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openmw-tes3mp/components/sceneutil/clone.hpp

46 lines
1.5 KiB
C++

#ifndef OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
#define OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
#include <map>
#include <osg/CopyOp>
namespace osgParticle
{
class ParticleProcessor;
class ParticleSystem;
class ParticleSystemUpdater;
}
namespace SceneUtil
{
/// @par Defines the cloning behaviour we need:
/// * Assigns updated ParticleSystem pointers on cloned emitters and programs.
/// * Creates deep copy of StateSets if they have a DYNAMIC data variance.
/// * Deep copies RigGeometry and MorphGeometry so they can animate without affecting clones.
/// @warning Do not use an object of this class for more than one copy operation.
class CopyOp : public osg::CopyOp
{
public:
CopyOp();
virtual osgParticle::ParticleSystem* operator() (const osgParticle::ParticleSystem* partsys) const;
virtual osgParticle::ParticleProcessor* operator() (const osgParticle::ParticleProcessor* processor) const;
virtual osg::Node* operator() (const osg::Node* node) const;
virtual osg::Drawable* operator() (const osg::Drawable* drawable) const;
virtual osg::StateSet* operator() (const osg::StateSet* stateset) const;
private:
// maps new ParticleProcessor to their old ParticleSystem pointer
// a little messy, but I think this should be the most efficient way
mutable std::map<osgParticle::ParticleProcessor*, const osgParticle::ParticleSystem*> mMap;
mutable std::map<osgParticle::ParticleSystemUpdater*, const osgParticle::ParticleSystem*> mMap2;
};
}
#endif