mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
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/*************************************************************************/
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/* multimesh_instance.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "multimesh_instance.h"
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#include "scene/resources/mesh/multimesh.h"
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void MultiMeshInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_multimesh", "multimesh"), &MultiMeshInstance::set_multimesh);
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ClassDB::bind_method(D_METHOD("get_multimesh"), &MultiMeshInstance::get_multimesh);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multimesh", PROPERTY_HINT_RESOURCE_TYPE, "MultiMesh"), "set_multimesh", "get_multimesh");
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}
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void MultiMeshInstance::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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_refresh_interpolated();
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}
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}
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void MultiMeshInstance::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
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multimesh = p_multimesh;
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if (multimesh.is_valid()) {
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set_base(multimesh->get_rid());
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_refresh_interpolated();
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} else {
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set_base(RID());
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}
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}
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void MultiMeshInstance::_refresh_interpolated() {
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if (is_inside_tree() && multimesh.is_valid()) {
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bool interpolated = is_physics_interpolated_and_enabled();
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multimesh->set_physics_interpolated(interpolated);
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}
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}
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Ref<MultiMesh> MultiMeshInstance::get_multimesh() const {
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return multimesh;
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}
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PoolVector<Face3> MultiMeshInstance::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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AABB MultiMeshInstance::get_aabb() const {
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if (multimesh.is_null()) {
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return AABB();
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} else {
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return multimesh->get_aabb();
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}
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}
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void MultiMeshInstance::_physics_interpolated_changed() {
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VisualInstance::_physics_interpolated_changed();
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_refresh_interpolated();
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}
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MultiMeshInstance::MultiMeshInstance() {
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}
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MultiMeshInstance::~MultiMeshInstance() {
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}
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