1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
|
tool
extends Resource
class_name SS2D_Material_Edge
"""
This material represents the set of textures used for a single edge
This consists of:
- textures
- corner_textures
- taper_textures
- normals for each texture
"""
# All variations of the main edge texture
# _textures[0] is considered the "main" texture for the EdgeMaterial
#### Will be used to generate an icon representing an edge texture
export (Array, Texture) var textures: Array = [] setget _set_textures
export (Array, Texture) var texture_normals: Array = [] setget _set_texture_normals
# Textures for the final left and right quad of the edge when the angle is steep
export (Array, Texture) var textures_corner_outer: Array = [] setget _set_textures_corner_outer
export (Array, Texture) var textures_corner_inner: Array = [] setget _set_textures_corner_inner
export (Array, Texture) var texture_normals_corner_outer: Array = [] setget _set_texture_normals_corner_outer
export (Array, Texture) var texture_normals_corner_inner: Array = [] setget _set_texture_normals_corner_inner
# Textures for the final left and right quad of the edge when the angle is shallow
# Named as such because the desired look is that the texture "tapers-off"
export (Array, Texture) var textures_taper_left: Array = [] setget _set_textures_taper_left
export (Array, Texture) var textures_taper_right: Array = [] setget _set_textures_taper_right
export (Array, Texture) var texture_normals_taper_left: Array = [] setget _set_texture_normals_taper_left
export (Array, Texture) var texture_normals_taper_right: Array = [] setget _set_texture_normals_taper_right
# If corner textures should be used
export (bool) var use_corner_texture: bool = true setget _set_use_corner
# If taper textures should be used
export (bool) var use_taper_texture: bool = true setget _set_use_taper
# if set to true, then squishing can occur when texture doesn't fit nicely into total length.
enum FITMODE {SQUISH_AND_STRETCH, CROP}
export (FITMODE) var fit_mode = FITMODE.SQUISH_AND_STRETCH setget _set_fit_texture
export (Material) var material: Material = null setget _set_material
###########
# SETTERS #
###########
func _set_textures(ta: Array):
textures = ta
emit_signal("changed")
func _set_texture_normals(ta: Array):
texture_normals = ta
emit_signal("changed")
func _set_textures_corner_outer(a: Array):
textures_corner_outer = a
emit_signal("changed")
func _set_texture_normals_corner_outer(a: Array):
texture_normals_corner_outer = a
emit_signal("changed")
func _set_textures_corner_inner(a: Array):
textures_corner_inner = a
emit_signal("changed")
func _set_texture_normals_corner_inner(a: Array):
texture_normals_corner_inner = a
emit_signal("changed")
func _set_textures_taper_left(a: Array):
textures_taper_left = a
emit_signal("changed")
func _set_texture_normals_taper_left(a: Array):
texture_normals_taper_left = a
emit_signal("changed")
func _set_textures_taper_right(a: Array):
textures_taper_right = a
emit_signal("changed")
func _set_texture_normals_taper_right(a: Array):
texture_normals_taper_right = a
emit_signal("changed")
func _set_use_corner(b: bool):
use_corner_texture = b
emit_signal("changed")
func _set_use_taper(b: bool):
use_taper_texture = b
emit_signal("changed")
func _set_fit_texture(fitmode):
fit_mode = fitmode
emit_signal("changed")
func _set_material(m:Material):
material = m
emit_signal("changed")
###########
# GETTERS #
###########
func get_texture(idx: int):
return _get_element(idx, textures)
func get_texture_normal(idx: int):
return _get_element(idx, texture_normals)
func get_texture_corner_inner(idx: int):
return _get_element(idx, textures_corner_inner)
func get_texture_normal_corner_inner(idx: int):
return _get_element(idx, texture_normals_corner_inner)
func get_texture_corner_outer(idx: int):
return _get_element(idx, textures_corner_outer)
func get_texture_normal_corner_outer(idx: int):
return _get_element(idx, texture_normals_corner_outer)
func get_texture_taper_left(idx: int):
return _get_element(idx, textures_taper_left)
func get_texture_normal_taper_left(idx: int):
return _get_element(idx, texture_normals_taper_left)
func get_texture_taper_right(idx: int):
return _get_element(idx, textures_taper_right)
func get_texture_normal_taper_right(idx: int):
return _get_element(idx, texture_normals_taper_right)
#########
# USAGE #
#########
func get_icon_texture() -> Texture:
"""
Returns main texture used to visually identify this edge material
"""
if not textures.empty():
return textures[0]
return null
############
# INTERNAL #
############
func _get_element(idx: int, a: Array):
if a.empty():
return null
return a[_adjust_idx(idx, a)]
func _adjust_idx(idx: int, a: Array) -> int:
return idx % a.size()
|