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przygody-pana-cegly/addons/rmsmartshape/shapes/shape.gd

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GDScript

@tool
@icon("../assets/closed_shape.png")
extends Node2D
class_name SS2D_Shape
## Represents the base functionality for all smart shapes.
# Functions consist of the following categories:[br]
# - Setters / Getters
# - Curve
# - Curve Wrapper
# - Godot
# - Misc
#
# To use search to jump between categories, use the regex: # .+ #
################
#-DECLARATIONS-#
################
var _dirty: bool = false
var _edges: Array[SS2D_Edge] = []
var _meshes: Array[SS2D_Mesh] = []
var _collision_polygon_node: CollisionPolygon2D
# Whether or not the plugin should allow editing this shape
var can_edit: bool = true
signal points_modified
signal on_dirty_update
signal make_unique_pressed(shape: SS2D_Shape)
enum ORIENTATION { COLINEAR, CLOCKWISE, C_CLOCKWISE }
enum CollisionGenerationMethod {
## Uses the shape curve to generate a collision polygon. Usually this method is accurate enough.
## For open shapes, a precise method will be used instead, as the fast method is not suitable.
Fast,
## Uses the edge generation algorithm to create an accurate collision representation that
## exactly matches the shape's visuals.
## Depending on the shape's complexity, this method is very expensive.
Precise,
}
enum CollisionUpdateMode {
## Only update collisions in editor. If the corresponding CollisionPolygon2D is part of the same
## scene, it will be saved automatically by Godot, hence no additional regeneration at runtime
## is necessary, which reduces the loading times.
## Does not work if the CollisionPolygon2D is part of an instanced scene, as only the scene root
## node will be saved by Godot.
Editor,
## Only update collisions during runtime. Improves the shape-editing performance in editor but
## increases loading times as collision generation is deferred to runtime.
Runtime,
## Update collisions both in editor and during runtime. This is the default behavior in older
## SS2D versions.
EditorAndRuntime,
}
###########
#-EXPORTS-#
###########
# Execute to refresh shape rendered geometry and textures.
@warning_ignore("unused_private_class_variable")
@export_placeholder("ActionProperty") var _refresh: String = "" : set = _refresh_action
# ActionProperty will add a button to inspector to execute this action.
# When non-empty string is passed into setter, action is considerd executed.
## Visualize generated quads and edges.
@export var editor_debug: bool = false : set = _set_editor_debug
## @deprecated
@export_range(1, 512) var curve_bake_interval: float = 20.0 :
set(value): _points.curve_bake_interval = value
get: return _points.curve_bake_interval
## How to treat color data. See [enum SS2D_Edge.COLOR_ENCODING].
@export var color_encoding: SS2D_Edge.COLOR_ENCODING = SS2D_Edge.COLOR_ENCODING.COLOR : set = set_color_encoding
@export_group("Geometry")
# Execute to make shape point geometry unique (not materials).
@warning_ignore("unused_private_class_variable")
@export_placeholder("ActionProperty") var _make_unique: String = "" : set = _make_unique_action
# ActionProperty will add a button to inspector to execute this action.
# When non-empty string is passed into setter, action is considerd executed.
## Resource that holds shape point geometry (aka point array).
@export var _points: SS2D_Point_Array : set = set_point_array
@export_group("Edges")
@export var flip_edges: bool = false : set = set_flip_edges
## Enable/disable rendering of the edges.
@export var render_edges: bool = true : set = set_render_edges
@export_group("Materials")
## Contains textures and data on how to visualize the shape.
@export var shape_material := SS2D_Material_Shape.new() : set = _set_material
## Dictionary of (Array of 2 keys) to (SS2D_Material_Edge_Metadata)
## Deprecated, exists for Support of older versions
## @deprecated
@export var material_overrides: Dictionary = {} : set = set_material_overrides
@export_group("Tesselation")
## Controls how many subdivisions a curve segment may face before it is considered
## approximate enough.
## @deprecated
@export_range(0, 8, 1)
var tessellation_stages: int = 3 :
set(value): _points.tessellation_stages = value
get: return _points.tessellation_stages
## Controls how many degrees the midpoint of a segment may deviate from the real
## curve, before the segment has to be subdivided.
## @deprecated
@export_range(0.1, 16.0, 0.1, "or_greater", "or_lesser")
var tessellation_tolerence: float = 6.0 :
set(value): _points.tessellation_tolerance = value
get: return _points.tessellation_tolerance
@export_group("Collision")
## Controls which method should be used to generate the collision shape.
@export var collision_generation_method := CollisionGenerationMethod.Fast : set = set_collision_generation_method
## Controls when to update collisions.
@export var collision_update_mode := CollisionUpdateMode.Editor : set = set_collision_update_mode
## Controls size of generated polygon for CollisionPolygon2D.
@export_range(0.0, 64.0, 1.0, "or_greater")
var collision_size: float = 32 : set = set_collision_size
## Controls offset of generated polygon for CollisionPolygon2D.
@export_range(-64.0, 64.0, 1.0, "or_greater", "or_lesser")
var collision_offset: float = 0.0 : set = set_collision_offset
## NodePath to CollisionPolygon2D node for which polygon data will be generated.
@export_node_path("CollisionPolygon2D") var collision_polygon_node_path: NodePath : set = set_collision_polygon_node_path
#####################
#-SETTERS / GETTERS-#
#####################
func set_collision_polygon_node_path(value: NodePath) -> void:
collision_polygon_node_path = value
set_as_dirty()
if not is_inside_tree():
return
if collision_polygon_node_path.is_empty():
_collision_polygon_node = null
return
_collision_polygon_node = get_node(collision_polygon_node_path) as CollisionPolygon2D
if not _collision_polygon_node:
push_error("collision_polygon_node_path should point to proper CollisionPolygon2D node.")
func get_collision_polygon_node() -> CollisionPolygon2D:
return _collision_polygon_node
func get_point_array() -> SS2D_Point_Array:
return _points
func set_point_array(a: SS2D_Point_Array) -> void:
if _points != null:
if _points.is_connected("update_finished", self._points_modified):
_points.disconnect("update_finished", self._points_modified)
if _points.material_override_changed.is_connected(_handle_material_override_change):
_points.material_override_changed.disconnect(_handle_material_override_change)
if a == null:
a = SS2D_Point_Array.new()
_points = a
_points.connect("update_finished", self._points_modified)
_points.material_override_changed.connect(_handle_material_override_change)
clear_cached_data()
set_as_dirty()
notify_property_list_changed()
func _refresh_action(value: String) -> void:
if value.length() > 0:
_points_modified()
func _make_unique_action(value: String) -> void:
if value.length() > 0:
emit_signal("make_unique_pressed", self)
func set_flip_edges(b: bool) -> void:
flip_edges = b
set_as_dirty()
notify_property_list_changed()
func set_render_edges(b: bool) -> void:
render_edges = b
set_as_dirty()
notify_property_list_changed()
func set_collision_generation_method(value: CollisionGenerationMethod) -> void:
collision_generation_method = value
set_as_dirty()
func set_collision_update_mode(value: CollisionUpdateMode) -> void:
collision_update_mode = value
set_as_dirty()
func set_collision_size(s: float) -> void:
collision_size = s
set_as_dirty()
notify_property_list_changed()
func set_collision_offset(s: float) -> void:
collision_offset = s
set_as_dirty()
notify_property_list_changed()
# FIXME: Only used by unit test.
func set_curve(curve: Curve2D) -> void:
_points.begin_update()
_points.clear()
for i in curve.get_point_count():
_points.add_point(curve.get_point_position(i))
_points.end_update()
