1/**************************************************************************/
2/* multimesh_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: */
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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 */
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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 "multimesh_instance_2d.h"
32
33#include "scene/scene_string_names.h"
34
35void MultiMeshInstance2D::_notification(int p_what) {
36 switch (p_what) {
37 case NOTIFICATION_DRAW: {
38 if (multimesh.is_valid()) {
39 draw_multimesh(multimesh, texture);
40 }
41 } break;
42 }
43}
44
45void MultiMeshInstance2D::_bind_methods() {
46 ClassDB::bind_method(D_METHOD("set_multimesh", "multimesh"), &MultiMeshInstance2D::set_multimesh);
47 ClassDB::bind_method(D_METHOD("get_multimesh"), &MultiMeshInstance2D::get_multimesh);
48
49 ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MultiMeshInstance2D::set_texture);
50 ClassDB::bind_method(D_METHOD("get_texture"), &MultiMeshInstance2D::get_texture);
51
52 ADD_SIGNAL(MethodInfo("texture_changed"));
53
54 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multimesh", PROPERTY_HINT_RESOURCE_TYPE, "MultiMesh"), "set_multimesh", "get_multimesh");
55 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
56}
57
58void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
59 // Cleanup previous connection if any.
60 if (multimesh.is_valid()) {
61 multimesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
62 }
63 multimesh = p_multimesh;
64
65 // Connect to the multimesh so the AABB can update when instance transforms are changed.
66 if (multimesh.is_valid()) {
67 multimesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
68 }
69 queue_redraw();
70}
71
72Ref<MultiMesh> MultiMeshInstance2D::get_multimesh() const {
73 return multimesh;
74}
75
76void MultiMeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
77 if (p_texture == texture) {
78 return;
79 }
80 texture = p_texture;
81 queue_redraw();
82 emit_signal(SceneStringNames::get_singleton()->texture_changed);
83}
84
85Ref<Texture2D> MultiMeshInstance2D::get_texture() const {
86 return texture;
87}
88
89#ifdef TOOLS_ENABLED
90Rect2 MultiMeshInstance2D::_edit_get_rect() const {
91 if (multimesh.is_valid()) {
92 AABB aabb = multimesh->get_aabb();
93 return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
94 }
95
96 return Node2D::_edit_get_rect();
97}
98#endif
99
100MultiMeshInstance2D::MultiMeshInstance2D() {
101}
102
103MultiMeshInstance2D::~MultiMeshInstance2D() {
104}
105