Joey Eamigh 9989fab018
addons?
2025-10-10 14:07:23 -04:00

1781 lines
60 KiB
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-#
################
const CLICK_RECT_TAG := "__ss2d_click_rect__"
var _dirty: bool = false
var _edges: Array[SS2D_Edge] = []
var _collision_polygon_node: CollisionPolygon2D
# Whether or not the plugin should allow editing this shape
var can_edit: bool = true
var _renderer: SS2D_Renderer
var _click_rect: ColorRect
var _first_update: bool = true
signal points_modified
signal on_dirty_update
signal make_unique_pressed(shape: SS2D_Shape)
enum CollisionGenerationMethod {
## Uses the shape curve to generate a collision polygon.
Default,
## Uses the edge generation algorithm to create a collision representation that sometimes
## matches the shape's visuals more accurately.
## This method is much slower and less consistent than [enum Default]. It should not be used
## unless absolutely needed.
Legacy,
## Same as [enum Default] but only generates edge collisions and keeps the inside open.
## Only relevant for closed shapes. Behaves the same as [enum Default] for open shapes.
Hollow,
}
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):
if value != _points.curve_bake_interval:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("curve_bake_interval")
_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
## Caches generated meshes for faster loading times.
@export_storage var _meshes: Array[SS2D_Mesh] = []
@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):
if value != _points.tessellation_stages:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("tesselation_stages")
_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):
if value != _points.tessellation_tolerance:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("tesselation_tolerance")
_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.Default : 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 var collision_size: float = 32 : set = set_collision_size
## Controls offset of generated polygon for CollisionPolygon2D.
@export 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)
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:
make_unique_pressed.emit(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()
func set_collision_offset(s: float) -> void:
collision_offset = s
set_as_dirty()
## Deprecated. Use get_point_array().set_from_curve() instead.
## @deprecated
func set_curve(curve: Curve2D) -> void:
SS2D_PluginFunctionality.show_deprecation_warning("set_curve()", "get_point_array().set_from_curve()")
_points.set_from_curve(curve)
## Deprecated. Use get_point_array().get_curve() instead.
## @deprecated
func get_curve() -> Curve2D:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_curve()")
return _points.get_curve()
func _set_editor_debug(value: bool) -> void:
editor_debug = value
queue_redraw()
## Deprecated. Use get_point_array().tessellation_stages instead.
## @deprecated
func set_tessellation_stages(value: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_tessellation_stages()")
_points.tessellation_stages = value
## Deprecated. Use get_point_array().tessellation_tolerance instead.
## @deprecated
func set_tessellation_tolerence(value: float) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_tessellation_tolerance()")
_points.tessellation_tolerance = value
## Deprecated. Use get_point_array().curve_bake_interval instead.
## @deprecated
func set_curve_bake_interval(f: float) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_curve_bake_interval()")
_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.is_empty():
return
_points.set_material_overrides(dict)
#########
#-CURVE-#
#########
## Deprecated. Use get_point_array().get_vertices() instead.
## @deprecated
func get_vertices() -> PackedVector2Array:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_vertices()")
return _points.get_vertices()
## Deprecated. Use get_point_array().get_tessellated_points() instead.
## @deprecated
func get_tessellated_points() -> PackedVector2Array:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_tessellated_points()")
return _points.get_tessellated_points()
## Deprecated. Use get_point_array().invert_point_order() instead.
## @deprecated
func invert_point_order() -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("invert_point_order()")
_points.invert_point_order()
## Deprecated. Use get_point_array().clear() instead.
## @deprecated
func clear_points() -> void:
SS2D_PluginFunctionality.show_deprecation_warning("clear_points()", "shape.get_point_array().clear()")
_points.clear()
