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Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
This commit is contained in:
396
editor/plugins/sprite_editor_plugin.cpp
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396
editor/plugins/sprite_editor_plugin.cpp
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#include "sprite_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "scene/2d/mesh_instance_2d.h"
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#include "scene/gui/box_container.h"
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#include "thirdparty/misc/clipper.hpp"
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void SpriteEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = NULL;
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options->hide();
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}
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}
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void SpriteEditor::edit(Sprite *p_sprite) {
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node = p_sprite;
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}
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#define PRECISION 10.0
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Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
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int size = points.size();
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ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
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ClipperLib::Path subj;
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ClipperLib::PolyTree solution;
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ClipperLib::PolyTree out;
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for (int i = 0; i < points.size(); i++) {
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subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
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}
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ClipperLib::ClipperOffset co;
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co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
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co.Execute(solution, epsilon * PRECISION);
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ClipperLib::PolyNode *p = solution.GetFirst();
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ERR_FAIL_COND_V(!p, points);
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while (p->IsHole()) {
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p = p->GetNext();
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}
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//turn the result into simply polygon (AKA, fix overlap)
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//clamp into the specified rect
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ClipperLib::Clipper cl;
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cl.StrictlySimple(true);
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cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
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//create the clipping rect
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ClipperLib::Path clamp;
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clamp.push_back(ClipperLib::IntPoint(0, 0));
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clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
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clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
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clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
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cl.AddPath(clamp, ClipperLib::ptClip, true);
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cl.Execute(ClipperLib::ctIntersection, out);
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Vector<Vector2> outPoints;
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ClipperLib::PolyNode *p2 = out.GetFirst();
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while (p2->IsHole()) {
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p2 = p2->GetNext();
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}
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int lasti = p2->Contour.size() - 1;
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Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
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for (int i = 0; i < p2->Contour.size(); i++) {
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Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
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if (cur.distance_to(prev) > 0.5) {
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outPoints.push_back(cur);
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prev = cur;
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}
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}
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return outPoints;
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}
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void SpriteEditor::_menu_option(int p_option) {
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switch (p_option) {
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case MENU_OPTION_CREATE_MESH_2D: {
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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}
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}
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void SpriteEditor::_update_mesh_data() {
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Ref<Texture> texture = node->get_texture();
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if (texture.is_null()) {
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err_dialog->set_text(TTR("Sprite is empty!"));
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err_dialog->popup_centered_minsize();
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return;
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}
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if (node->get_hframes() > 1 || node->get_vframes() > 1) {
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err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Ref<Image> image = texture->get_data();
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ERR_FAIL_COND(image.is_null());
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Rect2 rect;
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if (node->is_region())
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rect = node->get_region_rect();
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else
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rect.size = Size2(image->get_width(), image->get_height());
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Ref<BitMap> bm;
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bm.instance();
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bm->create_from_image_alpha(image);
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int grow = island_merging->get_value();
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if (grow > 0) {
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bm->grow_mask(grow, rect);
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}
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float epsilon = simplification->get_value();
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Vector<Vector<Vector2> > lines = bm->clip_opaque_to_polygons(rect, epsilon);
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print_line("lines: " + itos(lines.size()));
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uv_lines.clear();
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computed_vertices.clear();
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computed_indices.clear();
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Size2 img_size = Vector2(image->get_width(), image->get_height());
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for (int j = 0; j < lines.size(); j++) {
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lines[j] = expand(lines[j], rect, epsilon);
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int index_ofs = computed_vertices.size();
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for (int i = 0; i < lines[j].size(); i++) {
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Vector2 vtx = lines[j][i];
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computed_uv.push_back(vtx / img_size);
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vtx -= rect.position; //offset by rect position
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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computed_vertices.push_back(vtx);
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}
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#if 0
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Vector<Vector<Vector2> > polys = Geometry::decompose_polygon(lines[j]);
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print_line("polygon: " + itos(polys.size()));
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for (int i = 0; i < polys.size(); i++) {
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for (int k = 0; k < polys[i].size(); k++) {
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int idxn = (k + 1) % polys[i].size();
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uv_lines.push_back(polys[i][k]);
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uv_lines.push_back(polys[i][idxn]);
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}
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}
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#endif
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#if 1
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Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
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for (int i = 0; i < poly.size(); i += 3) {
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for (int k = 0; k < 3; k++) {
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int idx = i + k;
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int idxn = i + (k + 1) % 3;
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uv_lines.push_back(lines[j][poly[idx]]);
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uv_lines.push_back(lines[j][poly[idxn]]);
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computed_indices.push_back(poly[idx] + index_ofs);
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}
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}
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#endif
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#if 0
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for (int i = 0; i < lines[j].size() - 1; i++) {
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uv_lines.push_back(lines[j][i]);
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uv_lines.push_back(lines[j][i + 1]);
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}
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#endif
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}
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debug_uv->update();
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}
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void SpriteEditor::_create_mesh_node() {
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if (computed_vertices.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Ref<ArrayMesh> mesh;
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mesh.instance();
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = computed_vertices;
