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46 lines
1.7 KiB
C++
46 lines
1.7 KiB
C++
#ifndef OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
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#define OPENMW_COMPONENTS_SCENEUTIL_CLONE_H
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#include <map>
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#include <osg/CopyOp>
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namespace osgParticle
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{
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class ParticleProcessor;
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class ParticleSystem;
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class ParticleSystemUpdater;
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}
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namespace SceneUtil
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{
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/// @par Defines the cloning behaviour we need:
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/// * Assigns updated ParticleSystem pointers on cloned emitters and programs.
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/// * Deep copies RigGeometry and MorphGeometry so they can animate without affecting clones.
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/// @warning Avoid using this class directly. The safety of cloning operations depends on the copy flags and the
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/// objects involved. Consider using SceneManager::cloneNode for additional safety.
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/// @warning Do not use an object of this class for more than one copy operation.
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class CopyOp : public osg::CopyOp
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{
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public:
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CopyOp();
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virtual osgParticle::ParticleSystem* operator()(const osgParticle::ParticleSystem* partsys) const;
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virtual osgParticle::ParticleProcessor* operator()(const osgParticle::ParticleProcessor* processor) const;
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osg::Node* operator()(const osg::Node* node) const override;
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osg::Drawable* operator()(const osg::Drawable* drawable) const override;
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private:
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// maps new pointers to their old pointers
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// a little messy, but I think this should be the most efficient way
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mutable std::map<osgParticle::ParticleProcessor*, const osgParticle::ParticleSystem*> mProcessorToOldPs;
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mutable std::map<osgParticle::ParticleSystemUpdater*, const osgParticle::ParticleSystem*> mUpdaterToOldPs;
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mutable std::map<const osgParticle::ParticleSystem*, osgParticle::ParticleSystem*> mOldPsToNewPs;
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};
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}
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#endif
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