 1);
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Ref<Texture2D> texture;
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Size2 tex_scale = Vector2(1, 1);
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Vector2 tex_ofs;
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bool tex_tile = true;
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real_t tex_rot = 0.0;
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bool invert = false;
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real_t invert_border = 100.0;
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bool antialiased = false;
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Vector2 offset;
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mutable bool rect_cache_dirty = true;
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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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RID mesh;
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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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void _validate_property(PropertyInfo &p_property) const;
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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(real_t p_rot);
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real_t get_texture_rotation() 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(real_t p_invert_border);
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real_t 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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~Polygon2D();
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};
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#endif // POLYGON_2D_H
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