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godot/scene/2d/mesh_instance_2d.cpp

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3.8 KiB
C++

/**************************************************************************/
/* mesh_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 "mesh_instance_2d.h"
#include "scene/scene_string_names.h"
void MeshInstance2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (mesh.is_valid()) {
draw_mesh(mesh, texture);
}
} break;
}
}
void MeshInstance2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance2D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance2D::get_mesh);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MeshInstance2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &MeshInstance2D::get_texture);
ADD_SIGNAL(MethodInfo("texture_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
}
void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
queue_redraw();
}
Ref<Mesh> MeshInstance2D::get_mesh() const {
return mesh;
}
void MeshInstance2D::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> MeshInstance2D::get_texture() const {
return texture;
}
#ifdef TOOLS_ENABLED
Rect2 MeshInstance2D::_edit_get_rect() const {
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
return Node2D::_edit_get_rect();
}
bool MeshInstance2D::_edit_use_rect() const {
return mesh.is_valid();
}
#endif
MeshInstance2D::MeshInstance2D() {
}