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synced 2026-08-16 08:11:02 +02:00
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
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@@ -309,9 +309,26 @@ bool Mesh::isAttributeEnabled(const std::string &name) const
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return it->second.enabled;
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return it->second.enabled;
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}
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}
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
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void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname)
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{
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{
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if (mesh != this)
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AttachedAttribute oldattrib = {};
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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if (mesh == nullptr)
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{
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if (it != attachedAttributes.end() && oldattrib.mesh != this)
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{
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oldattrib.mesh->release();
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attachedAttributes.erase(it);
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if (getAttributeIndex(name) != -1)
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attachAttribute(name, this, name);
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return;
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}
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}
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else if (mesh != this)
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{
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{
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for (const auto &it : mesh->attachedAttributes)
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for (const auto &it : mesh->attachedAttributes)
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{
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{
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@@ -322,19 +339,13 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh)
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}
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}
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}
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}
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AttachedAttribute oldattrib = {};
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AttachedAttribute newattrib = {};
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AttachedAttribute newattrib = {};
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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newattrib.mesh = mesh;
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newattrib.mesh = mesh;
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newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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newattrib.index = mesh->getAttributeIndex(name);
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newattrib.index = mesh->getAttributeIndex(attachname);
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if (newattrib.index < 0)
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if (newattrib.index < 0)
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throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", name.c_str());
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throw love::Exception("The specified mesh does not have a vertex attribute named '%s'", attachname.c_str());
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if (newattrib.mesh != this)
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if (newattrib.mesh != this)
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newattrib.mesh->retain();
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newattrib.mesh->retain();
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@@ -138,7 +138,7 @@ public:
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* Attaches a vertex attribute from another Mesh to this one. The attribute
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* Attaches a vertex attribute from another Mesh to this one. The attribute
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* will be used when drawing this Mesh.
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* will be used when drawing this Mesh.
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**/
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**/
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void attachAttribute(const std::string &name, Mesh *mesh);
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void attachAttribute(const std::string &name, Mesh *mesh, const std::string &attachname);
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void *mapVertexData();
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void *mapVertexData();
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void unmapVertexData(size_t modifiedoffset = 0, size_t modifiedsize = -1);
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void unmapVertexData(size_t modifiedoffset = 0, size_t modifiedsize = -1);
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@@ -337,8 +337,14 @@ int w_Mesh_attachAttribute(lua_State *L)
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{
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{
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Mesh *t = luax_checkmesh(L, 1);
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Mesh *t = luax_checkmesh(L, 1);
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const char *name = luaL_checkstring(L, 2);
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const char *name = luaL_checkstring(L, 2);
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Mesh *mesh = luax_checkmesh(L, 3);
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const char *attachname = name;
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luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh); });
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Mesh *mesh = nullptr;
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if (lua_isnoneornil(L, 3))
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{
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mesh = luax_checkmesh(L, 3);
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attachname = luaL_optstring(L, 4, attachname);
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}
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luax_catchexcept(L, [&](){ t->attachAttribute(name, mesh, attachname); });
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return 0;
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return 0;
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}
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}
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