## Deprecated. Use get_point_array().get_curve() instead.
## @deprecated
func get_curve() -> Curve2D:
return _points.get_curve()
func _set_editor_debug(value: bool) -> void:
editor_debug = value
set_as_dirty()
notify_property_list_changed()
func set_render_node_light_masks(value: int) -> void:
# TODO: This method should be called when user changes mask in the inspector.
var render_parent: SS2D_Shape_Render = _get_rendering_nodes_parent()
for c: CanvasItem in render_parent.get_children():
c.light_mask = value
render_parent.light_mask = value
func set_render_node_owners(v: bool) -> void:
if Engine.is_editor_hint():
# Force scene tree update
var render_parent: SS2D_Shape_Render = _get_rendering_nodes_parent()
var new_owner: Node = null
if v:
new_owner = get_tree().edited_scene_root
render_parent.set_owner(new_owner)
# Set owner recurisvely
for c in render_parent.get_children():
c.set_owner(new_owner)
# Force update
var dummy_name := "__DUMMY__"
if has_node(dummy_name):
var n: Node = get_node(dummy_name)
remove_child(n)
n.queue_free()
var dummy := Node2D.new()
dummy.name = dummy_name
add_child(dummy)
dummy.set_owner(new_owner)
func update_render_nodes() -> void:
# set_render_node_owners(editor_debug)
set_render_node_light_masks(light_mask)
## Deprecated. Use get_point_array().tessellation_stages instead.
## @deprecated
func set_tessellation_stages(value: int) -> void:
_points.tessellation_stages = value
## Deprecated. Use get_point_array().tessellation_tolerance instead.
## @deprecated
func set_tessellation_tolerence(value: float) -> void:
_points.tessellation_tolerance = value
## Deprecated. Use get_point_array().curve_bake_interval instead.
## @deprecated
func set_curve_bake_interval(f: float) -> void:
_points.curve_bake_interval = f
func set_color_encoding(i: SS2D_Edge.COLOR_ENCODING) -> void:
color_encoding = i
notify_property_list_changed()
set_as_dirty()
func _set_material(value: SS2D_Material_Shape) -> void:
if (
shape_material != null
and shape_material.is_connected("changed", self._handle_material_change)
):
shape_material.disconnect("changed", self._handle_material_change)
shape_material = value
if shape_material != null:
shape_material.connect("changed", self._handle_material_change)
set_as_dirty()
notify_property_list_changed()
func set_material_overrides(dict: Dictionary) -> void:
material_overrides = {}
if dict == null:
return
_points.set_material_overrides(dict)
#########
#-CURVE-#
#########
## Deprecated. Use get_point_array().get_vertices() instead.
## @deprecated
func get_vertices() -> PackedVector2Array:
return _points.get_vertices()
## Deprecated. Use get_point_array().get_tessellated_points() instead.
## @deprecated
func get_tessellated_points() -> PackedVector2Array:
return _points.get_tessellated_points()
## Deprecated. Use get_point_array().invert_point_order() instead.
## @deprecated
func invert_point_order() -> void:
_points.invert_point_order()
## Deprecated. Use get_point_array().clear() instead.
## @deprecated
func clear_points() -> void:
_points.clear()
func adjust_add_point_index(index: int) -> int:
# Don't allow a point to be added after the last point of the closed shape or before the first
if _has_closing_point():
if index < 0 or (index > get_point_count() - 1):
index = maxi(get_point_count() - 1, 0)
if index < 1:
index = 1
return index
# FIXME: Only unit tests use this.
func add_points(verts: PackedVector2Array, starting_index: int = -1, key: int = -1) -> PackedInt32Array:
starting_index = adjust_add_point_index(starting_index)
var keys := PackedInt32Array()
_points.begin_update()
for i in range(0, verts.size(), 1):
var v: Vector2 = verts[i]
if starting_index != -1:
keys.push_back(_points.add_point(v, starting_index + i, key))
else:
keys.push_back(_points.add_point(v, starting_index, key))
_points.end_update()
return keys
## Deprecated. Use get_point_array().add_point() instead.
## @deprecated
func add_point(pos: Vector2, index: int = -1, key: int = -1) -> int:
return _points.add_point(pos, adjust_add_point_index(index), key)
## Is this shape closed, i.e. last point is constrained to the first point.
func is_shape_closed() -> bool:
if _points.get_point_count() < 4:
return false
return _has_closing_point()
## Is this shape not yet closed but should be.[br]
## Returns [code]false[/code] for open shapes.[br]
func can_close() -> bool:
return _points.get_point_count() > 2 and _has_closing_point() == false
## Will mutate the _points to ensure this is a closed_shape.[br]
## Last point will be constrained to first point.[br]
## Returns key of a point used to close the shape.[br]
## [param key] suggests which key to use instead of auto-generated.[br]
func close_shape(key: int = -1) -> int:
if not can_close():
return -1
var key_first: int = _points.get_point_key_at_index(0)
var key_last: int = _points.get_point_key_at_index(_points.get_point_count() - 1)
if get_point_position(key_first) != get_point_position(key_last):
key_last = _points.add_point(_points.get_point_position(key_first), -1, key)
_points.set_constraint(key_first, key_last, SS2D_Point_Array.CONSTRAINT.ALL)
return key_last
## Open shape by removing edge that starts at specified point index.
func open_shape_at_edge(edge_start_idx: int) -> void:
var last_idx: int = get_point_count() - 1
if is_shape_closed():
remove_point(get_point_key_at_index(last_idx))
if edge_start_idx < last_idx:
for i in range(edge_start_idx + 1):
_points.set_point_index(_points.get_point_key_at_index(0), last_idx)
else:
push_warning("Can't open a shape that is not a closed shape.")
## Undo shape opening done by [method open_shape_at_edge].
func undo_open_shape_at_edge(edge_start_idx: int, closing_index: int) -> void:
var last_idx := get_point_count() - 1
if edge_start_idx < last_idx:
for i in range(edge_start_idx + 1):
_points.set_point_index(_points.get_point_key_at_index(last_idx), 0)
if can_close():
close_shape(closing_index)
func _has_closing_point() -> bool:
if _points.get_point_count() < 2:
return false
var key1: int = _points.get_point_key_at_index(0)
var key2: int = _points.get_point_key_at_index(_points.get_point_count() - 1)
return _points.get_point_constraint(key1, key2) == SS2D_Point_Array.CONSTRAINT.ALL
## Deprecated. Use get_point_array().begin_update() instead.
## @deprecated
func begin_update() -> void:
_points.begin_update()
## Deprecated. Use get_point_array().end_update() instead.
## @deprecated
func end_update() -> void:
_points.end_update()
## Deprecated. Use get_point_array().is_updating() instead.
## @deprecated
func is_updating() -> bool:
return _points.is_updating()
## Deprecated. Use get_point_array().get_next_key() instead.
## @deprecated
func get_next_key() -> int:
return _points.get_next_key()
