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; 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) for (const auto &it : mesh->attachedAttributes)
{ {
@@ -322,19 +339,13 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
} }
} }
AttachedAttribute oldattrib = {};
AttachedAttribute newattrib = {}; AttachedAttribute newattrib = {};
auto it = attachedAttributes.find(name);
if (it != attachedAttributes.end())
oldattrib = it->second;
newattrib.mesh = mesh; newattrib.mesh = mesh;
newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true; newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
newattrib.index = mesh->getAttributeIndex(name); newattrib.index = mesh->getAttributeIndex(attachname);
if (newattrib.index < 0) 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) if (newattrib.mesh != this)
newattrib.mesh->retain(); newattrib.mesh->retain();
+1 -1
View File
@@ -138,7 +138,7 @@ public:
* Attaches a vertex attribute from another Mesh to this one. The attribute * Attaches a vertex attribute from another Mesh to this one. The attribute
* will be used when drawing this Mesh. * will be used when drawing this Mesh.
**/ **/
void attachAttribute(const std::string &name, Mesh *mesh); void attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname);
void *mapVertexData(); void *mapVertexData();
void unmapVertexData(size_t modifiedoffset = 0, size_t modifiedsize = -1); void unmapVertexData(size_t modifiedoffset = 0, size_t modifiedsize = -1);
+8 -2
View File
@@ -337,8 +337,14 @@ int w_Mesh_attachAttribute(lua_State *L)
{ {
Mesh *t = luax_checkmesh(L, 1); Mesh *t = luax_checkmesh(L, 1);
const char *name = luaL_checkstring(L, 2); const char *name = luaL_checkstring(L, 2);
Mesh *mesh = luax_checkmesh(L, 3); const char *attachname = name;
luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh); }); Mesh *mesh = nullptr;
if (lua_isnoneornil(L, 3))
{
mesh = luax_checkmesh(L, 3);
attachname = luaL_optstring(L, 4, attachname);
}
luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh, attachname); });
return 0; return 0;
} }