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- /**************************************************************************/
- /* multimesh_instance_2d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "multimesh_instance_2d.h"
- void MultiMeshInstance2D::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_DRAW: {
- if (multimesh.is_valid()) {
- draw_multimesh(multimesh, texture);
- }
- } break;
- }
- }
- void MultiMeshInstance2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_multimesh", "multimesh"), &MultiMeshInstance2D::set_multimesh);
- ClassDB::bind_method(D_METHOD("get_multimesh"), &MultiMeshInstance2D::get_multimesh);
- ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MultiMeshInstance2D::set_texture);
- ClassDB::bind_method(D_METHOD("get_texture"), &MultiMeshInstance2D::get_texture);
- ADD_SIGNAL(MethodInfo("texture_changed"));
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multimesh", PROPERTY_HINT_RESOURCE_TYPE, "MultiMesh"), "set_multimesh", "get_multimesh");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
- }
- void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
- // Cleanup previous connection if any.
- if (multimesh.is_valid()) {
- multimesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
- }
- multimesh = p_multimesh;
- // Connect to the multimesh so the AABB can update when instance transforms are changed.
- if (multimesh.is_valid()) {
- multimesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
- }
- queue_redraw();
- }
- Ref<MultiMesh> MultiMeshInstance2D::get_multimesh() const {
- return multimesh;
- }
- void MultiMeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
- if (p_texture == texture) {
- return;
- }
- texture = p_texture;
- queue_redraw();
- emit_signal(SceneStringName(texture_changed));
- }
- Ref<Texture2D> MultiMeshInstance2D::get_texture() const {
- return texture;
- }
- #ifdef DEBUG_ENABLED
- Rect2 MultiMeshInstance2D::_edit_get_rect() const {
- if (multimesh.is_valid()) {
- AABB aabb = multimesh->get_aabb();
- return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
- }
- return Node2D::_edit_get_rect();
- }
- #endif // DEBUG_ENABLED
- MultiMeshInstance2D::MultiMeshInstance2D() {
- }
- MultiMeshInstance2D::~MultiMeshInstance2D() {
- }
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