tool extends Reference class_name SS2D_Quad enum ORIENTATION { COLINEAR = 0, CCW, CW } enum CORNER { NONE = 0, OUTER, INNER } var pt_a: Vector2 var pt_b: Vector2 var pt_c: Vector2 var pt_d: Vector2 var texture: Texture = null var texture_normal: Texture = null var color: Color = Color(1.0, 1.0, 1.0, 1.0) var flip_texture: bool = false # Deprecated, should remove control_point_index var control_point_index: int var fit_texture = SS2D_Material_Edge.FITMODE.SQUISH_AND_STRETCH # Contains value from CORNER enum var corner: int = 0 # EXISTS FOR LEGACY REASONS, THIS PROPERTY IS DEPRECATED var width_factor: float = 1.0 func _to_string() -> String: return "[Quad] A:%s B:%s C:%s D:%s | Corner: %s" % [pt_a, pt_b, pt_c, pt_d, corner] func matches_quad(q: SS2D_Quad) -> bool: if ( texture == q.texture and texture_normal == q.texture_normal and color == q.color and flip_texture == q.flip_texture and fit_texture == q.fit_texture ): return true return false func duplicate() -> SS2D_Quad: var q = __new() q.pt_a = pt_a q.pt_b = pt_b q.pt_c = pt_c q.pt_d = pt_d q.texture = texture q.texture_normal = texture_normal q.color = color q.flip_texture = flip_texture q.width_factor = width_factor q.control_point_index = control_point_index q.corner = corner return q func _init( a: Vector2 = Vector2.ZERO, b: Vector2 = Vector2.ZERO, c: Vector2 = Vector2.ZERO, d: Vector2 = Vector2.ZERO, t: Texture = null, tn: Texture = null, f: bool = false ): pt_a = a pt_b = b pt_c = c pt_d = d texture = t texture_normal = tn flip_texture = f func get_rotation() -> float: return SS2D_NormalRange.get_angle_from_vector(pt_c - pt_a) """ Given three colinear points p, q, r, the function checks if point q lies on line segment 'pr' """ func on_segment(p: Vector2, q: Vector2, r: Vector2) -> bool: if ( (q.x <= max(p.x, r.x)) and (q.x >= min(p.x, r.x)) and (q.y <= max(p.y, r.y)) and (q.y >= min(p.y, r.y)) ): return true return false """ Returns CCW, CW, or colinear see https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/ """ func get_orientation(a: Vector2, b: Vector2, c: Vector2) -> int: var val = (float(b.y - a.y) * (c.x - b.x)) - (float(b.x - a.x) * (c.y - b.y)) if val > 0: return ORIENTATION.CW elif val < 0: return ORIENTATION.CCW return ORIENTATION.COLINEAR """ Return true if line segments p1q1 and p2q2 intersect """ func edges_intersect(p1: Vector2, q1: Vector2, p2: Vector2, q2: Vector2) -> bool: var o1 = get_orientation(p1, q1, p2) var o2 = get_orientation(p1, q1, q2) var o3 = get_orientation(p2, q2, p1) var o4 = get_orientation(p2, q2, q1) # General case if (o1 != o2) and (o3 != o4): return true # Special Cases # p1 , q1 and p2 are colinear and p2 lies on segment p1q1 if (o1 == 0) and on_segment(p1, p2, q1): return true # p1 , q1 and q2 are colinear and q2 lies on segment p1q1 if (o2 == 0) and on_segment(p1, q2, q1): return true # p2 , q2 and p1 are colinear and p1 lies on segment p2q2 if (o3 == 0) and on_segment(p2, p1, q2): return true # p2 , q2 and q1 are colinear and q1 lies on segment p2q2 if (o4 == 0) and on_segment(p2, q1, q2): return true return false func self_intersects() -> bool: return edges_intersect(pt_a, pt_d, pt_b, pt_c) or edges_intersect(pt_a, pt_b, pt_d, pt_c) func render_lines(ci: CanvasItem): ci.draw_line(pt_a, pt_b, color) ci.draw_line(pt_b, pt_c, color) ci.draw_line(pt_c, pt_d, color) ci.draw_line(pt_d, pt_a, color) func render_points(rad: float, intensity: float, ci: CanvasItem): ci.draw_circle(pt_a, rad, Color(intensity, 0, 0)) ci.draw_circle(pt_b, rad, Color(0, 0, intensity)) ci.draw_circle(pt_c, rad, Color(0, intensity, 0)) ci.draw_circle(pt_d, rad, Color(intensity, 0, intensity)) # Workaround (class cannot reference itself) func __new(): return get_script().new() func get_height_average() -> float: return (get_height_left() + get_height_right()) / 2.0 func get_height_left() -> float: return pt_a.distance_to(pt_b) func get_height_right() -> float: return pt_d.distance_to(pt_c) # Returns the difference in height between the left and right sides func get_height_difference() -> float: return get_height_left() - get_height_right() func get_length_average() -> float: return (get_length_top() + get_length_bottom()) / 2.0 func get_length_top() -> float: return pt_d.distance_to(pt_a) func get_length_bottom() -> float: return pt_c.distance_to(pt_b)