mesh_instance_2d.cpp 4.1 KB

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  1. /**************************************************************************/
  2. /* mesh_instance_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "mesh_instance_2d.h"
  31. void MeshInstance2D::_notification(int p_what) {
  32. switch (p_what) {
  33. case NOTIFICATION_DRAW: {
  34. if (mesh.is_valid()) {
  35. draw_mesh(mesh, texture);
  36. }
  37. } break;
  38. }
  39. }
  40. void MeshInstance2D::_bind_methods() {
  41. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance2D::set_mesh);
  42. ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance2D::get_mesh);
  43. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MeshInstance2D::set_texture);
  44. ClassDB::bind_method(D_METHOD("get_texture"), &MeshInstance2D::get_texture);
  45. ADD_SIGNAL(MethodInfo("texture_changed"));
  46. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  47. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  48. }
  49. void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
  50. if (mesh == p_mesh) {
  51. return;
  52. }
  53. if (mesh.is_valid()) {
  54. mesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
  55. }
  56. mesh = p_mesh;
  57. if (mesh.is_valid()) {
  58. mesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
  59. }
  60. queue_redraw();
  61. }
  62. Ref<Mesh> MeshInstance2D::get_mesh() const {
  63. return mesh;
  64. }
  65. void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
  66. if (p_texture == texture) {
  67. return;
  68. }
  69. texture = p_texture;
  70. queue_redraw();
  71. emit_signal(SceneStringName(texture_changed));
  72. }
  73. Ref<Texture2D> MeshInstance2D::get_texture() const {
  74. return texture;
  75. }
  76. #ifdef DEBUG_ENABLED
  77. Rect2 MeshInstance2D::_edit_get_rect() const {
  78. if (mesh.is_valid()) {
  79. AABB aabb = mesh->get_aabb();
  80. return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
  81. }
  82. return Node2D::_edit_get_rect();
  83. }
  84. bool MeshInstance2D::_edit_use_rect() const {
  85. return mesh.is_valid();
  86. }
  87. #endif // DEBUG_ENABLED
  88. MeshInstance2D::MeshInstance2D() {
  89. }