extends SelectionTool var _last_position := Vector2.INF var _draw_points := [] func draw_start(position: Vector2) -> void: .draw_start(position) if !_move: _draw_points.append(position) _last_position = position func draw_move(position: Vector2) -> void: if selection_node.arrow_key_move: return .draw_move(position) if !_move: append_gap(_last_position, position) _last_position = position _draw_points.append(position) _offset = position func draw_end(position: Vector2) -> void: if selection_node.arrow_key_move: return if !_move: _draw_points.append(position) .draw_end(position) func draw_preview() -> void: if _last_position != Vector2.INF and !_move: var canvas: Node2D = Global.canvas.previews var position := canvas.position var scale := canvas.scale if Global.mirror_view: position.x = position.x + Global.current_project.size.x scale.x = -1 canvas.draw_set_transform(position, canvas.rotation, scale) var indicator := _fill_bitmap_with_points(_draw_points, Global.current_project.size) for line in _create_polylines(indicator): canvas.draw_polyline(PoolVector2Array(line), Color.black) # Handle mirroring if Tools.horizontal_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(_draw_points, true, false), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) if Tools.vertical_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(_draw_points, true, true), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) if Tools.vertical_mirror: for line in _create_polylines( _fill_bitmap_with_points( mirror_array(_draw_points, false, true), Global.current_project.size ) ): canvas.draw_polyline(PoolVector2Array(line), Color.black) canvas.draw_set_transform(canvas.position, canvas.rotation, canvas.scale) func apply_selection(_position) -> void: .apply_selection(_position) var project: Project = Global.current_project var cleared := false if !_add and !_subtract and !_intersect: cleared = true Global.canvas.selection.clear_selection() if _draw_points.size() > 3: var selection_map_copy := SelectionMap.new() selection_map_copy.copy_from(project.selection_map) if _intersect: selection_map_copy.clear() lasso_selection(selection_map_copy, _draw_points) # Handle mirroring if Tools.horizontal_mirror: lasso_selection(selection_map_copy, mirror_array(_draw_points, true, false)) if Tools.vertical_mirror: lasso_selection(selection_map_copy, mirror_array(_draw_points, true, true)) if Tools.vertical_mirror: lasso_selection(selection_map_copy, mirror_array(_draw_points, false, true)) project.selection_map = selection_map_copy Global.canvas.selection.big_bounding_rectangle = project.selection_map.get_used_rect() else: if !cleared: Global.canvas.selection.clear_selection() Global.canvas.selection.commit_undo("Select", undo_data) _draw_points.clear() _last_position = Vector2.INF func lasso_selection(selection_map: SelectionMap, points: PoolVector2Array) -> void: var project: Project = Global.current_project var size := selection_map.get_size() for point in points: if point.x < 0 or point.y < 0 or point.x >= size.x or point.y >= size.y: continue if _intersect: if project.selection_map.is_pixel_selected(point): selection_map.select_pixel(point, true) else: selection_map.select_pixel(point, !_subtract) var v := Vector2() var image_size: Vector2 = project.size for x in image_size.x: v.x = x for y in image_size.y: v.y = y if Geometry.is_point_in_polygon(v, points): if _intersect: if project.selection_map.is_pixel_selected(v): selection_map.select_pixel(v, true) else: selection_map.select_pixel(v, !_subtract) # Bresenham's Algorithm # Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency func append_gap(start: Vector2, end: Vector2) -> void: var dx := int(abs(end.x - start.x)) var dy := int(-abs(end.y - start.y)) var err := dx + dy var e2 := err << 1 var sx = 1 if start.x < end.x else -1 var sy = 1 if start.y < end.y else -1 var x = start.x var y = start.y while !(x == end.x && y == end.y): e2 = err << 1 if e2 >= dy: err += dy x += sx if e2 <= dx: err += dx y += sy _draw_points.append(Vector2(x, y)) func mirror_array(array: Array, h: bool, v: bool) -> Array: var new_array := [] var project: Project = Global.current_project for point in array: if h and v: new_array.append( Vector2(project.x_symmetry_point - point.x, project.y_symmetry_point - point.y) ) elif h: new_array.append(Vector2(project.x_symmetry_point - point.x, point.y)) elif v: new_array.append(Vector2(point.x, project.y_symmetry_point - point.y)) return new_array