Mod:Objects/Path
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The path object is special in a few ways; most notably, paths may be placed on the Dynamic Lighting layer to create shadows while dynamic lighting is enabled. It's also the only means to create maps without loading images.
Contents |
Path Object
Property | Default Value | Notes |
---|---|---|
_id | A unique ID for this object. Globally unique across all objects in this campaign. Read-only. | |
_type | "path" | Can be used to identify the object type or search for the object. Read-only. |
_pageid | ID of the page the object is in. Read-only. | |
_path | A JSON string describing the lines in the path. Read-only. See Path Property below for more information. | |
fill | "transparent" | Fill color. Use the string "transparent" of a hex color as a string, for example "#000000" |
stroke | "#000000" | Stroke (border) color. |
rotation | 0 | Rotation (in degrees). |
layer | "" | Current layer, one of "gmlayer", "objects", "map", or "walls". The walls layer is used for dynamic lighting, and paths on the walls layer will block light. |
stroke_width | 5 | Width of the path's line in pixels. |
width | 0 | Horizontal dimension of the path. |
height | 0 | Vertical dimension of the path. |
top | 0 | Y-coordinate for the center of the path |
left | 0 | X-coordinate for the center of the path |
scaleX | 1 | Horizontal scale factor for the path. |
scaleY | 1 | Vertical scale factor for the path. |
controlledby | "" | Comma-delimited list of player IDs who can control the path. Controlling players may delete the path. If the path was created by a player, that player is automatically included in the list. |
Most of these properties are either self-explanatory or easy to grasp. It is the _path
property, however, which is complicated and requires some further study.
Path Property
The _path
property is a JSON string, and is a read-only property of the Path object. In order to make use of the _path
property, you must use JSON.parse(myPath.get("path"))
.
Once parsed, you'll see that the _path
is an array of arrays. Depending on the type of path, the arrays will be different. There are three possible types of paths:
- Polygon: this includes open polygons, closed polygons, line segments, rectangles, and squares. Squares and rectangles are formed with the "Draw Shape" tool without holding the Alt key. All other polygons are formed with the "Polygon/Line" tool.
- Oval: this includes both ovals and circles. Both are formed with the "Draw Shape" tool while holding the Alt key.
- Freehand: formed with the "Freehand" tool.
Polygonal Paths
Square and rectangle paths are quite easy to read, as they only contain five arrays. Similarly, line segments and polygons with a few sides are not much trouble. All polygonal paths follow the same format: some number of arrays, containing three elements each. The first element of each array is a letter, and the second and third elements form a point.
Array Example | Description | |
---|---|---|
["M", 0, 0]
|
The first point in the polygon. For squares and rectangles, this is the top-left corner. For other polygons, this is the first point you clicked. | |
["L", 70, 0]
|
A point | |
... | ||
["L", 0, 70]
|
A point | |
["L", 0, 0]
|
The final point. If the path is a closed polygon (including squares and rectangles), this point will be equal to the M point. |
Oval Paths
Oval paths are a little bit more complicated. However, every oval path is the same size: five arrays, the first of which contains three elements, and the other four contain seven elements each. The first element of each is a letter, and the remaining six elements each form three points.
In all of the demonstration images above for the C arrays, the blue arrow is pointing at the midpoint of the relevant edge of the rectangle. The red and green arrows are pointing at the 1/4 or 3/4 mark of the relevant edges, as appropriate. The red and green arrows are not pointing at the circle itself.
Freehand Paths
Freehand paths take up the most space, as freehand drawings are -- essentially -- a long poly-line with very short line segments. Like polygons, freehand paths have a variable number of arrays. The first and last array in the path each have three elements: a letter and a point. The arrays between the first and the last have five elements: a letter and two points.
Array Example | Description | |
---|---|---|
["M", 0, 44]
|
The first point. | |
["Q", 0, 44, 0.5, 44]
|
Two points: the previous point in the path, and the current point in the path. | |
... | ||
["Q", 366.5, 55, 368, 54.5]
|
Two points: the previous point in the path, and the current point in the path. | |
["L", 369.5, 54]
|
The final point. |
While the freehand path is essentially a linked list of points, there are occasionally small differences (less than one pixel) between the "current point in the path" of one array and the "previous point in the path" of the next array.
Analyzing Path Values
All points in the _path
property are relative to the top-left corner of the path's bounding rectangle. So, a point of 0,0
is at the top of the path and the left of the path, but that does not necessarily mean the path is at the top-left of the map -- that's taken care of by the top
and left
properties.
If you rotate or resize a path after drawing it, the points do not change. Those changes are accounted for with the rotation
, scaleX
, and scaleY
properties.
Paths are not necessarily all clockwise or all counterclockwise; you cannot guarantee that any algorithm that cares about winding order will function as desired, not to mention the possibility of complex polygons. Squares and rectangles are clockwise, but there is nothing to distinguish a rectangle from some other arbitrary polygon.