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67 changes: 67 additions & 0 deletions doc/classes/VisualShape2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShape2D" inherits="Node2D" keywords="square, rectangle, circle, oval, triangle, capsule, hexagon" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D shape-drawing node.
</brief_description>
<description>
[VisualShape2D] is a node that draws common geometric shapes like rectangles, circles, triangles, and capsules. It is very useful to prototype 2D applications, as it needs very little setup without needing a [Texture2D]. If a texture is wanted, [member CanvasItem.clip_children] and a child [Sprite2D] can be used, or the Editor can convert a [VisualShape2D] into a [Polygon2D] or [MeshInstance2D].
For more advanced capabilities, see [Polygon2D], [Sprite2D], or [MeshInstance2D]. For custom drawing, see [method CanvasItem._draw] and the [CanvasItem] draw methods.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_points" qualifiers="const">
<return type="PackedVector2Array" />
<description>
Returns a list of points representing the vertices of the polygon.
</description>
</method>
<method name="get_uvs" qualifiers="const">
<return type="PackedVector2Array" />
<description>
Returns a list of UV values for each vertex of the polygon.
</description>
</method>
</methods>
<members>
<member name="antialiased" type="bool" setter="set_antialiased" getter="is_antialiased" default="false">
If [code]true[/code], the shape is antialiased. UVs are not supported on antialiased edges. Scaling may affect antialiasing quality.
[b]Note:[/b] This may cause unintentional artifacts when using transparency. Consider adding this to a [CanvasGroup] and using its [member CanvasItem.self_modulate] property for transparency. Alternatively, consider enabling MSAA ([member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d]).
</member>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
The color of the shape.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
The offset amount of the shape in pixels. An offset of [code]Vector2(0, 0)[/code] will center the shape. This can be used to move the shape without changing its pivot point.
</member>
<member name="outline_width" type="float" setter="set_outline_width" getter="get_outline_width" default="0.0">
If greater than [code]0[/code], the shape uses an outline instead of being filled. This is the outline width of the shape in pixels. UVs are not supported on outlines.
</member>
<member name="resolution" type="int" setter="set_resolution" getter="get_resolution" default="64">
The resolution to use when the [member shape_type] is [constant SHAPE_CIRCLE] or [constant SHAPE_CAPSULE]. This value determines the number of points in the shape. Higher values look smoother but may negatively affect performance.
</member>
<member name="shape_type" type="int" setter="set_shape_type" getter="get_shape_type" enum="VisualShape2D.ShapeType" default="0">
The type of shape to draw.
</member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(128, 128)">
The size of the shape in pixels.
</member>
</members>
<constants>
<constant name="SHAPE_RECTANGLE" value="0" enum="ShapeType">
A square or rectangle shape.
</constant>
<constant name="SHAPE_CIRCLE" value="1" enum="ShapeType">
A circle or regular polygon shape. When [member resolution] is high, this approximates a circle. This can also be an oval if the [member size] is non-uniform.
</constant>
<constant name="SHAPE_EQUILATERAL_TRIANGLE" value="2" enum="ShapeType">
An equilateral triangle shape, pointing up.
</constant>
<constant name="SHAPE_RIGHT_TRIANGLE" value="3" enum="ShapeType">
A right triangle shape, with its right angle placed on the node's bottom-left corner.
</constant>
<constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
A vertical or horizontal capsule shape. The number of points is determined by the [member resolution], rounded up to the next even number, plus two.
</constant>
</constants>
</class>
1 change: 1 addition & 0 deletions editor/icons/VisualShape2D.svg
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296 changes: 296 additions & 0 deletions editor/plugins/visual_shape_2d_editor_plugin.cpp
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/**************************************************************************/
/* visual_shape_2d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/

#include "visual_shape_2d_editor_plugin.h"

#include "canvas_item_editor_plugin.h"
#include "core/math/geometry_2d.h"
#include "editor/editor_node.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_toaster.h"
#include "editor/scene_tree_dock.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/2d/visual_shape_2d.h"
#include "scene/gui/menu_button.h"
#include "scene/resources/2d/capsule_shape_2d.h"
#include "scene/resources/2d/circle_shape_2d.h"
#include "scene/resources/2d/convex_polygon_shape_2d.h"
#include "scene/resources/2d/rectangle_shape_2d.h"

void VisualShape2DEditor::edit(VisualShape2D *p_visual_shape_2d) {
visual_shape_2d = p_visual_shape_2d;
}

void VisualShape2DEditor::_menu_option(int p_option) {
if (!visual_shape_2d) {
return;
}

if ((p_option == MENU_OPTION_CONVERT_TO_MESH_2D || p_option == MENU_OPTION_CONVERT_TO_POLYGON_2D) && visual_shape_2d != get_tree()->get_edited_scene_root() && visual_shape_2d->get_owner() != get_tree()->get_edited_scene_root()) {
EditorToaster::get_singleton()->popup_str(TTR("Can't convert a VisualShape from a foreign scene."), EditorToaster::SEVERITY_ERROR);
return;
}

