Added 2 new variants of Mesh:attachAttribute (resolves issue #1233). Thanks xenthral!

- Added Mesh:attachAttribute(name, mesh, nameInMesh) which retargets the attribute name in the specified Mesh (3rd argument) to a new name for this mesh (1st argument).
- Added Mesh:attachAttribute(name) which detaches any attached attributes from other meshes for that attribute name.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-11-25 22:51:31 -04:00
parent 050ca413be
commit 2c28eef74a
3 changed files with 30 additions and 13 deletions
+21 -10
View File
@@ -309,9 +309,26 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
return it->second.enabled;
}
void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname)
{
if (mesh != this)
AttachedAttribute oldattrib = {};
auto it = attachedAttributes.find(name);
if (it != attachedAttributes.end())
oldattrib = it->second;
if (mesh == nullptr)
{
if (it != attachedAttributes.end() && oldattrib.mesh != this)
{
oldattrib.mesh->release();
attachedAttributes.erase(it);
if (getAttributeIndex(name) != -1)
attachAttribute(name, this, name);
return;
}
}
else if (mesh != this)
{
for (const auto &it : mesh->attachedAttributes)
{
@@ -322,19 +339,13 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
}
}
AttachedAttribute oldattrib = {};
AttachedAttribute newattrib = {};
auto it = attachedAttributes.find(name);
if (it != attachedAttributes.end())
oldattrib = it->second;
newattrib.mesh = mesh;
newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
newattrib.index = mesh->getAttributeIndex(name);
newattrib.index = mesh->getAttributeIndex(attachname);
if (newattrib.index < 0)
throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", name.c_str());
throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
if (newattrib.mesh != this)
newattrib.mesh->retain();