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a[Mesh::ARRAY_TEX_UV] = computed_uv;
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a[Mesh::ARRAY_INDEX] = computed_indices;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
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MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
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mesh_instance->set_mesh(mesh);
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EditorNode::get_singleton()->get_scene_tree_dock()->replace_node(node, mesh_instance);
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}
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#if 0
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void SpriteEditor::_create_uv_lines() {
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Ref<Mesh> sprite = node->get_sprite();
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ERR_FAIL_COND(!sprite.is_valid());
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Set<SpriteEditorEdgeSort> edges;
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uv_lines.clear();
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for (int i = 0; i < sprite->get_surface_count(); i++) {
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if (sprite->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
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continue;
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Array a = sprite->surface_get_arrays(i);
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PoolVector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
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if (uv.size() == 0) {
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err_dialog->set_text(TTR("Model has no UV in this layer"));
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err_dialog->popup_centered_minsize();
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return;
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}
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PoolVector<Vector2>::Read r = uv.read();
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PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
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PoolVector<int>::Read ri;
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int ic;
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bool use_indices;
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if (indices.size()) {
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ic = indices.size();
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ri = indices.read();
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use_indices = true;
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} else {
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ic = uv.size();
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use_indices = false;
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}
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for (int j = 0; j < ic; j += 3) {
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for (int k = 0; k < 3; k++) {
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SpriteEditorEdgeSort edge;
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if (use_indices) {
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edge.a = r[ri[j + k]];
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edge.b = r[ri[j + ((k + 1) % 3)]];
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} else {
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edge.a = r[j + k];
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edge.b = r[j + ((k + 1) % 3)];
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}
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if (edges.has(edge))
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continue;
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uv_lines.push_back(edge.a);
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uv_lines.push_back(edge.b);
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edges.insert(edge);
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}
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}
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}
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debug_uv_dialog->popup_centered_minsize();
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}
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#endif
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void SpriteEditor::_debug_uv_draw() {
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if (uv_lines.size() == 0)
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return;
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Ref<Texture> tex = node->get_texture();
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ERR_FAIL_COND(!tex.is_valid());
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debug_uv->set_clip_contents(true);
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debug_uv->draw_texture(tex, Point2());
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debug_uv->set_custom_minimum_size(tex->get_size());
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//debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
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debug_uv->draw_multiline(uv_lines, Color(1.0, 0.8, 0.7));
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}
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void SpriteEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
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ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
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ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
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ClassDB::bind_method("_create_mesh_node", &SpriteEditor::_create_mesh_node);
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}
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SpriteEditor::SpriteEditor() {
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options = memnew(MenuButton);
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CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Sprite"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
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options->get_popup()->add_item(TTR("Convert to 2D Mesh"), MENU_OPTION_CREATE_MESH_2D);
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options->get_popup()->connect("id_pressed", this, "_menu_option");
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err_dialog = memnew(AcceptDialog);
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add_child(err_dialog);
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debug_uv_dialog = memnew(ConfirmationDialog);
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debug_uv_dialog->get_ok()->set_text(TTR("Create 2D Mesh"));
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debug_uv_dialog->set_title("Mesh 2D Preview");
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VBoxContainer *vb = memnew(VBoxContainer);
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debug_uv_dialog->add_child(vb);
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ScrollContainer *scroll = memnew(ScrollContainer);
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scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
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scroll->set_enable_h_scroll(true);
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scroll->set_enable_v_scroll(true);
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vb->add_margin_child(TTR("Preview:"), scroll, true);
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debug_uv = memnew(Control);
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debug_uv->connect("draw", this, "_debug_uv_draw");
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scroll->add_child(debug_uv);
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debug_uv_dialog->connect("confirmed", this, "_create_mesh_node");
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HBoxContainer *hb = memnew(HBoxContainer);
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hb->add_child(memnew(Label(TTR("Simplification: "))));
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simplification = memnew(SpinBox);
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simplification->set_min(0.01);
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simplification->set_max(10.00);
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simplification->set_step(0.01);
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simplification->set_value(2);
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hb->add_child(simplification);
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hb->add_spacer();
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hb->add_child(memnew(Label(TTR("Grow (Pixels): "))));
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island_merging = memnew(SpinBox);
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island_merging->set_min(0);
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island_merging->set_max(10);
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island_merging->set_step(1);
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island_merging->set_value(2);
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hb->add_child(island_merging);
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hb->add_spacer();
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update_preview = memnew(Button);
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update_preview->set_text(TTR("Update Preview"));
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update_preview->connect("pressed", this, "_update_mesh_data");
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hb->add_child(update_preview);
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vb->add_margin_child(TTR("Settings:"), hb);
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add_child(debug_uv_dialog);
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}
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void SpriteEditorPlugin::edit(Object *p_object) {
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sprite_editor->edit(Object::cast_to<Sprite>(p_object));
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}
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bool SpriteEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Sprite");
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}
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void SpriteEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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sprite_editor->options->show();
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} else {
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sprite_editor->options->hide();
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sprite_editor->edit(NULL);
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}
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}
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SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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sprite_editor = memnew(SpriteEditor);
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editor->get_viewport()->add_child(sprite_editor);
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//sprite_editor->options->hide();
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}
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SpriteEditorPlugin::~SpriteEditorPlugin() {
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}
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