## Deprecated. Use get_point_array().reserve_key() instead.
## @deprecated
func reserve_key() -> int:
return _points.reserve_key()
func _points_modified() -> void:
set_as_dirty()
points_modified.emit()
func _is_array_index_in_range(a: Array, i: int) -> bool:
return a.size() > i and i >= 0;
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func is_index_in_range(idx: int) -> bool:
return _points.is_index_in_range(idx)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_point_position(key: int, pos: Vector2) -> void:
_points.set_point_position(key, pos)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func remove_point(key: int) -> void:
_points.remove_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func remove_point_at_index(idx: int) -> void:
_points.remove_point_at_index(idx)
func clone(clone_point_array: bool = true) -> SS2D_Shape:
var copy := SS2D_Shape.new()
copy.transform = transform
copy.modulate = modulate
copy.shape_material = shape_material
copy.editor_debug = editor_debug
copy.flip_edges = flip_edges
copy.editor_debug = editor_debug
copy.collision_size = collision_size
copy.collision_offset = collision_offset
#copy.material_overrides = s.material_overrides
copy.name = get_name().rstrip("0123456789")
if clone_point_array:
copy.set_point_array(_points.clone(true))
return copy
#######################
#-POINT ARRAY WRAPPER-#
#######################
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func has_point(key: int) -> bool:
return _points.has_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_all_point_keys() -> PackedInt32Array:
return _points.get_all_point_keys()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_key_at_index(idx: int) -> int:
return _points.get_point_key_at_index(idx)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_at_index(idx: int) -> SS2D_Point:
return _points.get_point_at_index(idx)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_index(key: int) -> int:
return _points.get_point_index(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_point_in(key: int, v: Vector2) -> void:
_points.set_point_in(key, v)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_point_out(key: int, v: Vector2) -> void:
_points.set_point_out(key, v)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_in(key: int) -> Vector2:
return _points.get_point_in(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_out(key: int) -> Vector2:
return _points.get_point_out(key)
func get_closest_point(to_point: Vector2) -> Vector2:
return _points.get_curve().get_closest_point(to_point)
func get_closest_point_straight_edge(to_point: Vector2) -> Vector2:
return _points.get_curve_no_control_points().get_closest_point(to_point)
func get_closest_offset_straight_edge(to_point: Vector2) -> float:
return _points.get_curve_no_control_points().get_closest_offset(to_point)
func get_closest_offset(to_point: Vector2) -> float:
return _points.get_curve().get_closest_offset(to_point)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func disable_constraints() -> void:
_points.disable_constraints()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func enable_constraints() -> void:
_points.enable_constraints()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_count() -> int:
return _points.get_point_count()
func get_edges() -> Array[SS2D_Edge]:
return _edges
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_position(key: int) -> Vector2:
return _points.get_point_position(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point(key: int) -> SS2D_Point:
return _points.get_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_constraints(key: int) -> Dictionary:
return _points.get_point_constraints(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_constraint(key1: int, key2: int) -> SS2D_Point_Array.CONSTRAINT:
return _points.get_point_constraint(key1, key2)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_constraint(key1: int, key2: int, c: SS2D_Point_Array.CONSTRAINT) -> void:
_points.set_constraint(key1, key2, c)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_point(key: int, value: SS2D_Point) -> void:
_points.set_point(key, value)
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func set_point_width(key: int, w: float) -> void:
_points.get_point_properties(key).width = w
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func get_point_width(key: int) -> float:
return _points.get_point_properties(key).width
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func set_point_texture_index(key: int, tex_idx: int) -> void:
_points.get_point_properties(key).texture_idx = tex_idx
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func get_point_texture_index(key: int) -> int:
return _points.get_point_properties(key).texture_idx
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func set_point_texture_flip(key: int, flip: bool) -> void:
_points.get_point_properties(key).flip = flip
## Deprecated. Use respective property in get_point_array().get_point_properties() instead.
## @deprecated
func get_point_texture_flip(key: int) -> bool:
return _points.get_point_properties(key).flip
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_properties(key: int) -> SS2D_VertexProperties:
return _points.get_point_properties(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func set_point_properties(key: int, properties: SS2D_VertexProperties) -> void:
_points.set_point_properties(key, properties)
#########
#-GODOT-#
#########
func _init() -> void:
set_point_array(SS2D_Point_Array.new())
func _enter_tree() -> void:
# Call this again because get_node() only works when the node is inside the tree
set_collision_polygon_node_path(collision_polygon_node_path)
# Handle material changes if scene is (re-)entered (e.g. after switching to another)
if shape_material != null:
if not shape_material.is_connected("changed", self._handle_material_change):
shape_material.connect("changed", self._handle_material_change)
func _get_rendering_nodes_parent() -> SS2D_Shape_Render:
var render_parent_name := "_SS2D_RENDER"
var render_parent: SS2D_Shape_Render = null
if not has_node(render_parent_name):
render_parent = SS2D_Shape_Render.new()
render_parent.name = render_parent_name
render_parent.light_mask = light_mask
add_child(render_parent)
if editor_debug and Engine.is_editor_hint():
render_parent.set_owner(get_tree().edited_scene_root)
else:
render_parent = get_node(render_parent_name)
return render_parent
# Returns true if the children have changed.
func _create_rendering_nodes(size: int) -> bool:
var render_parent: SS2D_Shape_Render = _get_rendering_nodes_parent()
var child_count := render_parent.get_child_count()
var delta := size - child_count
#print ("%s | %s | %s" % [child_count, size, delta])
# Size and child_count match
if delta == 0:
return false
# More children than needed
elif delta < 0:
var children := render_parent.get_children()
for i in range(0, abs(delta), 1):
var child: SS2D_Shape_Render = children[child_count - 1 - i]
render_parent.remove_child(child)
child.set_mesh(null)
child.queue_free()
# Fewer children than needed
elif delta > 0:
for i in range(0, delta, 1):
var child := SS2D_Shape_Render.new()
child.light_mask = light_mask
render_parent.add_child(child)
if editor_debug and Engine.is_editor_hint():
child.set_owner(get_tree().edited_scene_root)