## Deprecated. This is now integrated in get_point_array().add_point().
## @deprecated
func adjust_add_point_index(index: int) -> int:
SS2D_PluginFunctionality.show_deprecation_warning("adjust_add_point_index()", "")
return _points._adjust_add_point_index(index)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func add_points(verts: PackedVector2Array, starting_index: int = -1, key: int = -1) -> PackedInt32Array:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("add_points()")
return _points.add_points(verts, starting_index, key)
## Deprecated. Use get_point_array().add_point() instead.
## @deprecated
func add_point(pos: Vector2, index: int = -1, key: int = -1) -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("add_point()")
return _points.add_point(pos, adjust_add_point_index(index), key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func is_shape_closed() -> bool:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("is_shape_closed()")
return _points.is_shape_closed()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func can_close() -> bool:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("can_close()")
return _points.can_close()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func close_shape(key: int = -1) -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("close_shape()")
return _points.close_shape(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func open_shape_at_edge(edge_start_idx: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("open_shape_at_edge()")
_points.open_shape_at_edge(edge_start_idx)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func undo_open_shape_at_edge(edge_start_idx: int, closing_index: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("undo_open_shape_at_edge()")
_points.undo_open_shape_at_edge(edge_start_idx, closing_index)
## Deprecated. Use get_point_array().begin_update() instead.
## @deprecated
func begin_update() -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("begin_update()")
_points.begin_update()
## Deprecated. Use get_point_array().end_update() instead.
## @deprecated
func end_update() -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("end_update()")
_points.end_update()
## Deprecated. Use get_point_array().is_updating() instead.
## @deprecated
func is_updating() -> bool:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("is_updating()")
return _points.is_updating()
## Deprecated. Use get_point_array().get_next_key() instead.
## @deprecated
func get_next_key() -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_next_key()")
return _points.get_next_key()
## Deprecated. Use get_point_array().reserve_key() instead.
## @deprecated
func reserve_key() -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("reserve_key()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("is_index_in_range()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_position()")
_points.set_point_position(key, pos)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func remove_point(key: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("remove_point()")
_points.remove_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func remove_point_at_index(idx: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("remove_point_at_index()")
_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.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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("has_point()")
return _points.has_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_all_point_keys() -> PackedInt32Array:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_all_point_keys()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_key_at_index()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_at_index()")
return _points.get_point_at_index(idx)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_index(key: int) -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_index()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_in()")
_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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_out()")
_points.set_point_out(key, v)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_in(key: int) -> Vector2:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_in()")
return _points.get_point_in(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_out(key: int) -> Vector2:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_out()")
return _points.get_point_out(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_closest_point(to_point: Vector2) -> Vector2:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_closest_point()")
return _points.get_closest_point(to_point)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_closest_point_straight_edge(to_point: Vector2) -> Vector2:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_closest_point_straight_edge()")
return _points.get_closest_point_straight_edge(to_point)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_closest_offset_straight_edge(to_point: Vector2) -> float:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_closest_offset_straight_edge()")
return _points.get_closest_offset_straight_edge(to_point)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_closest_offset(to_point: Vector2) -> float:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_closest_offset()")
return _points.get_closest_offset(to_point)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func disable_constraints() -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("disable_constraints()")
_points.disable_constraints()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func enable_constraints() -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("enable_constraints()")
_points.enable_constraints()
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_count() -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_count()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_position()")
return _points.get_point_position(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point(key: int) -> SS2D_Point:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point()")
return _points.get_point(key)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_constraints(key: int) -> Dictionary:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_constraints()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_constraint()")
_points.set_constraint(key1, key2, c)
## Deprecated.
## @deprecated
func set_point(key: int, value: SS2D_Point) -> void:
SS2D_PluginFunctionality.show_deprecation_warning("set_point()", "")
_points.set_point(key, value)
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func set_point_width(key: int, w: float) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_width()")
_points.get_point(key).width = w
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func get_point_width(key: int) -> float:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_width()")
return _points.get_point(key).width
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func set_point_texture_index(key: int, tex_idx: int) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_texture_index()")
_points.get_point(key).texture_idx = tex_idx
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func get_point_texture_index(key: int) -> int:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_texture_index()")
return _points.get_point(key).texture_idx
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func set_point_texture_flip(key: int, flip: bool) -> void:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_texture_flip()")
