1 | /**************************************************************************/ |
2 | /* mesh_instance_2d.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
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27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "mesh_instance_2d.h" |
32 | |
33 | #include "scene/scene_string_names.h" |
34 | |
35 | void MeshInstance2D::_notification(int p_what) { |
36 | switch (p_what) { |
37 | case NOTIFICATION_DRAW: { |
38 | if (mesh.is_valid()) { |
39 | draw_mesh(mesh, texture); |
40 | } |
41 | } break; |
42 | } |
43 | } |
44 | |
45 | void MeshInstance2D::_bind_methods() { |
46 | ClassDB::bind_method(D_METHOD("set_mesh" , "mesh" ), &MeshInstance2D::set_mesh); |
47 | ClassDB::bind_method(D_METHOD("get_mesh" ), &MeshInstance2D::get_mesh); |
48 | |
49 | ClassDB::bind_method(D_METHOD("set_texture" , "texture" ), &MeshInstance2D::set_texture); |
50 | ClassDB::bind_method(D_METHOD("get_texture" ), &MeshInstance2D::get_texture); |
51 | |
52 | ADD_SIGNAL(MethodInfo("texture_changed" )); |
53 | |
54 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh" , PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), "set_mesh" , "get_mesh" ); |
55 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture" , PROPERTY_HINT_RESOURCE_TYPE, "Texture2D" ), "set_texture" , "get_texture" ); |
56 | } |
57 | |
58 | void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) { |
59 | mesh = p_mesh; |
60 | queue_redraw(); |
61 | } |
62 | |
63 | Ref<Mesh> MeshInstance2D::get_mesh() const { |
64 | return mesh; |
65 | } |
66 | |
67 | void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) { |
68 | if (p_texture == texture) { |
69 | return; |
70 | } |
71 | texture = p_texture; |
72 | queue_redraw(); |
73 | emit_signal(SceneStringNames::get_singleton()->texture_changed); |
74 | } |
75 | |
76 | Ref<Texture2D> MeshInstance2D::get_texture() const { |
77 | return texture; |
78 | } |
79 | |
80 | #ifdef TOOLS_ENABLED |
81 | Rect2 MeshInstance2D::_edit_get_rect() const { |
82 | if (mesh.is_valid()) { |
83 | AABB aabb = mesh->get_aabb(); |
84 | return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); |
85 | } |
86 | |
87 | return Node2D::_edit_get_rect(); |
88 | } |
89 | |
90 | bool MeshInstance2D::_edit_use_rect() const { |
91 | return mesh.is_valid(); |
92 | } |
93 | #endif |
94 | |
95 | MeshInstance2D::MeshInstance2D() { |
96 | } |
97 | |