Made mesh animating/skinning constant

Since it doesn't change any of the mesh proprieties


Former-commit-id: 47eb21f234570d6ffe3af542029f2086744944b0
This commit is contained in:
Lynix 2012-11-23 21:16:14 +01:00
parent 9cec8c3a4b
commit 20be46e866
6 changed files with 13 additions and 12 deletions

View File

@ -33,7 +33,7 @@ class NAZARA_API NzKeyframeMesh final : public NzSubMesh
bool GetVertex(NzMeshVertex* dest, unsigned int frameIndex, unsigned int vertexIndex, bool queryUV = true) const;
const NzVertexBuffer* GetVertexBuffer() const override;
void Interpolate(unsigned int frameA, unsigned int frameB, float interpolation);
void Interpolate(unsigned int frameA, unsigned int frameB, float interpolation) const;
bool IsAnimated() const override;
bool IsValid();
@ -47,7 +47,7 @@ class NAZARA_API NzKeyframeMesh final : public NzSubMesh
void Unlock() const;
private:
void InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation);
void InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation) const;
NzKeyframeMeshImpl* m_impl = nullptr;
};

View File

@ -52,7 +52,7 @@ class NAZARA_API NzMesh : public NzResource, NzResourceListener
bool AddSubMesh(NzSubMesh* subMesh);
bool AddSubMesh(const NzString& identifier, NzSubMesh* subMesh);
void Animate(unsigned int frameA, unsigned int frameB, float interpolation);
void Animate(unsigned int frameA, unsigned int frameB, float interpolation) const;
bool CreateKeyframe();
bool CreateSkeletal(unsigned int jointCount);
@ -95,7 +95,8 @@ class NAZARA_API NzMesh : public NzResource, NzResourceListener
void RemoveSubMesh(unsigned int index);
bool SetAnimation(const NzAnimation* animation);
void Skin(const NzSkeleton* skeleton);
void Skin(const NzSkeleton* skeleton) const;
static const NzVertexDeclaration* GetDeclaration();

View File

@ -50,8 +50,8 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
bool IsAnimated() const final;
bool IsValid() const;
void Skin();
void Skin(const NzSkeleton* skeleton);
void Skin() const;
void Skin(const NzSkeleton* skeleton) const;
void SetIndexBuffer(const NzIndexBuffer* indexBuffer);

View File

@ -222,7 +222,7 @@ const NzVertexBuffer* NzKeyframeMesh::GetVertexBuffer() const
return m_impl->vertexBuffer;
}
void NzKeyframeMesh::Interpolate(unsigned int frameA, unsigned int frameB, float interpolation)
void NzKeyframeMesh::Interpolate(unsigned int frameA, unsigned int frameB, float interpolation) const
{
#if NAZARA_UTILITY_SAFE
if (!m_parent->HasAnimation())
@ -419,7 +419,7 @@ void NzKeyframeMesh::Unlock() const
}
}
void NzKeyframeMesh::InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation)
void NzKeyframeMesh::InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation) const
{
#ifdef NAZARA_DEBUG
if (!m_impl)

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@ -170,7 +170,7 @@ bool NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
return true;
}
void NzMesh::Animate(unsigned int frameA, unsigned int frameB, float interpolation)
void NzMesh::Animate(unsigned int frameA, unsigned int frameB, float interpolation) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
@ -805,7 +805,7 @@ bool NzMesh::SetAnimation(const NzAnimation* animation)
return true;
}
void NzMesh::Skin(const NzSkeleton* skeleton)
void NzMesh::Skin(const NzSkeleton* skeleton) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)

View File

@ -221,7 +221,7 @@ bool NzSkeletalMesh::IsValid() const
return m_impl != nullptr;
}
void NzSkeletalMesh::Skin()
void NzSkeletalMesh::Skin() const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
@ -234,7 +234,7 @@ void NzSkeletalMesh::Skin()
Skin(m_parent->GetSkeleton());
}
void NzSkeletalMesh::Skin(const NzSkeleton* skeleton)
void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)