119 lines
5.0 KiB
C++
119 lines
5.0 KiB
C++
/*************************************************************************/
|
|
/* multimesh_instance_2d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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 "core/core_string_names.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);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &MultiMeshInstance2D::set_normal_map);
|
|
ClassDB::bind_method(D_METHOD("get_normal_map"), &MultiMeshInstance2D::get_normal_map);
|
|
|
|
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");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
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(SceneStringNames::get_singleton()->texture_changed);
|
|
}
|
|
|
|
Ref<Texture2D> MultiMeshInstance2D::get_texture() const {
|
|
return texture;
|
|
}
|
|
|
|
void MultiMeshInstance2D::set_normal_map(const Ref<Texture2D> &p_texture) {
|
|
normal_map = p_texture;
|
|
queue_redraw();
|
|
}
|
|
|
|
Ref<Texture2D> MultiMeshInstance2D::get_normal_map() const {
|
|
return normal_map;
|
|
}
|
|
|
|
#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() {
|
|
}
|