_points.get_point(key).flip = flip
## Deprecated. Use respective property in get_point_array().get_point() instead.
## @deprecated
func get_point_texture_flip(key: int) -> bool:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_texture_flip()")
return _points.get_point(key).flip
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func get_point_properties(key: int) -> SS2D_VertexProperties:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_point_properties()")
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:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("set_point_properties()")
_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 _ready() -> void:
# This must run in _ready() because the shape node itself must be ready and registered at the RenderingServer.
_renderer = SS2D_Renderer.new(self)
if Engine.is_editor_hint():
_setup_click_rect()
func _draw() -> void:
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 _points.is_shape_closed():
return (_points.are_points_clockwise() == flip_edges)
else:
return flip_edges
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
if _points.get_point_count() < 2:
_collision_polygon_node.polygon = PackedVector2Array()
return
var generated_points: PackedVector2Array
var input_points := _points.get_tessellated_points()
var gen := SS2D_CollisionGen.new()
gen.collision_size = collision_size
gen.collision_offset = collision_offset
match collision_generation_method:
CollisionGenerationMethod.Legacy:
generated_points = gen.generate_legacy(self)
CollisionGenerationMethod.Hollow:
if _points.is_shape_closed():
generated_points = gen.generate_hollow(input_points)
else:
generated_points = gen.generate_open(input_points)
CollisionGenerationMethod.Default:
if _points.is_shape_closed():
generated_points = gen.generate_filled(input_points)
else:
generated_points = gen.generate_open(input_points)
# Always apply xform afterwards so node scaling also affects collision offset and size
var xform := _collision_polygon_node.get_global_transform().affine_inverse() * get_global_transform()
generated_points = xform * generated_points
if generated_points.size() > 1 and generated_points[0] == generated_points[-1]:
generated_points.resize(generated_points.size() - 1)
_collision_polygon_node.polygon = generated_points
func _build_meshes() -> void:
if _points == null or shape_material == null or _points.get_point_count() < 2:
_edges.clear()
_meshes.clear()
return
# Reuse SS2D_Mesh objects to reduce VCS noise due to ever-changing IDs even if there was no change.
var mesh_idx: int = 0
mesh_idx = _build_fill_mesh(_points.get_tessellated_points(), shape_material, _meshes, mesh_idx)
if render_edges:
# TODO: Do not create individual meshes for each edge, corner, taper, etc. Merge meshes with same properties.
_edges = _build_edges(shape_material, _points.get_vertices())
for e in _edges:
mesh_idx = e.get_meshes(color_encoding, _meshes, mesh_idx)
else:
_edges.clear()
