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Primitive meshes are special in that they aren't created until calling one of their methods which cause it to actually create the mesh resources. If this is not done early enough, a changed signal can be triggered from an unexpected thread resulting in a threading warning. This follows the pattern of mesh_instance_3d which also does this before connecting to the change signal. Future cleanup could provide a better means to populate the meshes.
111 lines
4.2 KiB
C++
111 lines
4.2 KiB
C++
/**************************************************************************/
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/* mesh_instance_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "mesh_instance_2d.h"
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void MeshInstance2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_DRAW: {
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if (mesh.is_valid()) {
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draw_mesh(mesh, texture);
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}
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} break;
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}
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}
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void MeshInstance2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance2D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance2D::get_mesh);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MeshInstance2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &MeshInstance2D::get_texture);
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ADD_SIGNAL(MethodInfo("texture_changed"));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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}
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void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh) {
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return;
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}
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if (mesh.is_valid()) {
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mesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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mesh = p_mesh;
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if (mesh.is_valid()) {
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// If mesh is a PrimitiveMesh, calling get_rid on it can trigger a changed callback
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// so do this before connecting to the change signal.
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mesh->get_rid();
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mesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
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}
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queue_redraw();
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}
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Ref<Mesh> MeshInstance2D::get_mesh() const {
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return mesh;
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}
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void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
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if (p_texture == texture) {
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return;
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}
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texture = p_texture;
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queue_redraw();
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emit_signal(SceneStringName(texture_changed));
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}
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Ref<Texture2D> MeshInstance2D::get_texture() const {
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return texture;
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}
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#ifdef DEBUG_ENABLED
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Rect2 MeshInstance2D::_edit_get_rect() const {
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if (mesh.is_valid()) {
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AABB aabb = mesh->get_aabb();
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return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
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}
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return Node2D::_edit_get_rect();
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}
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bool MeshInstance2D::_edit_use_rect() const {
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return mesh.is_valid();
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}
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#endif // DEBUG_ENABLED
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MeshInstance2D::MeshInstance2D() {
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}
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