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Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
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@@ -395,6 +395,45 @@ public:
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H.resize(k);
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return H;
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}
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static Vector<Point2i> bresenham_line(const Point2i &p_start, const Point2i &p_end) {
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Vector<Point2i> points;
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Vector2i delta = (p_end - p_start).abs() * 2;
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Vector2i step = (p_end - p_start).sign();
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Vector2i current = p_start;
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if (delta.x > delta.y) {
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int err = delta.x / 2;
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for (; current.x != p_end.x; current.x += step.x) {
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points.push_back(current);
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err -= delta.y;
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if (err < 0) {
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current.y += step.y;
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err += delta.x;
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}
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}
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} else {
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int err = delta.y / 2;
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for (; current.y != p_end.y; current.y += step.y) {
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points.push_back(current);
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err -= delta.x;
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if (err < 0) {
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current.x += step.x;
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err += delta.y;
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}
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}
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}
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points.push_back(current);
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return points;
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}
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static Vector<Vector<Vector2>> decompose_polygon_in_convex(Vector<Point2> polygon);
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static void make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size);
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