/**************************************************************************/ /* 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" #include "scene/scene_string_names.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 &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 MultiMeshInstance2D::get_multimesh() const { return multimesh; } void MultiMeshInstance2D::set_texture(const Ref &p_texture) { if (p_texture == texture) { return; } texture = p_texture; queue_redraw(); emit_signal(SceneStringName(texture_changed)); } Ref MultiMeshInstance2D::get_texture() const { return texture; } #ifdef TOOLS_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 MultiMeshInstance2D::MultiMeshInstance2D() { } MultiMeshInstance2D::~MultiMeshInstance2D() { }