Kadang-kadang terjadi bahwa mesin hanya membatasi aliran ide yang tidak pernah berakhir. Jadi, dulu saya ingin menggambar dari mana saja, apa saja dan dimana saja. Inilah yang akan dibahas.
Untuk memulainya, bayangkan tugas yang sepele: dengan mengklik mouse, Anda perlu menggambar beberapa primitif yang ditentukan pengguna, misalnya, dengan menekan tombol. Kedengarannya sederhana, tapi dengan Godot bisa jadi pusing.
, : Godot _draw
CanvasItem
, .. , , , _process
. , , _draw
, . . , ? ? ? .
β «» . Godot β , - , . godot API , β VisualServer
. ( ) Godot. , , VisualServer
.
CanvasItem
- , , ? , . RID
(Resource ID), World2D
. CanvasItem
get_canvas_item()
, , _draw
. , , :
: Controller
Drawer
.
"" , . Controller
:
extends Node2D
onready var drawer = $"../Drawer"
var counter = 0
func custom_draw_line(start, goal, color, width=1.0, antialising=false):
VisualServer.canvas_item_add_line(drawer.get_canvas_item(), start, goal, color, width, antialising)
func _process(delta):
if Input.is_action_just_pressed("mouse_left"):
counter += 2
custom_draw_line(Vector2(100, 100)+Vector2(counter, counter), Vector2(300, 150)+Vector2(counter, counter), Color.green)
custom_draw_line(...)
, VisualServer
canvas_item_add_line(...)
, Drawer
. , Controller
, , , .
void CanvasItem::_update_callback() {
if (!is_inside_tree()) {
pending_update = false;
return;
}
RenderingServer::get_singleton()->canvas_item_clear(get_canvas_item());
//todo updating = true - only allow drawing here
if (is_visible_in_tree()) { //todo optimize this!!
if (first_draw) {
notification(NOTIFICATION_VISIBILITY_CHANGED);
first_draw = false;
}
drawing = true;
current_item_drawn = this;
notification(NOTIFICATION_DRAW);
emit_signal(SceneStringNames::get_singleton()->draw);
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_draw);
}
current_item_drawn = nullptr;
drawing = false;
}
//todo updating = false
pending_update = false; // don't change to false until finished drawing (avoid recursive update)
}
7:
RenderingServer::get_singleton()->canvas_item_clear(get_canvas_item())
, . , .. , . , Drawer
. VisualServer.canvas_item_create()
, , , , World2D.canvas
( "" ) .. Drawer
, . VisualServer
VisualServer.canvas_item_set_parent(item, parent)
. : , . , , . :VisualServer.canvas_item_clear(surface)
. :
extends Node2D
onready var drawer = $"../Drawer"
var counter = 0
var surface
func _ready():
surface = VisualServer.canvas_item_create()
VisualServer.canvas_item_set_parent(surface, drawer.get_canvas_item())
func custom_draw_line(start, goal, color, width=1.0, antialising=false):
VisualServer.canvas_item_add_line(surface, start, goal, color, width, antialising)
func _process(delta):
if Input.is_action_just_pressed("mouse_left"):
counter += 2
custom_draw_line(Vector2(100, 100)+Vector2(counter, counter), Vector2(300, 150)+Vector2(counter, counter), Color.green)
elif Input.is_action_just_pressed("mouse_right"):
VisualServer.canvas_item_clear(surface)
counter = 0
, . , Drawer
, .
, , . , CanvasItem
, CanvasItem
( ):
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width);
}
4, VisualServer
, , .
? , .. - , . , Resource
, . , , .
, , . , " ". , , ( ), , " ", .
, .. .
, , . , , _draw
CanvasItem
. , 3D , , , .
. : , Godot . , !