Rect2 Sprite3D::get_item_rect() const { if (texture.is_null()) return Rect2(0,0,1,1); //if (texture.is_null()) // return CanvasItem::get_item_rect(); Size2i s; if (region) { s=region_rect.size; } else { s = texture->get_size(); s=s/Point2(hframes,vframes); } Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; if (s==Size2(0,0)) s=Size2(1,1); return Rect2(ofs,s); }
Rect2 AnimatedSprite3D::get_item_rect() const { if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) { return Rect2(0,0,1,1); } Ref<Texture> t = frames->get_frame(animation,frame); if (t.is_null()) return Rect2(0,0,1,1); Size2i s = t->get_size(); Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; if (s==Size2(0,0)) s=Size2(1,1); return Rect2(ofs,s); }
void AnimatedSprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) { return; } Ref<Texture> texture = frames->get_frame(animation,frame); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x==0 || tsize.y==0) return; Size2i s=tsize; Rect2i src_rect; src_rect.size=s; Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; Rect2i dst_rect(ofs,s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect)) return; if (final_rect.size.x==0 || final_rect.size.y==0) return; Color color=_get_color_accum(); color.a*=get_opacity(); float pixel_size=get_pixel_size(); Vector2 vertices[4]={ (final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size, (final_rect.pos+final_rect.size) * pixel_size, (final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size, final_rect.pos * pixel_size, }; Vector2 uvs[4]={ final_src_rect.pos / tsize, (final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize, (final_src_rect.pos+final_src_rect.size) / tsize, (final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize, }; if (is_flipped_h()) { SWAP(uvs[0],uvs[1]); SWAP(uvs[2],uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0],uvs[3]); SWAP(uvs[1],uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis]=1.0; RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate,mat); VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis!=Vector3::AXIS_Z) { SWAP(x_axis,y_axis); for(int i=0;i<4;i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis==Vector3::AXIS_Y) { vertices[i].y = - vertices[i].y; } else if (axis==Vector3::AXIS_X) { vertices[i].x = - vertices[i].x; } } } AABB aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][0]; vtx[y_axis]=vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }
void Sprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x==0 || tsize.y==0) return; Size2i s; Rect2i src_rect; if (region) { s=region_rect.size; src_rect=region_rect; } else { s = texture->get_size(); s=s/Size2i(hframes,vframes); src_rect.size=s; src_rect.pos.x+=(frame%hframes)*s.x; src_rect.pos.y+=(frame/hframes)*s.y; } Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; Rect2i dst_rect(ofs,s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect)) return; if (final_rect.size.x==0 || final_rect.size.y==0) return; Color color=_get_color_accum(); color.a*=get_opacity(); float pixel_size=get_pixel_size(); Vector2 vertices[4]={ (final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size, (final_rect.pos+final_rect.size) * pixel_size, (final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size, final_rect.pos * pixel_size, }; Vector2 uvs[4]={ final_src_rect.pos / tsize, (final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize, (final_src_rect.pos+final_src_rect.size) / tsize, (final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize, }; if (is_flipped_h()) { SWAP(uvs[0],uvs[1]); SWAP(uvs[2],uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0],uvs[3]); SWAP(uvs[1],uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis]=1.0; RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate,mat); VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); AABB aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][x_axis]; vtx[y_axis]=vertices[i][y_axis]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }
void Sprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x == 0 || tsize.y == 0) return; Size2i s; Rect2i src_rect; if (region) { s = region_rect.size; src_rect = region_rect; } else { s = texture->get_size(); s = s / Size2i(hframes, vframes); src_rect.size = s; src_rect.position.x += (frame % hframes) * s.x; src_rect.position.y += (frame / hframes) * s.y; } Point2i ofs = get_offset(); if (is_centered()) ofs -= s / 2; Rect2i dst_rect(ofs, s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect)) return; if (final_rect.size.x == 0 || final_rect.size.y == 0) return; Color color = _get_color_accum(); color.a *= get_opacity(); float pixel_size = get_pixel_size(); Vector2 vertices[4] = { (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size, (final_rect.position + final_rect.size) * pixel_size, (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size, final_rect.position * pixel_size, }; Vector2 src_tsize = tsize; // Properly setup UVs for impostor textures (AtlasTexture). Ref<AtlasTexture> atlas_tex = texture; if (atlas_tex != NULL) { src_tsize[0] = atlas_tex->get_atlas()->get_width(); src_tsize[1] = atlas_tex->get_atlas()->get_height(); } Vector2 uvs[4] = { final_src_rect.position / src_tsize, (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize, (final_src_rect.position + final_src_rect.size) / src_tsize, (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize, }; if (is_flipped_h()) { SWAP(uvs[0], uvs[1]); SWAP(uvs[2], uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0], uvs[3]); SWAP(uvs[1], uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis] = 1.0; RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate, mat); VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis != Vector3::AXIS_Z) { SWAP(x_axis, y_axis); for (int i = 0; i < 4; i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis == Vector3::AXIS_Y) { vertices[i].y = -vertices[i].y; } else if (axis == Vector3::AXIS_X) { vertices[i].x = -vertices[i].x; } } } AABB aabb; for (int i = 0; i < 4; i++) { VS::get_singleton()->immediate_normal(immediate, normal); VS::get_singleton()->immediate_color(immediate, color); VS::get_singleton()->immediate_uv(immediate, uvs[i]); Vector3 vtx; vtx[x_axis] = vertices[i][0]; vtx[y_axis] = vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate, vtx); if (i == 0) { aabb.position = vtx; aabb.size = Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }