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);