/*************************************************************************/ /* mesh_instance_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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) { if (p_what == NOTIFICATION_DRAW) { if (mesh.is_valid()) { draw_mesh(mesh, texture); } } } 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); ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &MeshInstance2D::set_normal_map); ClassDB::bind_method(D_METHOD("get_normal_map"), &MeshInstance2D::get_normal_map); 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"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map"); } void MeshInstance2D::set_mesh(const Ref &p_mesh) { mesh = p_mesh; update(); } Ref MeshInstance2D::get_mesh() const { return mesh; } void MeshInstance2D::set_texture(const Ref &p_texture) { if (p_texture == texture) { return; } texture = p_texture; update(); emit_signal(SceneStringNames::get_singleton()->texture_changed); } void MeshInstance2D::set_normal_map(const Ref &p_texture) { normal_map = p_texture; update(); } Ref MeshInstance2D::get_normal_map() const { return normal_map; } Ref 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() { }