54 lines
2.4 KiB
Markdown
54 lines
2.4 KiB
Markdown
# SmartShape2D - Toolbar
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<!-- TODO: Incomplete set of tools presented here. -->
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## Create Mode
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- In this mode you can start creating a new shape.
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- Left-Click anywhere to add a new point.
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- Press ESCAPE to exit create mode.
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- Hold down ALT and Left-Click to create a point between the two points closest to your mouse.
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## Point Mode
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- In this mode you can add, delete, and move all of the points that make up a shape
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- To **Add** a new point to the shape:
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- Hold down ALT and Left-Click anywhere on the viewport to add a point between the two points closest to your mouse.
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- Left-Click on an edge between two points.
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- To **Move** a point, Left-Click on any point and drag
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- To **Delete** a point, Right-Click on any point
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- To set the **Control Points** of a point (for curves), hold **Shift**, Left Click on any point and drag
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- After the Control Points have been set, you can edit them individually by Left-Clicking and dragging
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- You can delete control points by right clicking them
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- To make an empty clone SmartShape2D, hold down ALT + SHIFT and Left-Click anywhere in the viewport.
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## Edge Mode
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- In this mode you can Move Eges and choose how specific edges are rendered
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- To **Move** an Edge, Left Click and Drag the Edge
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- To **Change an Edges Rendering**, right click the edge and press "**Material Override**"
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- This popup allows you to **change how edges are rendered**
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- **Render** will toggle whether or not this edge will be drawn with Edge Materials
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- **Set Material** allows you to choose a specific Edge Material to use to render this edge
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## Origin Set
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- This tool allows you to set the origin of any SmartShape
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- To **Set the Origin** Left Click anywhere on the viewport
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## Generate Collision
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- If you want your shape to have collision, press this button to autogenerate the collision nodes
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- The shape will be made a child of a newly created **StaticBody2D**
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- A sibling node, **CollisionPolygon2D** will also be created and added to the SceneTree
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- The "Collision Polygon" parameter of the Shape will be set to this sibling **CollisionPolygon2D**
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## Snapping
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When Moving / Adding points, snapping will cause the positions of the points to snap to the grid. This works the same as Godot's built-in snapping.
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You can have snapping either use Global Space, or space relative to the shape's origin.
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