return true
# Takes an array of SS2D_Meshes and returns a flat array of SS2D_Meshes.
# If a SS2D_Mesh has n meshes, will return an array contain n SS2D_Mesh.
# The returned array will consist of SS2D_Meshes each with a SS2D_Mesh::meshes array of size 1.
func _draw_flatten_meshes_array(meshes: Array[SS2D_Mesh]) -> Array[SS2D_Mesh]:
var flat_meshes: Array[SS2D_Mesh] = []
for ss2d_mesh in meshes:
for godot_mesh in ss2d_mesh.meshes:
var new_mesh: SS2D_Mesh = ss2d_mesh.duplicate(false)
var arr: Array[ArrayMesh] = [godot_mesh]
new_mesh.meshes = arr
flat_meshes.push_back(new_mesh)
return flat_meshes
func _draw() -> void:
var flat_meshes: Array[SS2D_Mesh] = _draw_flatten_meshes_array(_meshes)
_create_rendering_nodes(flat_meshes.size())
var render_parent: SS2D_Shape_Render = _get_rendering_nodes_parent()
var render_nodes := render_parent.get_children()
#print ("RENDER | %s" % [render_nodes])
#print ("MESHES | %s" % [flat_meshes])
for i in range(0, flat_meshes.size(), 1):
var m: SS2D_Mesh = flat_meshes[i]
var render_node: SS2D_Shape_Render = render_nodes[i]
render_node.set_mesh(m)
if editor_debug and Engine.is_editor_hint():
_draw_debug(SS2D_Shape.sort_by_z_index(_edges))
func _draw_debug(edges: Array[SS2D_Edge]) -> void:
for e in edges:
for q in e.quads:
q.render_lines(self)
var _range := range(0, e.quads.size(), 1)
for i: int in _range:
var q := e.quads[i]
if not (i % 3 == 0):
continue
q.render_points(3, 0.5, self)
for i: int in _range:
var q := e.quads[i]
if not ((i + 1) % 3 == 0):
continue
q.render_points(2, 0.75, self)
for i: int in _range:
var q := e.quads[i]
if not ((i + 2) % 3 == 0):
continue
q.render_points(1, 1.0, self)
func _exit_tree() -> void:
if shape_material != null:
if shape_material.is_connected("changed", self._handle_material_change):
shape_material.disconnect("changed", self._handle_material_change)
############
#-GEOMETRY-#
############
func should_flip_edges() -> bool:
if is_shape_closed():
return (are_points_clockwise() == flip_edges)
else:
return flip_edges
func _generate_collision_points_precise() -> PackedVector2Array:
var points := PackedVector2Array()
var num_points: int = _points.get_point_count()
if num_points < 2:
return points
var csize: float = 1.0 if is_shape_closed() else collision_size
var indices := PackedInt32Array(range(num_points))
var edge_data := SS2D_IndexMap.new(indices, null)
var edge: SS2D_Edge = _build_edge_with_material(edge_data, collision_offset - 1.0, csize)
_weld_quad_array(edge.quads, false)
if is_shape_closed():
var first_quad: SS2D_Quad = edge.quads[0]
var last_quad: SS2D_Quad = edge.quads.back()
SS2D_Shape.weld_quads(last_quad, first_quad)
if not edge.quads.is_empty():
# Top edge (typically point A unless corner quad)
for quad in edge.quads:
if quad.corner == SS2D_Quad.CORNER.NONE:
points.push_back(quad.pt_a)
elif quad.corner == SS2D_Quad.CORNER.OUTER:
points.push_back(quad.pt_d)
elif quad.corner == SS2D_Quad.CORNER.INNER:
pass
if not is_shape_closed():
# Right Edge (point d, the first or final quad will never be a corner)
points.push_back(edge.quads[edge.quads.size() - 1].pt_d)
# Bottom Edge (typically point c)
for quad_index in edge.quads.size():
var quad: SS2D_Quad = edge.quads[edge.quads.size() - 1 - quad_index]
if quad.corner == SS2D_Quad.CORNER.NONE:
points.push_back(quad.pt_c)
elif quad.corner == SS2D_Quad.CORNER.OUTER:
pass
elif quad.corner == SS2D_Quad.CORNER.INNER:
points.push_back(quad.pt_b)
# Left Edge (point b)
points.push_back(edge.quads[0].pt_b)
return points
func _generate_collision_points_fast() -> PackedVector2Array:
return _points.get_tessellated_points()
func bake_collision() -> void:
if not _collision_polygon_node:
return
if collision_update_mode == CollisionUpdateMode.Editor and not Engine.is_editor_hint() \
or collision_update_mode == CollisionUpdateMode.Runtime and Engine.is_editor_hint():
return
var generated_points: PackedVector2Array
if collision_generation_method == CollisionGenerationMethod.Fast and is_shape_closed():
generated_points = _generate_collision_points_fast()
else:
generated_points = _generate_collision_points_precise()
var xform := _collision_polygon_node.get_global_transform().affine_inverse() * get_global_transform()
_collision_polygon_node.polygon = xform * generated_points
func cache_edges() -> void:
if shape_material != null and render_edges:
_edges = _build_edges(shape_material, _points.get_vertices())
else:
_edges = []
func cache_meshes() -> void:
if shape_material != null:
_meshes = _build_meshes(SS2D_Shape.sort_by_z_index(_edges))
func _build_meshes(edges: Array[SS2D_Edge]) -> Array[SS2D_Mesh]:
var meshes: Array[SS2D_Mesh] = []
if _points == null or _points.get_point_count() < 2:
return meshes
var produced_fill_mesh := false
for e in edges:
if not produced_fill_mesh and is_shape_closed():
if e.z_index > shape_material.fill_texture_z_index:
# Produce Fill Meshes
for m in _build_fill_mesh(_points.get_tessellated_points(), shape_material):
meshes.push_back(m)
produced_fill_mesh = true
# Produce edge Meshes
for m in e.get_meshes(color_encoding):
meshes.push_back(m)
if not produced_fill_mesh and is_shape_closed():
for m in _build_fill_mesh(_points.get_tessellated_points(), shape_material):
meshes.push_back(m)
produced_fill_mesh = true
return meshes
func _build_fill_mesh(points: PackedVector2Array, s_mat: SS2D_Material_Shape) -> Array[SS2D_Mesh]:
var meshes: Array[SS2D_Mesh] = []
if s_mat == null:
return meshes
if s_mat.fill_textures.is_empty():
return meshes
if points.size() < 3:
return meshes
var tex: Texture2D = null
if s_mat.fill_textures.is_empty():
return meshes
tex = s_mat.fill_textures[0]
var tex_size: Vector2 = tex.get_size()
# Points to produce the fill mesh
var fill_points: PackedVector2Array = PackedVector2Array()
var polygons: Array[PackedVector2Array] = Geometry2D.offset_polygon(
PackedVector2Array(points), tex_size.x * s_mat.fill_mesh_offset
)
points = polygons[0]
fill_points.resize(points.size())
for i in range(points.size()):
fill_points[i] = points[i]
# Produce the fill mesh
var fill_tris: PackedInt32Array = Geometry2D.triangulate_polygon(fill_points)
if fill_tris.is_empty():
push_error("'%s': Couldn't Triangulate shape" % name)
return []
var st: SurfaceTool
st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var uv_points := _get_uv_points(points, s_mat, tex_size)
for i in range(0, fill_tris.size() - 1, 3):
st.set_color(Color.WHITE)
_add_uv_to_surface_tool(st, uv_points[fill_tris[i]])
st.add_vertex(Vector3(points[fill_tris[i]].x, points[fill_tris[i]].y, 0))
st.set_color(Color.WHITE)
_add_uv_to_surface_tool(st, uv_points[fill_tris[i + 1]])
st.add_vertex(Vector3(points[fill_tris[i + 1]].x, points[fill_tris[i + 1]].y, 0))
st.set_color(Color.WHITE)
_add_uv_to_surface_tool(st, uv_points[fill_tris[i + 2]])
st.add_vertex(Vector3(points[fill_tris[i + 2]].x, points[fill_tris[i + 2]].y, 0))
st.index()
st.generate_normals()
st.generate_tangents()
var array_mesh := st.commit()
var flip := false
var trans := Transform2D()
var mesh_data := SS2D_Mesh.new(tex, flip, trans, [array_mesh])
mesh_data.material = s_mat.fill_mesh_material
mesh_data.z_index = s_mat.fill_texture_z_index
mesh_data.z_as_relative = true
mesh_data.show_behind_parent = s_mat.fill_texture_show_behind_parent
meshes.push_back(mesh_data)
return meshes
func _get_uv_points(
points: PackedVector2Array,
s_material: SS2D_Material_Shape,
tex_size: Vector2
) -> PackedVector2Array:
var transformation: Transform2D = global_transform
# If relative position ... undo translation from global_transform
if not s_material.fill_texture_absolute_position:
transformation = transformation.translated(-global_position)
# Scale
var tex_scale := 1.0 / s_material.fill_texture_scale