switch (p_option) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
_convert_to_mesh_2d_node();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
_convert_to_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_COLLISION_SHAPE_2D: {
_create_collision_shape_2d_node();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
_create_light_occluder_2d_node();
} break;
}
}

void VisualShape2DEditor::_convert_to_mesh_2d_node() {
PackedVector2Array points = visual_shape_2d->get_points();
if (points.size() < 3) {
EditorToaster::get_singleton()->popup_str(TTR("Invalid geometry, can't replace by mesh."), EditorToaster::SEVERITY_ERROR);
return;
}

Vector<int> poly = Geometry2D::triangulate_polygon(points);

Ref<ArrayMesh> mesh;
mesh.instantiate();

Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = points;
a[Mesh::ARRAY_TEX_UV] = visual_shape_2d->get_uvs();
a[Mesh::ARRAY_INDEX] = poly;

mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);

MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
mesh_instance->set_mesh(mesh);

EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Convert to MeshInstance2D"), UndoRedo::MERGE_DISABLE, visual_shape_2d);
SceneTreeDock::get_singleton()->replace_node(visual_shape_2d, mesh_instance);
ur->commit_action(false);
}

void VisualShape2DEditor::_convert_to_polygon_2d_node() {
PackedVector2Array points = visual_shape_2d->get_points();
if (points.is_empty()) {
EditorToaster::get_singleton()->popup_str(TTR("Invalid geometry, can't create polygon."), EditorToaster::SEVERITY_ERROR);
return;
}

int total_point_count = points.size();
Point2 offset = visual_shape_2d->get_offset();

Polygon2D *polygon_2d_instance = memnew(Polygon2D);

polygon_2d_instance->set_color(visual_shape_2d->get_color());
polygon_2d_instance->set_offset(offset);
polygon_2d_instance->set_antialiased(visual_shape_2d->is_antialiased());

PackedVector2Array vertices;
vertices.resize(total_point_count);
Vector2 *vertices_write = vertices.ptrw();

PackedInt32Array index_array;
index_array.resize(total_point_count);
int *index_write = index_array.ptrw();

for (int i = 0; i < total_point_count; i++) {
vertices_write[i] = points[i] - offset;
index_write[i] = i;
}

Array polys;
polys.push_back(index_array);

PackedVector2Array uvs = Transform2D(0, visual_shape_2d->get_size(), 0, Point2(0, 0)).xform(visual_shape_2d->get_uvs());

polygon_2d_instance->set_polygon(vertices);
polygon_2d_instance->set_uv(uvs);
polygon_2d_instance->set_polygons(polys);

EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Convert to Polygon2D"), UndoRedo::MERGE_DISABLE, visual_shape_2d);
SceneTreeDock::get_singleton()->replace_node(visual_shape_2d, polygon_2d_instance);
ur->commit_action(false);
}

void VisualShape2DEditor::_create_collision_shape_2d_node() {
CollisionShape2D *collision_shape_2d_instance = memnew(CollisionShape2D);
Size2 size = visual_shape_2d->get_size();

switch (visual_shape_2d->get_shape_type()) {
case VisualShape2D::SHAPE_RECTANGLE: {
Ref<RectangleShape2D> shape;
shape.instantiate();
shape->set_size(size);
collision_shape_2d_instance->set_shape(shape);
collision_shape_2d_instance->translate(visual_shape_2d->get_offset());
} break;
case VisualShape2D::SHAPE_CIRCLE: {
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This might need a special case for ovals. It's the only shape that doesn't get accurate collider.

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I could calculate the eccentricity and make a ConvexPolygonShape2D in some cases, but I didn't want to arbitrarily choose some threshold. I also want to have it use CircleShape2D where possible, since it is better for physics.
I can play around with thresholds and see.

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Eccentricity wasn't very helpful, for now I went with a 10% difference in size.
If it still feels off, I could instead do what MeshInstance3DEditor does and have a menu and let the user choose whether to make it a shape or a convex polygon. This would also allow for small resolution shapes (like hexagon) to have a polygon option.

