Queue redraw when MultiMesh instance transform changes

Fixes: #66849

This is a 4.0 version of #54899.
This commit is contained in:
bmolyneaux 2022-12-15 17:01:17 -08:00
parent f18f2740da
commit 1e3a861e1a
2 changed files with 11 additions and 0 deletions

View File

@ -30,6 +30,7 @@
#include "multimesh_instance_2d.h"
#include "core/core_string_names.h"
#include "scene/scene_string_names.h"
void MultiMeshInstance2D::_notification(int p_what) {
@ -60,7 +61,16 @@ void MultiMeshInstance2D::_bind_methods() {
}
void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
// Cleanup previous connection if any.
if (multimesh.is_valid()) {
multimesh->disconnect(CoreStringNames::get_singleton()->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(CoreStringNames::get_singleton()->changed, callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
queue_redraw();
}

View File

@ -242,6 +242,7 @@ void MultiMesh::set_instance_transform(int p_instance, const Transform3D &p_tran
void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) {
RenderingServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform);
emit_changed();
}
Transform3D MultiMesh::get_instance_transform(int p_instance) const {