transformation = transformation.scaled(Vector2(tex_scale, tex_scale))
# If relative rotation ... undo rotation from global_transform
if not s_material.fill_texture_absolute_rotation:
transformation = transformation.rotated(-global_rotation)
# Rotate the desired extra amount
transformation = transformation.rotated(-deg_to_rad(s_material.fill_texture_angle_offset))
# Shift the desired amount (adjusted so it's scale independent)
transformation = transformation.translated(-s_material.fill_texture_offset / s_material.fill_texture_scale)
# Convert local space to UV
transformation = transformation.scaled(Vector2(1 / tex_size.x, 1 / tex_size.y))
return transformation * points
## Given three colinear points p, q, r, the function checks if point q lies on line segment 'pr'.[br]
## See: https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
static func on_segment(p: Vector2, q: Vector2, r: Vector2) -> bool:
return (
q.x <= maxf(p.x, r.x)
and q.x >= minf(p.x, r.x)
and q.y <= maxf(p.y, r.y)
and q.y >= minf(p.y, r.y)
)
static func get_points_orientation(points: PackedVector2Array) -> ORIENTATION:
var point_count: int = points.size()
if point_count < 3:
return ORIENTATION.COLINEAR
var sum := 0.0
for i in point_count:
var pt := points[i]
var pt2 := points[(i + 1) % point_count]
sum += pt.cross(pt2)
# Colinear
if sum == 0.0:
return ORIENTATION.COLINEAR
# Clockwise
if sum > 0.0:
return ORIENTATION.CLOCKWISE
return ORIENTATION.C_CLOCKWISE
func are_points_clockwise() -> bool:
var points: PackedVector2Array = _points.get_tessellated_points()
var orient: ORIENTATION = SS2D_Shape.get_points_orientation(points)
return orient == ORIENTATION.CLOCKWISE
func _add_uv_to_surface_tool(surface_tool: SurfaceTool, uv: Vector2) -> void:
surface_tool.set_uv(uv)
surface_tool.set_uv2(uv)
static func build_quad_from_two_points(
pt: Vector2,
pt_next: Vector2,
tex: Texture2D,
width: float,
flip_x: bool,
flip_y: bool,
first_point: bool,
last_point: bool,
custom_offset: float,
custom_extends: float,
fit_texture: SS2D_Material_Edge.FITMODE
) -> SS2D_Quad:
# Create new quad
var quad := SS2D_Quad.new()
quad.texture = tex
quad.color = Color(1.0, 1.0, 1.0, 1.0)
quad.flip_texture = flip_x
quad.fit_texture = fit_texture
# Calculate the normal
var delta: Vector2 = pt_next - pt
var delta_normal := delta.normalized()
var normal_direction := Vector2(delta.y, -delta.x).normalized()
var normal_length: float = width
var normal_with_magnitude: Vector2 = normal_direction * (normal_length * 0.5)
if flip_y:
normal_with_magnitude *= -1
var offset: Vector2 = normal_with_magnitude * custom_offset
# If is first or last point, extend past the normal boundary by 'custom_extends' pixels
if first_point:
pt -= (delta_normal * custom_extends)
if last_point:
pt_next += (delta_normal * custom_extends)
##############################################
# QUAD POINT ILLUSTRATION # #
##############################################
# LENGTH #
# <--------------> #
# pt_a -> O--------O <- pt_d ▲ #
# | | | #
# | pt | | WIDTH #
# | | | #
# pt_b -> O--------O <- pt_c ▼ #
##############################################
##############################################
quad.pt_a = pt + normal_with_magnitude + offset
quad.pt_b = pt - normal_with_magnitude + offset
quad.pt_c = pt_next - normal_with_magnitude + offset
quad.pt_d = pt_next + normal_with_magnitude + offset
return quad
## Builds a corner quad. [br]
## - [param pt] is the center of this corner quad. [br]
## - [param width] will scale the quad in line with the next point (one dimension). [br]
## - [param prev_width] will scale the quad in line with the prev point (hte other dimension). [br]
## - [param custom_scale] will scale the quad in both dimensions. [br]
static func build_quad_corner(
pt_next: Vector2,
pt: Vector2,
pt_prev: Vector2,
pt_width: float,
pt_prev_width: float,
flip_edges_: bool,
corner_status: int,
texture: Texture2D,
size: Vector2,
custom_scale: float,
custom_offset: float
) -> SS2D_Quad:
var new_quad := SS2D_Quad.new()
# :BUILD PLAN:
# OUTER CORNER INNER CORNER
#
# 0------A-----D 0-----0
# | 1 : 2 | | 3 :
# 0......B.....C | :
# : | 0-------D-----A
# : 3 | | 1 | 2 :
# 0-----0 0.......C.....B
#
# 1-previous, 2-current, 3-next (points)
var quad_size: Vector2 = size * 0.5
var dir_12: Vector2 = (pt - pt_prev).normalized()
var dir_23: Vector2 = (pt_next - pt).normalized()
var offset_12: Vector2 = dir_12 * custom_scale * pt_width * quad_size
var offset_23: Vector2 = dir_23 * custom_scale * pt_prev_width * quad_size
var custom_offset_13: Vector2 = (dir_12 - dir_23) * custom_offset * quad_size
if flip_edges_:
offset_12 *= -1
offset_23 *= -1
custom_offset_13 *= -1
# Should we mirror internal ABCD vertices relative to quad center.
# - Historically, quad internal vertices are flipped for inner corner quads (see illustration).
# - Value: 1.0 for outer, -1.0 for inner (mirrored).
var mirror: float = -1.0 if corner_status == SS2D_Quad.CORNER.INNER else 1.0
new_quad.pt_a = pt + (-offset_12 - offset_23 + custom_offset_13) * mirror
new_quad.pt_b = pt + (-offset_12 + offset_23 + custom_offset_13) * mirror
new_quad.pt_c = pt + (offset_12 + offset_23 + custom_offset_13) * mirror
new_quad.pt_d = pt + (offset_12 - offset_23 + custom_offset_13) * mirror
new_quad.corner = corner_status
new_quad.texture = texture
return new_quad
func _get_width_for_tessellated_point(
points: PackedVector2Array,
t_idx: int
) -> float:
var v_idx := _points.get_tesselation_vertex_mapping().tess_to_vertex_index(t_idx)
var v_idx_next := SS2D_PluginFunctionality.get_next_point_index(v_idx, points)
var w1: float = _points.get_point_properties(_points.get_point_key_at_index(v_idx)).width
var w2: float = _points.get_point_properties(_points.get_point_key_at_index(v_idx_next)).width
var ratio: float = get_ratio_from_tessellated_point_to_vertex(t_idx)
return lerp(w1, w2, ratio)
## Mutates two quads to be welded.[br]
## Returns the midpoint of the weld.[br]
static func weld_quads(a: SS2D_Quad, b: SS2D_Quad, custom_scale: float = 1.0) -> Vector2:
var midpoint := Vector2(0, 0)
# If both quads are not a corner
if a.corner == SS2D_Quad.CORNER.NONE and b.corner == SS2D_Quad.CORNER.NONE:
var needed_height: float = (a.get_height_average() + b.get_height_average()) / 2.0
var pt1: Vector2 = (a.pt_d + b.pt_a) * 0.5
var pt2: Vector2 = (a.pt_c + b.pt_b) * 0.5
midpoint = Vector2(pt1 + pt2) / 2.0
var half_line: Vector2 = (pt2 - midpoint).normalized() * needed_height * custom_scale / 2.0
if half_line != Vector2.ZERO:
pt2 = midpoint + half_line
pt1 = midpoint - half_line
a.pt_d = pt1
a.pt_c = pt2
b.pt_a = pt1
b.pt_b = pt2
# If either quad is a corner
else:
if a.corner == SS2D_Quad.CORNER.OUTER:
b.pt_a = a.pt_c
b.pt_b = a.pt_b
midpoint = (b.pt_a + b.pt_b) / 2.0
elif a.corner == SS2D_Quad.CORNER.INNER:
b.pt_a = a.pt_d
b.pt_b = a.pt_a
midpoint = (b.pt_a + b.pt_b) / 2.0
elif b.corner == SS2D_Quad.CORNER.OUTER:
a.pt_d = b.pt_a
a.pt_c = b.pt_b
midpoint = (a.pt_d + a.pt_c) / 2.0
elif b.corner == SS2D_Quad.CORNER.INNER:
a.pt_d = b.pt_d
a.pt_c = b.pt_c
midpoint = (a.pt_d + a.pt_c) / 2.0
return midpoint
func _weld_quad_array(
quads: Array[SS2D_Quad], weld_first_and_last: bool, start_idx: int = 0
) -> void:
if quads.is_empty():
return
for index in range(start_idx, quads.size() - 1, 1):
var this_quad: SS2D_Quad = quads[index]
var next_quad: SS2D_Quad = quads[index + 1]
if not this_quad.ignore_weld_next:
SS2D_Shape.weld_quads(this_quad, next_quad)
# If this quad self_intersects after welding, it's likely very small and can be removed
# Usually happens when welding a very large and very small quad together
# Generally looks better when simply being removed
#
# When welding and using different widths, quads can look a little weird
# This is because they are no longer parallelograms
# This is a tough problem to solve
# See http://reedbeta.com/blog/quadrilateral-interpolation-part-1/
if this_quad.self_intersects():
