/*************************************************************************/ /* multimesh_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "multimesh_instance.h" #include "scene/resources/mesh/multimesh.h" void MultiMeshInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("set_multimesh", "multimesh"), &MultiMeshInstance::set_multimesh); ClassDB::bind_method(D_METHOD("get_multimesh"), &MultiMeshInstance::get_multimesh); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multimesh", PROPERTY_HINT_RESOURCE_TYPE, "MultiMesh"), "set_multimesh", "get_multimesh"); } void MultiMeshInstance::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { _refresh_interpolated(); } } void MultiMeshInstance::set_multimesh(const Ref &p_multimesh) { multimesh = p_multimesh; if (multimesh.is_valid()) { set_base(multimesh->get_rid()); _refresh_interpolated(); } else { set_base(RID()); } } void MultiMeshInstance::_refresh_interpolated() { if (is_inside_tree() && multimesh.is_valid()) { bool interpolated = is_physics_interpolated_and_enabled(); multimesh->set_physics_interpolated(interpolated); } } Ref MultiMeshInstance::get_multimesh() const { return multimesh; } PoolVector MultiMeshInstance::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } AABB MultiMeshInstance::get_aabb() const { if (multimesh.is_null()) { return AABB(); } else { return multimesh->get_aabb(); } } void MultiMeshInstance::_physics_interpolated_changed() { VisualInstance::_physics_interpolated_changed(); _refresh_interpolated(); } MultiMeshInstance::MultiMeshInstance() { } MultiMeshInstance::~MultiMeshInstance() { }