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 */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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
35void 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
45void 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
58void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
59 mesh = p_mesh;
60 queue_redraw();
61}
62
63Ref<Mesh> MeshInstance2D::get_mesh() const {
64 return mesh;
65}
66
67void 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
76Ref<Texture2D> MeshInstance2D::get_texture() const {
77 return texture;
78}
79
80#ifdef TOOLS_ENABLED
81Rect2 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
90bool MeshInstance2D::_edit_use_rect() const {
91 return mesh.is_valid();
92}
93#endif
94
95MeshInstance2D::MeshInstance2D() {
96}
97