quads.remove_at(index)
if index < quads.size():
var new_index: int = maxi(index - 1, 0)
_weld_quad_array(quads, weld_first_and_last, new_index)
return
if weld_first_and_last:
if not quads[-1].ignore_weld_next:
SS2D_Shape.weld_quads(quads[-1], quads[0])
func _merge_index_maps(imaps: Array[SS2D_IndexMap], verts: PackedVector2Array) -> Array[SS2D_IndexMap]:
if not is_shape_closed():
return imaps
# See if any edges have both the first (0) and last idx (size)
# Merge them into one if so
var final_edges: Array[SS2D_IndexMap] = imaps.duplicate()
var edges_by_material: Dictionary = SS2D_IndexMap.index_map_array_sort_by_object(final_edges)
# Erase any with null material
edges_by_material.erase(null)
for mat: Variant in edges_by_material:
var edge_first_idx: SS2D_IndexMap = null
var edge_last_idx: SS2D_IndexMap = null
for e: SS2D_IndexMap in edges_by_material[mat]:
if e.indicies.has(0):
edge_first_idx = e
if e.indicies.has(verts.size()-1):
edge_last_idx = e
if edge_first_idx != null and edge_last_idx != null:
break
if edge_first_idx != null and edge_last_idx != null:
if edge_first_idx == edge_last_idx:
pass
else:
final_edges.erase(edge_last_idx)
final_edges.erase(edge_first_idx)
var indicies := edge_last_idx.indicies + edge_first_idx.indicies
var merged_edge := SS2D_IndexMap.new(indicies, mat)
final_edges.push_back(merged_edge)
return final_edges
func _build_edges(s_mat: SS2D_Material_Shape, verts: PackedVector2Array) -> Array[SS2D_Edge]:
var edges: Array[SS2D_Edge] = []
if s_mat == null:
return edges
var index_maps: Array[SS2D_IndexMap] = _get_meta_material_index_mapping(s_mat, verts)
var overrides: Array[SS2D_IndexMap] = SS2D_Shape.get_meta_material_index_mapping_for_overrides(s_mat, _points)
# Remove the override indicies from the default index_maps
for override in overrides:
var old_to_new_imaps := {}
for index_map in index_maps:
var new_imaps: Array[SS2D_IndexMap] = index_map.remove_edges(override.indicies)
old_to_new_imaps[index_map] = new_imaps
for k: SS2D_IndexMap in old_to_new_imaps:
index_maps.erase(k)
for new_imap: SS2D_IndexMap in old_to_new_imaps[k]:
index_maps.push_back(new_imap)
# Merge index maps
index_maps = _merge_index_maps(index_maps, verts)
# Add the overrides to the mappings to be rendered
for override in overrides:
index_maps.push_back(override)
# Edge case for web so it doesn't use thread
if OS.get_name() != "Web":
var threads: Array[Thread] = []
for index_map in index_maps:
var thread := Thread.new()
var args := [index_map, s_mat.render_offset, 0.0]
var priority := 2
thread.start(self._build_edge_with_material_thread_wrapper.bind(args), priority)
threads.push_back(thread)
for thread in threads:
var new_edge: SS2D_Edge = thread.wait_to_finish()
edges.push_back(new_edge)
else:
# Process index_maps sequentially for web exports (probably slower than thread)
for index_map in index_maps:
var args = [index_map, s_mat.render_offset, 0.0]
var new_edge: SS2D_Edge = _build_edge_with_material_thread_wrapper(args)
edges.push_back(new_edge)
return edges
## Will return an array of SS2D_IndexMaps.[br]
## Each index map will map a set of indicies to a meta_material.[br]
static func get_meta_material_index_mapping_for_overrides(
_s_material: SS2D_Material_Shape, pa: SS2D_Point_Array
) -> Array[SS2D_IndexMap]:
var mappings: Array[SS2D_IndexMap] = []
for key_tuple in pa.get_material_overrides():
var indices := SS2D_IndexTuple.sort_ascending(Vector2i(pa.get_point_index(key_tuple.x), pa.get_point_index(key_tuple.y)))
var m: SS2D_Material_Edge_Metadata = pa.get_material_override(key_tuple)
var new_mapping := SS2D_IndexMap.new(PackedInt32Array([ indices.x, indices.y ]), m)
mappings.push_back(new_mapping)
return mappings
## Will return a dictionary containing array of SS2D_IndexMap.[br]
## Each element in the array is a contiguous sequence of indicies that fit inside
## the meta_material's normalrange.[br]
func _get_meta_material_index_mapping(
s_material: SS2D_Material_Shape, verts: PackedVector2Array
) -> Array[SS2D_IndexMap]:
return SS2D_Shape.get_meta_material_index_mapping(s_material, verts, is_shape_closed())
static func get_meta_material_index_mapping(
s_material: SS2D_Material_Shape, verts: PackedVector2Array, wrap_around: bool
) -> Array[SS2D_IndexMap]:
var final_edges: Array[SS2D_IndexMap] = []
var edge_building: Dictionary = {} # Dict[SS2D_Material_Edge_Metadata, SS2D_IndexMap]
for idx in range(0, verts.size() - 1, 1):
var idx_next: int = SS2D_PluginFunctionality.get_next_point_index(idx, verts, wrap_around)
var pt: Vector2 = verts[idx]
var pt_next: Vector2 = verts[idx_next]
var delta: Vector2 = pt_next - pt
var normal := Vector2(delta.y, -delta.x).normalized()
# Get all valid edge_meta_materials for this normal value
var edge_meta_materials := s_material.get_edge_meta_materials(normal)
# Append to existing edges being built. Add new ones if needed
for e in edge_meta_materials:
var imap: SS2D_IndexMap = edge_building.get(e)
# Is exsiting, append
if imap:
if not idx_next in imap.indicies:
imap.indicies.push_back(idx_next)
# Isn't existing, make a new mapping
else:
edge_building[e] = SS2D_IndexMap.new([idx, idx_next], e)
# Closeout and stop building edges that are no longer viable
for e: SS2D_Material_Edge_Metadata in edge_building.keys():
if not edge_meta_materials.has(e):
final_edges.push_back(edge_building[e])
edge_building.erase(e)
# Closeout all edge building
for e: SS2D_Material_Edge_Metadata in edge_building.keys():
final_edges.push_back(edge_building[e])
return final_edges
########
#-MISC-#
########
func _handle_material_change() -> void:
set_as_dirty()
func _handle_material_override_change(_tuple: Vector2i) -> void:
set_as_dirty()
func set_as_dirty() -> void:
if not _dirty:
call_deferred("_on_dirty_update")
_dirty = true
static func sort_by_z_index(a: Array) -> Array:
a.sort_custom(Callable(SS2D_Common_Functions, "sort_z"))
return a
static func sort_by_int_ascending(a: Array) -> Array:
a.sort_custom(Callable(SS2D_Common_Functions, "sort_int_ascending"))
return a
func clear_cached_data() -> void:
_edges = []
_meshes = []
func _on_dirty_update() -> void:
if _dirty:
force_update()
func force_update() -> void:
update_render_nodes()
clear_cached_data()
bake_collision()
if get_point_count() >= 2:
cache_edges()
cache_meshes()
queue_redraw()
_dirty = false
## Returns a float between 0.0 and 1.0.[br]
## 0.0 means that this tessellated point is at the same position as the vertex.[br]
## 0.5 means that this tessellated point is half-way between this vertex and the next.[br]
## 0.999 means that this tessellated point is basically at the next vertex.[br]
## 1.0 isn't going to happen; If a tess point is at the same position as a vert, it gets a ratio of 0.0.[br]
func get_ratio_from_tessellated_point_to_vertex(t_point_idx: int) -> float:
# Index of the starting vertex
var point_idx := _points.get_tesselation_vertex_mapping().tess_to_vertex_index(t_point_idx)
# Index of the first tesselated point with the same vertex
var tess_point_first_idx: int = _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(point_idx)[0]
# The total tessellated points with the same vertex
var tess_point_count := _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(point_idx).size()
# The index of the passed t_point_idx relative to the starting vert
var tess_index_count := t_point_idx - tess_point_first_idx
return tess_index_count / float(tess_point_count)
func debug_print_points() -> void:
_points.debug_print()
