Queue redraw when MultiMesh instance transform changes
Fixes: #66849 This is a 4.0 version of #54899.
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@ -30,6 +30,7 @@
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#include "multimesh_instance_2d.h"
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#include "multimesh_instance_2d.h"
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#include "core/core_string_names.h"
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#include "scene/scene_string_names.h"
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#include "scene/scene_string_names.h"
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void MultiMeshInstance2D::_notification(int p_what) {
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void MultiMeshInstance2D::_notification(int p_what) {
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@ -60,7 +61,16 @@ void MultiMeshInstance2D::_bind_methods() {
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}
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}
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void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
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void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
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// Cleanup previous connection if any.
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if (multimesh.is_valid()) {
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multimesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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multimesh = p_multimesh;
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multimesh = p_multimesh;
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// Connect to the multimesh so the AABB can update when instance transforms are changed.
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if (multimesh.is_valid()) {
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multimesh->connect(CoreStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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queue_redraw();
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queue_redraw();
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}
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}
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@ -242,6 +242,7 @@ void MultiMesh::set_instance_transform(int p_instance, const Transform3D &p_tran
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void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) {
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void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) {
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RenderingServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
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RenderingServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
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emit_changed();
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}
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}
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Transform3D MultiMesh::get_instance_transform(int p_instance) const {
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Transform3D MultiMesh::get_instance_transform(int p_instance) const {
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