Added a property for the mesh transform. Maybe later I'll make a ui that helps setting it up as isometric.

This commit is contained in:
Relintai 2022-02-23 15:24:19 +01:00
parent 35c0e33df2
commit 94341db45e
2 changed files with 18 additions and 1 deletions

View File

@ -48,6 +48,16 @@ void TiledWall2D::set_heigth(const int value) {
generate_mesh();
}
Transform2D TiledWall2D::get_mesh_transform() const {
return _mesh_transform;
}
void TiledWall2D::set_mesh_transform(const Transform2D &value) {
_mesh_transform = value;
clear_mesh();
generate_mesh();
}
Ref<TiledWall2DData> TiledWall2D::get_data() {
return _data;
}
@ -314,6 +324,10 @@ void TiledWall2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_data", "value"), &TiledWall2D::set_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "TiledWall2DData"), "set_data", "get_data");
ClassDB::bind_method(D_METHOD("get_mesh_transform"), &TiledWall2D::get_mesh_transform);
ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &TiledWall2D::set_mesh_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
//ADD_GROUP("Collision", "collision_");
//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
//ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");

View File

@ -54,6 +54,9 @@ public:
Rect2 get_rect() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
Transform2D get_mesh_transform() const;
void set_mesh_transform(const Transform2D &value);
#ifdef TOOLS_ENABLED
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
@ -92,7 +95,7 @@ private:
Array _mesh_array;
Transform2D _mesh_transform;
#ifdef TOOLS_ENABLED
Vector<Point2> _editor_selection_points;
#endif