###################
#-EDGE GENERATION-#
###################
## Get Number of TessPoints from the start and end indicies of the index_map parameter.
func _edge_data_get_tess_point_count(index_map: SS2D_IndexMap) -> int:
## TODO Test this function
var count: int = 0
for i in range(index_map.indicies.size() - 1):
var this_idx := index_map.indicies[i]
var next_idx := index_map.indicies[i + 1]
if this_idx > next_idx:
count += 1
continue
var this_t_idx: int = _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(this_idx)[0]
var next_t_idx: int = _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(next_idx)[0]
var delta: int = next_t_idx - this_t_idx
count += delta
return count
## This function determines if a corner quad should be generated.[br]
## if so, OUTER or INNER? [br]
## - The conditions deg < 0 and flip_edges are used to determine this.[br]
## - These conditions works correctly so long as the points are in Clockwise order.[br]
static func edge_should_generate_corner(pt_prev: Vector2, pt: Vector2, pt_next: Vector2, flip_edges_: bool) -> SS2D_Quad.CORNER:
var generate_corner := SS2D_Quad.CORNER.NONE
var ab: Vector2 = pt - pt_prev
var bc: Vector2 = pt_next - pt
var dot_prod: float = ab.dot(bc)
var determinant: float = (ab.x * bc.y) - (ab.y * bc.x)
var angle := atan2(determinant, dot_prod)
# This angle has a range of 360 degrees
# Is between 180 and - 180
var deg := rad_to_deg(angle)
var corner_range := 10.0
var corner_angle := 90.0
if absf(deg) >= corner_angle - corner_range and absf(deg) <= corner_angle + corner_range:
var inner := false
if deg < 0:
inner = true
if flip_edges_:
inner = not inner
if inner:
generate_corner = SS2D_Quad.CORNER.INNER
else:
generate_corner = SS2D_Quad.CORNER.OUTER
return generate_corner
func _edge_generate_corner(
pt_prev: Vector2,
pt: Vector2,
pt_next: Vector2,
width_prev: float,
width: float,
size: float,
edge_material: SS2D_Material_Edge,
texture_idx: int,
c_scale: float,
c_offset: float
) -> SS2D_Quad:
var generate_corner := SS2D_Shape.edge_should_generate_corner(pt_prev, pt, pt_next, flip_edges)
if generate_corner == SS2D_Quad.CORNER.NONE:
return null
var corner_texture: Texture2D = null
if edge_material != null:
if generate_corner == SS2D_Quad.CORNER.OUTER:
corner_texture = edge_material.get_texture_corner_outer(texture_idx)
elif generate_corner == SS2D_Quad.CORNER.INNER:
corner_texture = edge_material.get_texture_corner_inner(texture_idx)
var corner_quad: SS2D_Quad = SS2D_Shape.build_quad_corner(
pt_next,
pt,
pt_prev,
width,
width_prev,
flip_edges,
generate_corner,
corner_texture,
Vector2(size, size),
c_scale,
c_offset
)
return corner_quad
func _imap_contains_all_points(imap: SS2D_IndexMap, verts: PackedVector2Array) -> bool:
return imap.indicies[0] == 0 and imap.indicies[-1] == verts.size()-1
func _is_edge_contiguous(imap: SS2D_IndexMap, verts: PackedVector2Array) -> bool:
if not is_shape_closed():
return false
return _imap_contains_all_points(imap, verts)
# Will construct an SS2D_Edge from the passed parameters.
# index_map must be a SS2D_IndexMap with a SS2D_Material_Edge_Metadata for an object
# the indicies used by index_map should match up with the get_verticies() indicies
#
# default_quad_width is the quad width used if a texture isn't available
#
# c_offset is the magnitude to offset all of the points
# the direction of the offset is the surface_normal
func _build_edge_with_material(
index_map: SS2D_IndexMap, c_offset: float, default_quad_width: float
) -> SS2D_Edge:
var verts_t: PackedVector2Array = _points.get_tessellated_points()
var verts: PackedVector2Array = _points.get_vertices()
var edge := SS2D_Edge.new()
var is_edge_contiguous: bool = _is_edge_contiguous(index_map, verts)
edge.wrap_around = is_edge_contiguous
if not index_map.is_valid():
return edge
var c_scale := 1.0
var c_extends := 0.0
var edge_material_meta: SS2D_Material_Edge_Metadata = null
var edge_material: SS2D_Material_Edge = null
if index_map.object != null:
edge_material_meta = index_map.object
if edge_material_meta == null:
return edge
if not edge_material_meta.render:
return edge
edge_material = edge_material_meta.edge_material
if edge_material == null:
return edge
c_offset += edge_material_meta.offset
edge.z_index = edge_material_meta.z_index
edge.z_as_relative = edge_material_meta.z_as_relative
edge.material = edge_material_meta.edge_material.material
var first_idx: int = index_map.indicies[0]
var last_idx: int = index_map.indicies[-1]
var first_idx_t: int = _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(first_idx)[0]
var last_idx_t: int = _points.get_tesselation_vertex_mapping().vertex_to_tess_indices(last_idx)[-1]
edge.first_point_key = _points.get_point_key_at_index(first_idx)
edge.last_point_key = _points.get_point_key_at_index(last_idx)
var should_flip := should_flip_edges()
