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#include "asset.h"
bool
Asset::persist(Persistence::PersistenceStore & store)
{
return STORE_MEMBER(id) && STORE_MEMBER(name)
&& STORE_NAME_HELPER("mesh", meshes, Persistence::Appender<FactoryMesh::Collection>);
}
Asset::MeshConstruct::MeshConstruct(Mesh::Ptr & m) :
Persistence::SelectionPtrBase<FactoryMesh::Ptr> {fmesh}, out {m} { }
void
Asset::MeshConstruct::endObject(Persistence::Stack & stk)
{
out = fmesh->createMesh();
Persistence::SelectionPtrBase<FactoryMesh::Ptr>::endObject(stk);
}
Asset::MeshArrayConstruct::MeshArrayConstruct(std::span<Mesh::Ptr> m) :
Persistence::SelectionPtrBase<FactoryMesh::Ptr> {fmesh}, out {m}
{
}
void
Asset::MeshArrayConstruct::endObject(Persistence::Stack & stk)
{
for (auto & outMesh : out) {
if (!outMesh) {
outMesh = fmesh->createMesh();
break;
}
}
Persistence::SelectionPtrBase<FactoryMesh::Ptr>::endObject(stk);
}
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