_meshes.resize(mesh_idx) # Trim if larger
## Generates a fill mesh if applicable and stores it in the given mesh buffer.
## Only visible meshes are generated, meshes without a texture are skipped.
## Returns the resulting buffer index, i.e. the next index after the last added mesh.
func _build_fill_mesh(points: PackedVector2Array, s_mat: SS2D_Material_Shape, mesh_buffer: Array[SS2D_Mesh], buffer_idx: int) -> int:
if not _points.is_shape_closed() or \
s_mat == null or \
s_mat.fill_textures.is_empty() or \
points.size() < 3:
return buffer_idx
# TODO: Support all fill textures not just the first
var tex: Texture2D = s_mat.fill_textures[0]
if tex == null:
return buffer_idx
var tex_size: Vector2 = tex.get_size()
points = Geometry2D.offset_polygon(points, tex_size.x * s_mat.fill_mesh_offset).front()
var indices: PackedInt32Array = Geometry2D.triangulate_polygon(points)
if indices.is_empty():
push_error("'%s': Couldn't Triangulate shape" % name)
return buffer_idx
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = points
arrays[Mesh.ARRAY_INDEX] = indices
var uv_points: PackedVector2Array = _get_uv_points(points, s_mat, tex_size)
arrays[Mesh.ARRAY_TEX_UV] = uv_points
arrays[Mesh.ARRAY_TEX_UV2] = uv_points
var colors := PackedColorArray()
colors.resize(points.size())
colors.fill(Color.WHITE)
arrays[Mesh.ARRAY_COLOR] = colors
var st := SurfaceTool.new()
st.create_from_arrays(arrays, Mesh.PRIMITIVE_TRIANGLES)
st.generate_normals()
st.generate_tangents()
var mesh := SS2D_Common_Functions.mesh_buffer_get_or_create(mesh_buffer, buffer_idx)
st.commit(mesh.mesh)
mesh.texture = tex
mesh.material = s_mat.fill_mesh_material
mesh.z_index = s_mat.fill_texture_z_index
mesh.show_behind_parent = s_mat.fill_texture_show_behind_parent
buffer_idx += 1
return buffer_idx
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)
)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
static func get_points_orientation(points: PackedVector2Array) -> SS2D_Point_Array.ORIENTATION:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("get_points_orientation()")
return SS2D_Point_Array.get_points_orientation(points)
## Deprecated. Use respective function in get_point_array() instead.
## @deprecated
func are_points_clockwise() -> bool:
SS2D_PluginFunctionality.show_point_array_deprecation_warning("are_points_clockwise()")
return _points.are_points_clockwise()
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,
tex: 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 = tex
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(_points.get_point_key_at_index(v_idx)).width
var w2: float = _points.get_point(_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 _points.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
index_maps.append_array(overrides)
for index_map in index_maps:
edges.push_back(_build_edge_with_material(index_map, s_mat.render_offset, 0.0))
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, _points.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 _on_dirty_update() -> void:
if _dirty:
force_update()
on_dirty_update.emit()
func force_update() -> void:
bake_collision() # TODO: Get rid of CollisionUpdateMode and use _first_update as well.
if not _first_update or not _meshes:
_build_meshes()
_renderer.render(_meshes)
queue_redraw() # Debug drawing
_update_click_rect()
_first_update = false
_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 _points.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 = _points.get_point_key_at_index(vert_idx)
var vert_props := _points.get_point(vert_key)
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 = vert_props.flip
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 = vert_props.texture_idx
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
## Create an invisible rect that catches mouse clicks in editor so we can get clickable shapes.
## It is not very accurate but good enough. MeshInstance2D also only performs a bounding box check.
func _setup_click_rect() -> void:
# NOTE: When duplicating the shape (ctrl+d), Godot will also duplicate the click rect node
# and update its owner to current scene root, which makes it appear in editor.
# Hence we need to check if the node already exists and delete it.
# Updating its owner again to hide it, does not work for some reason.
# add_child() with INTERNAL_MODE_FRONT seems to prevent this whole issue in 4.5 but not in 4.4.
for i in get_child_count(true):
var node := get_child(i)
if node.has_meta(CLICK_RECT_TAG):
node.queue_free()
break
_click_rect = ColorRect.new()
_click_rect.modulate = Color.TRANSPARENT
_click_rect.set_meta(CLICK_RECT_TAG, true)
add_child(_click_rect, false, INTERNAL_MODE_FRONT)
_click_rect.owner = self # Needed to make it clickable
## Computes a bounding box of the tesselated curve and assigns it to the click rect.
func _update_click_rect() -> void:
if not _click_rect:
return
if _points.get_point_count() == 0:
_click_rect.size = Vector2.ZERO
return
var points := _points.get_tessellated_points()
var rect_min: Vector2 = points[0]
var rect_max: Vector2 = points[0]
for i in range(1, points.size()):
var p := points[i]
rect_min.x = min(rect_min.x, p.x)
rect_min.y = min(rect_min.y, p.y)
rect_max.x = max(rect_max.x, p.x)
rect_max.y = max(rect_max.y, p.y)
_click_rect.size = rect_max - rect_min
_click_rect.position = rect_min