godot/scene/2d/mesh_instance_2d.cpp

77 lines
2 KiB
C++

#include "mesh_instance_2d.h"
void MeshInstance2D::_notification(int p_what) {
if (p_what == NOTIFICATION_DRAW) {
if (mesh.is_valid()) {
draw_mesh(mesh, texture, normal_map, RID());
}
}
}
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_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
}
void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
mesh = p_mesh;
update();
}
Ref<Mesh> MeshInstance2D::get_mesh() const {
return mesh;
}
void MeshInstance2D::set_texture(const Ref<Texture> &p_texture) {
if (p_texture == texture)
return;
texture = p_texture;
update();
emit_signal("texture_changed");
_change_notify("texture");
}
void MeshInstance2D::set_normal_map(const Ref<Texture> &p_texture) {
normal_map = p_texture;
update();
}
Ref<Texture> MeshInstance2D::get_normal_map() const {
return normal_map;
}
Ref<Texture> MeshInstance2D::get_texture() const {
return texture;
}
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();
}
MeshInstance2D::MeshInstance2D() {
}