# How many tessellated points are contained within this index map?
var tess_point_count: int = _edge_data_get_tess_point_count(index_map)
var i := 0
var texture_idx := 0
var sharp_taper_next: SS2D_Quad = null
var is_not_corner: bool = true
var taper_sharp: bool = edge_material_meta != null and edge_material_meta.taper_sharp_corners
while i < tess_point_count:
var tess_idx: int = (first_idx_t + i) % verts_t.size()
var tess_idx_next: int = SS2D_PluginFunctionality.get_next_unique_point_idx(tess_idx, verts_t, true)
var tess_idx_prev: int = SS2D_PluginFunctionality.get_previous_unique_point_idx(tess_idx, verts_t, true)
# set next_point_delta
# next_point_delta is the number of tess_pts from
# the current tess_pt to the next unique tess_pt
# unique meaning it has a different position from the current tess_pt
var next_point_delta := 0
for j in range(verts_t.size()):
if ((tess_idx + j) % verts_t.size()) == tess_idx_next:
next_point_delta = j
break
var vert_idx: int = _points.get_tesselation_vertex_mapping().tess_to_vertex_index(tess_idx)
var vert_key: int = get_point_key_at_index(vert_idx)
var pt: Vector2 = verts_t[tess_idx]
var pt_next: Vector2 = verts_t[tess_idx_next]
var pt_prev: Vector2 = verts_t[tess_idx_prev]
var flip_x: bool = get_point_texture_flip(vert_key)
var width_scale: float = _get_width_for_tessellated_point(verts, tess_idx)
var is_first_point: bool = (vert_idx == first_idx) and not is_edge_contiguous
var is_last_point: bool = (vert_idx == last_idx - 1) and not is_edge_contiguous
var is_first_tess_point: bool = (tess_idx == first_idx_t) and not is_edge_contiguous
var is_last_tess_point: bool = (tess_idx == last_idx_t - 1) and not is_edge_contiguous
var tex: Texture2D = null
var tex_size := Vector2(default_quad_width, default_quad_width)
var fitmode := SS2D_Material_Edge.FITMODE.SQUISH_AND_STRETCH
if edge_material != null:
if edge_material.randomize_texture:
texture_idx = randi() % edge_material.textures.size()
else :
texture_idx = get_point_texture_index(vert_key)
tex = edge_material.get_texture(texture_idx)
tex_size = tex.get_size()
fitmode = edge_material.fit_mode
# Exit if we have an edge material defined but no texture to render
if tex == null:
i += next_point_delta
continue
var new_quad: SS2D_Quad = SS2D_Shape.build_quad_from_two_points(
pt,
pt_next,
tex,
width_scale * c_scale * tex_size.y,
flip_x,
should_flip,
is_first_point,
is_last_point,
c_offset,
c_extends,
fitmode
)
var new_quads: Array[SS2D_Quad] = []
new_quads.push_back(new_quad)
# Corner Quad
if edge_material != null and edge_material.use_corner_texture:
if tess_idx != first_idx_t or is_edge_contiguous:
var prev_width: float = _get_width_for_tessellated_point(verts, tess_idx_prev)
var q: SS2D_Quad = _edge_generate_corner(
pt_prev,
pt,
pt_next,
prev_width,
width_scale,
tex_size.y,
edge_material,
texture_idx,
c_scale,
c_offset
)
if q != null:
new_quads.push_front(q)
is_not_corner = false
else:
is_not_corner = true
# Taper Quad
# Bear in mind, a point can be both first AND last
# Consider an edge that consists of two points (one edge)
# This first point is used to generate the quad; it is both first and last
var did_taper_left: bool = false
var did_taper_right: bool = false
if is_first_tess_point and edge_material != null and edge_material.use_taper_texture:
did_taper_left = true
var taper_quad := _taper_quad(new_quad, edge_material, texture_idx, false, false)
if taper_quad != null:
new_quads.push_front(taper_quad)
if is_last_tess_point and edge_material != null and edge_material.use_taper_texture:
did_taper_right = true
var taper_quad := _taper_quad(new_quad, edge_material, texture_idx, true, false)
if taper_quad != null:
new_quads.push_back(taper_quad)
# Taper sharp corners
if taper_sharp:
var ang_threshold := PI * 0.5
if sharp_taper_next != null and is_not_corner:
var taper := _taper_quad(sharp_taper_next, edge_material, texture_idx, true, true)
if taper != null:
taper.ignore_weld_next = true
edge.quads.push_back(taper)
else:
sharp_taper_next.ignore_weld_next = true
sharp_taper_next = null
var vert := verts[vert_idx]
var prev_vert := verts[wrapi(vert_idx - 1, 0, verts.size() - 1)]
var next_vert := verts[wrapi(vert_idx + 1, 0, verts.size() - 1)]
if not did_taper_left and is_not_corner:
var ang_from := prev_vert.angle_to_point(vert)
var ang_to := vert.angle_to_point(next_vert)
var ang_dif := angle_difference(ang_from, ang_to)
if absf(ang_dif) > ang_threshold:
var taper := _taper_quad(new_quad, edge_material, texture_idx, false, true)
if taper != null:
new_quads.push_front(taper)
if not did_taper_right:
var next_next_vert := verts[wrapi(vert_idx + 2, 0, verts.size() - 1)]
var ang_from := vert.angle_to_point(next_vert)
var ang_to := next_vert.angle_to_point(next_next_vert)
var ang_dif := angle_difference(ang_from, ang_to)
if absf(ang_dif) > ang_threshold:
sharp_taper_next = new_quad
# Final point for closed shapes fix
# Corner quads aren't always correctly when the corner is between final and first pt
if is_last_point and is_edge_contiguous:
var idx_mid: int = verts_t.size() - 1
var idx_next: int = SS2D_PluginFunctionality.get_next_unique_point_idx(idx_mid, verts_t, true)
var idx_prev: int = SS2D_PluginFunctionality.get_previous_unique_point_idx(idx_mid, verts_t, true)
var p_p: Vector2 = verts_t[idx_prev]
var p_m: Vector2 = verts_t[idx_mid]
var p_n: Vector2 = verts_t[idx_next]
var w_p: float = _get_width_for_tessellated_point(verts, idx_prev)
var w_m: float = _get_width_for_tessellated_point(verts, idx_mid)
var q: SS2D_Quad = _edge_generate_corner(
p_p, p_m, p_n, w_p, w_m, tex_size.y, edge_material, texture_idx, c_scale, c_offset
)
if q != null:
new_quads.push_back(q)
# Add new quads to edge
for q in new_quads:
edge.quads.push_back(q)
i += next_point_delta
# leftover final taper for the last sharp corner if required
if taper_sharp:
if sharp_taper_next != null and edge.quads[0].corner == SS2D_Quad.CORNER.NONE:
var taper := _taper_quad(sharp_taper_next, edge_material, texture_idx, true, true)
if taper != null:
taper.ignore_weld_next = true
edge.quads.push_back(taper)
else:
sharp_taper_next.ignore_weld_next = true
sharp_taper_next = null
if edge_material_meta != null:
if edge_material_meta.weld:
_weld_quad_array(edge.quads, edge.wrap_around)
return edge
# get the appropriate tapering texture based on direction and whether the current taper is a sharp
# corner taper or normal material edge taper
func get_taper_tex(edge_mat: SS2D_Material_Edge, tex_idx: int, facing_right: bool, corner_taper: bool) -> Texture2D:
if facing_right:
if corner_taper:
return edge_mat.get_texture_taper_corner_right(tex_idx)
else:
return edge_mat.get_texture_taper_right(tex_idx)
else:
if corner_taper:
return edge_mat.get_texture_taper_corner_left(tex_idx)
else:
return edge_mat.get_texture_taper_left(tex_idx)
func _taper_quad(
quad: SS2D_Quad,
edge_mat: SS2D_Material_Edge,
tex_idx: int,
facing_right: bool,
corner_taper: bool
) -> SS2D_Quad:
var taper_texture: Texture2D = get_taper_tex(edge_mat, tex_idx, facing_right, corner_taper)
if taper_texture != null:
var taper_size: Vector2 = taper_texture.get_size()
var fit: bool = absf(taper_size.x) <= quad.get_length_average()
if fit:
var taper_quad := quad.duplicate()
taper_quad.corner = SS2D_Quad.CORNER.NONE
taper_quad.texture = taper_texture
var delta_normal: Vector2 = (taper_quad.pt_d - taper_quad.pt_a).normalized()
var offset: Vector2 = delta_normal * taper_size
if facing_right:
taper_quad.pt_a = taper_quad.pt_d - offset
taper_quad.pt_b = taper_quad.pt_c - offset
quad.pt_d = taper_quad.pt_a
quad.pt_c = taper_quad.pt_b
else:
taper_quad.pt_d = taper_quad.pt_a + offset
taper_quad.pt_c = taper_quad.pt_b + offset
quad.pt_a = taper_quad.pt_d
quad.pt_b = taper_quad.pt_c
taper_quad.is_tapered = true
return taper_quad
# If a new taper quad doesn't fit, re-texture the new_quad
else:
quad.is_tapered = true
quad.texture = taper_texture
return null
func _build_edge_with_material_thread_wrapper(args: Array) -> SS2D_Edge:
return _build_edge_with_material(args[0], args[1], args[2])