Made mesh animating/skinning constant
Since it doesn't change any of the mesh proprieties Former-commit-id: 47eb21f234570d6ffe3af542029f2086744944b0
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@@ -222,7 +222,7 @@ const NzVertexBuffer* NzKeyframeMesh::GetVertexBuffer() const
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return m_impl->vertexBuffer;
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}
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void NzKeyframeMesh::Interpolate(unsigned int frameA, unsigned int frameB, float interpolation)
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void NzKeyframeMesh::Interpolate(unsigned int frameA, unsigned int frameB, float interpolation) const
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_parent->HasAnimation())
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@@ -419,7 +419,7 @@ void NzKeyframeMesh::Unlock() const
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}
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}
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void NzKeyframeMesh::InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation)
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void NzKeyframeMesh::InterpolateImpl(unsigned int frameA, unsigned int frameB, float interpolation) const
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{
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#ifdef NAZARA_DEBUG
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if (!m_impl)
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@@ -170,7 +170,7 @@ bool NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
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return true;
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}
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void NzMesh::Animate(unsigned int frameA, unsigned int frameB, float interpolation)
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void NzMesh::Animate(unsigned int frameA, unsigned int frameB, float interpolation) const
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_impl)
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@@ -805,7 +805,7 @@ bool NzMesh::SetAnimation(const NzAnimation* animation)
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return true;
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}
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void NzMesh::Skin(const NzSkeleton* skeleton)
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void NzMesh::Skin(const NzSkeleton* skeleton) const
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_impl)
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@@ -221,7 +221,7 @@ bool NzSkeletalMesh::IsValid() const
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return m_impl != nullptr;
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}
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void NzSkeletalMesh::Skin()
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void NzSkeletalMesh::Skin() const
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_impl)
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@@ -234,7 +234,7 @@ void NzSkeletalMesh::Skin()
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Skin(m_parent->GetSkeleton());
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}
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void NzSkeletalMesh::Skin(const NzSkeleton* skeleton)
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void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_impl)
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