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More Polygon2D shapes/tools for prototyping? #7042

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Nodragem opened this issue Nov 5, 2016 · 15 comments
Closed

More Polygon2D shapes/tools for prototyping? #7042

Nodragem opened this issue Nov 5, 2016 · 15 comments

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@Nodragem
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Nodragem commented Nov 5, 2016

Hello,

Making some prototyping with Godot engine, I believe that it would be nice if we could:

  • make easily regular shapes with Polygon2D (e.g. circle, rectangle, ...),
  • import the polygon defined in Polygon2D in CollisionPolygon2D through the GUI,
  • add some tools, such as extrusion, to make complex shape more easily,
  • allow shapes with hole (e.g. rings)

It does not need to be a fully fledged vectorial editor, but I think a bit some more tools/shapes could help prototyping.

@bojidar-bg
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First point is duplicate of #6750.

@eon-s
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eon-s commented Nov 5, 2016

Second point is possible now in the inspector with copy-paste polygon array resource.

There was another request for polygon tools for unions and other operations, extrude could be related to that.

@bojidar-bg
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@eon-s Said request is #6740 (but it is only about unions, so no merging into it I guess)

@blurymind
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blurymind commented Nov 9, 2016

This is somewhat related:
#6477

I personally use the builtin sprite editor in other game engines. Even a basic one can make prototyping much nicer than it currently is atm

The nice thing about godot being able to create placeholder sprites (image files), is that they can then easily be replaced by being overwritten by professional ones- without need to reroute resource paths in code and messing about reimporting and setting things.

Having a very basic builtin/integrated sprite editor- that can create and edit image resources- would eliminate a lot of these issues

@eon-s
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eon-s commented May 18, 2017

Now that 3 will have primitive meshes, maybe some polygon presets can be added for 2D too?
Like a polygon based circle and ellipse (these 2 cover many shapes depending of the vertex amount).

@ghost
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ghost commented Apr 8, 2018

First of all thank you for your report and sorry for the delay.

We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to.

We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us.
Could you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about it here?

For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors.

Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed.

Thanks in advance.

Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it.

@eon-s
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eon-s commented Apr 8, 2018

This PR #16483 may solve the issue, but still need to be seen if it will be merged or something else similar will be done.

@Nodragem
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ok, so PR #16483 would only solve the first point, right?

Concerning point 2, @eon-s, can you tell me what are the steps to follow to do it? I just tried 3.0.2 and could not figure it out.

Thanks.

@eon-s
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eon-s commented Apr 12, 2018

@Nodragem 1 and 3 may be solved by the CSG tools if implemented.

The second, if you use the inspector to copy and paste parameters, the array values can be easily copied and pasted to another.
copy_params

@Zireael07
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I believe copy/paste params copies all params, not just the ones you might want...

@eon-s
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eon-s commented Apr 12, 2018

In the case of arrays, it only copy values.

I would like that option to be "section specific" to copy only a small set of properties.

@Zireael07
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(+1 to section specific, I mean)

@nobuyukinyuu
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CSG for 2d polygon shapes (pathfinding) would be really nice to have. NavigationPolygons can be concave and compound, but CollisionPolygons don't seem to have this feature, which would be useful to define levels that are mostly "collision" areas save for what lies inside a polygon.

@akien-mga
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See also #22275.

@akien-mga
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Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.

The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.

If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!

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