float semi_major = MAX(size.x, size.y) / 2.0;
float semi_minor = MIN(size.x, size.y) / 2.0;
float difference = (semi_major - semi_minor) / semi_minor;
// If there is more than a 10% difference, treat as an oval.
if (difference > 0.1) {
// Oval.
Ref<ConvexPolygonShape2D> shape;
shape.instantiate();
shape->set_points(visual_shape_2d->get_points());
collision_shape_2d_instance->set_shape(shape);
} else {
// Circle.
Ref<CircleShape2D> shape;
shape.instantiate();
shape->set_radius(semi_major);
collision_shape_2d_instance->set_shape(shape);
collision_shape_2d_instance->translate(visual_shape_2d->get_offset());
}
} break;
case VisualShape2D::SHAPE_CAPSULE: {
Ref<CapsuleShape2D> shape;
shape.instantiate();
shape->set_radius(MIN(size.x, size.y) / 2);
shape->set_height(MAX(size.x, size.y));
collision_shape_2d_instance->set_shape(shape);
if (size.x > size.y) {
collision_shape_2d_instance->rotate(Math_PI / 2.0);
}
collision_shape_2d_instance->translate(visual_shape_2d->get_offset());
} break;
case VisualShape2D::SHAPE_EQUILATERAL_TRIANGLE:
case VisualShape2D::SHAPE_RIGHT_TRIANGLE: {
Ref<ConvexPolygonShape2D> shape;
shape.instantiate();
shape->set_points(visual_shape_2d->get_points());
collision_shape_2d_instance->set_shape(shape);
} break;
}

EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create CollisionShape2D Sibling"), UndoRedo::MERGE_DISABLE, visual_shape_2d);
ur->add_do_method(this, "_add_as_sibling_or_child", visual_shape_2d, collision_shape_2d_instance);
ur->add_do_reference(collision_shape_2d_instance);
ur->add_undo_method(visual_shape_2d != get_tree()->get_edited_scene_root() ? visual_shape_2d->get_parent() : visual_shape_2d, "remove_child", collision_shape_2d_instance);
ur->commit_action();
}

void VisualShape2DEditor::_create_light_occluder_2d_node() {
PackedVector2Array points = visual_shape_2d->get_points();
if (points.is_empty()) {
EditorToaster::get_singleton()->popup_str(TTR("Invalid geometry, can't create light occluder."), EditorToaster::SEVERITY_ERROR);
return;
}

Ref<OccluderPolygon2D> polygon;
polygon.instantiate();
polygon->set_polygon(points);

LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
light_occluder_2d_instance->set_occluder_polygon(polygon);

EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create LightOccluder2D Sibling"), UndoRedo::MERGE_DISABLE, visual_shape_2d);
ur->add_do_method(this, "_add_as_sibling_or_child", visual_shape_2d, light_occluder_2d_instance);
ur->add_do_reference(light_occluder_2d_instance);
ur->add_undo_method(visual_shape_2d != get_tree()->get_edited_scene_root() ? visual_shape_2d->get_parent() : visual_shape_2d, "remove_child", light_occluder_2d_instance);
ur->commit_action();
}

void VisualShape2DEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) {
// Can't make sibling if own node is scene root.
if (p_own_node != get_tree()->get_edited_scene_root()) {
p_own_node->get_parent()->add_child(p_new_node, true);
Object::cast_to<Node2D>(p_new_node)->set_transform(Object::cast_to<Node2D>(p_own_node)->get_transform() * Object::cast_to<Node2D>(p_new_node)->get_transform());
} else {
p_own_node->add_child(p_new_node, true);
}

p_new_node->set_owner(get_tree()->get_edited_scene_root());
}

void VisualShape2DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
options->set_button_icon(get_editor_theme_icon(SNAME("VisualShape2D")));

options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_MESH_2D, get_editor_theme_icon(SNAME("MeshInstance2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_POLYGON_2D, get_editor_theme_icon(SNAME("Polygon2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CREATE_COLLISION_SHAPE_2D, get_editor_theme_icon(SNAME("CollisionShape2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D, get_editor_theme_icon(SNAME("LightOccluder2D")));
} break;
}
}

void VisualShape2DEditor::_bind_methods() {
ClassDB::bind_method("_add_as_sibling_or_child", &VisualShape2DEditor::_add_as_sibling_or_child);
}

VisualShape2DEditor::VisualShape2DEditor() {
options = memnew(MenuButton);

CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);

options->set_text(TTR("VisualShape2D"));

options->get_popup()->add_item(TTR("Convert to MeshInstance2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
options->get_popup()->add_item(TTR("Create CollisionShape2D Sibling"), MENU_OPTION_CREATE_COLLISION_SHAPE_2D);
options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
options->set_switch_on_hover(true);

options->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &VisualShape2DEditor::_menu_option));
}

void VisualShape2DEditorPlugin::edit(Object *p_object) {
visual_shape_editor->edit(Object::cast_to<VisualShape2D>(p_object));
}

bool VisualShape2DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("VisualShape2D");
}

void VisualShape2DEditorPlugin::make_visible(bool p_visible) {
visual_shape_editor->options->set_visible(p_visible);
}

VisualShape2DEditorPlugin::VisualShape2DEditorPlugin() {
visual_shape_editor = memnew(VisualShape2DEditor);
EditorNode::get_singleton()->get_gui_base()->add_child(visual_shape_editor);
make_visible(false);
}
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