forked from Mirrors/openclonk
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
/*
|
|
* OpenClonk, http://www.openclonk.org
|
|
*
|
|
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
|
|
*
|
|
* Distributed under the terms of the ISC license; see accompanying file
|
|
* "COPYING" for details.
|
|
*
|
|
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
|
|
* See accompanying file "TRADEMARK" for details.
|
|
*
|
|
* To redistribute this file separately, substitute the full license texts
|
|
* for the above references.
|
|
*/
|
|
|
|
#ifndef INC_StdMeshUpdate
|
|
#define INC_StdMeshUpdate
|
|
|
|
// This is a helper class to fix pointers after an update of StdMeshMaterials.
|
|
// To update one or more materials, remove them from the MaterialManager with
|
|
// erase(), then add new materials, then run Update() on all StdMeshes.
|
|
// Afterwards, run Update on all StdMeshInstances.
|
|
// If Cancel() is called before any Update() call then the Update() calls
|
|
// will reset all materials to what they have been before they were removed
|
|
// from the material manager.
|
|
class StdMeshMaterialUpdate
|
|
{
|
|
friend class StdMeshMatManager; // calls Add() for each removed material
|
|
public:
|
|
StdMeshMaterialUpdate(StdMeshMatManager& manager);
|
|
|
|
void Update(StdMesh* mesh) const;
|
|
void Update(StdMeshInstance* instance) const; // note this is NOT recursive
|
|
|
|
void Cancel() const;
|
|
|
|
private:
|
|
void Add(const StdMeshMaterial* material);
|
|
|
|
StdMeshMatManager& MaterialManager;
|
|
std::map<const StdMeshMaterial*, StdMeshMaterial> Materials;
|
|
};
|
|
|
|
// This is a helper class to update the underlying StdMesh of certain mesh
|
|
// instances. It updated the StdMeshInstance::Mesh pointer, and tries to
|
|
// preserve attached meshes, however might not be able to do so in which case
|
|
// attached meshes are removed.
|
|
class StdMeshUpdate
|
|
{
|
|
public:
|
|
StdMeshUpdate(const StdMesh& old_mesh);
|
|
|
|
// Not recursive for attached meshes
|
|
void Update(StdMeshInstance* instance, const StdMesh& new_mesh) const;
|
|
|
|
const StdMesh& GetOldMesh() const { return *OldMesh; }
|
|
|
|
private:
|
|
bool UpdateAnimationNode(StdMeshInstance* instance, StdMeshInstanceAnimationNode* node) const;
|
|
|
|
const StdMesh* OldMesh;
|
|
|
|
std::vector<StdCopyStrBuf> BoneNamesByIndex;
|
|
};
|
|
|
|
// This is a helper class to update the animation state of all mesh instances
|
|
// after a definition reload. It tries to keep the animation state by
|
|
// animation name and removes animations if that is not possible.
|
|
class StdMeshAnimationUpdate
|
|
{
|
|
public:
|
|
StdMeshAnimationUpdate(const StdMeshSkeletonLoader& skeleton_loader);
|
|
|
|
// Note that this is not recursive for attached meshes, and that the
|
|
// pointer to the StdMesh object must already have been fixed with
|
|
// a call to StdMeshUpdate::Update().
|
|
void Update(StdMeshInstance* instance) const;
|
|
|
|
private:
|
|
bool UpdateAnimationNode(StdMeshInstance* instance, StdMeshInstanceAnimationNode* node) const;
|
|
|
|
std::map<const StdMeshAnimation*, StdCopyStrBuf> AnimationNames;
|
|
};
|
|
|
|
#endif
|