Documentation for module: Graphics
Former-commit-id: 1757c33318443aade1dc38e16d053240d7dc885c
This commit is contained in:
@@ -14,6 +14,17 @@
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namespace Nz
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{
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/*!
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* \ingroup graphics
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* \class Nz::SkeletalModel
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* \brief Graphics class that represents a model with a skeleton
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*/
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/*!
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* \brief Checks whether the parameters for the skeletal mesh are correct
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* \return true If parameters are valid
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*/
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bool SkeletalModelParameters::IsValid() const
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{
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if (!ModelParameters::IsValid())
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@@ -25,12 +36,23 @@ namespace Nz
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return true;
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}
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/*!
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* \brief Constructs a SkeletalModel object by default
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*/
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SkeletalModel::SkeletalModel() :
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m_currentSequence(nullptr),
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m_animationEnabled(true)
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{
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}
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/*!
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* \brief Adds the skeletal mesh to the rendering queue
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*
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* \param renderQueue Queue to be added
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* \param instanceData Data for the instance
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*/
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void SkeletalModel::AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const
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{
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if (!m_mesh)
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@@ -51,6 +73,14 @@ namespace Nz
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}
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}
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/*!
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* \brief Updates the animation of the mesh
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*
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* \param elapsedTime Delta time between two frames
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE defined if there is no animation
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*/
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void SkeletalModel::AdvanceAnimation(float elapsedTime)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -67,7 +97,7 @@ namespace Nz
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m_interpolation -= 1.f;
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unsigned lastFrame = m_currentSequence->firstFrame + m_currentSequence->frameCount - 1;
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if (m_nextFrame+1 > lastFrame)
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if (m_nextFrame + 1 > lastFrame)
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{
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if (m_animation->IsLoopPointInterpolationEnabled())
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{
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@@ -77,7 +107,7 @@ namespace Nz
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else
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{
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m_currentFrame = m_currentSequence->firstFrame;
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m_nextFrame = m_currentFrame+1;
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m_nextFrame = m_currentFrame + 1;
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}
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}
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else
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@@ -92,26 +122,52 @@ namespace Nz
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InvalidateBoundingVolume();
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}
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/*!
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* \brief Clones this skeletal model
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* \return Pointer to newly allocated SkeletalModel
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*/
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SkeletalModel* SkeletalModel::Clone() const
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{
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return new SkeletalModel(*this);
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}
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/*!
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* \brief Creates a default skeletal model
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* \return Pointer to newly allocated SkeletalModel
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*/
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SkeletalModel* SkeletalModel::Create() const
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{
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return new SkeletalModel;
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}
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/*!
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* \brief Enables the animation of the model
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*
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* \param animation Should the model be animated
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*/
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void SkeletalModel::EnableAnimation(bool animation)
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{
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m_animationEnabled = animation;
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}
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/*!
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* \brief Gets the animation of the model
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* \return Pointer to the animation
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*/
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Animation* SkeletalModel::GetAnimation() const
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{
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return m_animation;
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}
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/*!
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* \brief Gets the skeleton of the model
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* \return Pointer to the skeleton
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*/
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Skeleton* SkeletalModel::GetSkeleton()
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{
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InvalidateBoundingVolume();
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@@ -119,41 +175,96 @@ namespace Nz
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return &m_skeleton;
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}
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/*!
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* \brief Gets the skeleton of the model
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* \return Constant pointer to the skeleton
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*/
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const Skeleton* SkeletalModel::GetSkeleton() const
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{
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return &m_skeleton;
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}
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/*!
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* \brief Checks whether the skeleton has an animation
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* \return true If it is the case
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*
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* \see IsAnimated, IsAnimationEnabled
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*/
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bool SkeletalModel::HasAnimation() const
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{
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return m_animation != nullptr;
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}
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/*!
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* \brief Checks whether the skeleton is animated
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* \return true
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*
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* \see HasAnimation, IsAnimationEnabled
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*/
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bool SkeletalModel::IsAnimated() const
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{
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return true;
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}
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/*!
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* \brief Checks whether the skeleton is currently animated
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* \return true If it is the case
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*
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* \see HasAnimation, IsAnimated
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*/
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bool SkeletalModel::IsAnimationEnabled() const
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{
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return m_animationEnabled;
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}
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/*!
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* \brief Loads the skeleton model from file
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* \return true if loading is successful
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*
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* \param filePath Path to the file
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* \param params Parameters for the skeleton model
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*/
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bool SkeletalModel::LoadFromFile(const String& filePath, const SkeletalModelParameters& params)
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{
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return SkeletalModelLoader::LoadFromFile(this, filePath, params);
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}
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/*!
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* \brief Loads the skeleton model from memory
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* \return true if loading is successful
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*
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* \param data Raw memory
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* \param size Size of the memory
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* \param params Parameters for the skeleton model
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*/
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bool SkeletalModel::LoadFromMemory(const void* data, std::size_t size, const SkeletalModelParameters& params)
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{
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return SkeletalModelLoader::LoadFromMemory(this, data, size, params);
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}
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/*!
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* \brief Loads the skeleton model from stream
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* \return true if loading is successful
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*
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* \param stream Stream to the skeleton model
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* \param params Parameters for the skeleton model
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*/
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bool SkeletalModel::LoadFromStream(Stream& stream, const SkeletalModelParameters& params)
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{
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return SkeletalModelLoader::LoadFromStream(this, stream, params);
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}
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/*!
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* \brief Resets the model
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*/
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void SkeletalModel::Reset()
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{
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Model::Reset();
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@@ -161,6 +272,16 @@ namespace Nz
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m_skeleton.Destroy();
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}
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/*!
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* \brief Sets the animation for the model
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* \return true If successful
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*
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* \param animation Animation for the model
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no mesh
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if animation is invalid
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*/
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bool SkeletalModel::SetAnimation(Animation* animation)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -204,6 +325,14 @@ namespace Nz
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return true;
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}
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/*!
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* \brief Sets the mesh for the model
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*
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* \param mesh Mesh for the model
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no mesh or if invalid
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*/
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void SkeletalModel::SetMesh(Mesh* mesh)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -224,13 +353,23 @@ namespace Nz
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SetAnimation(nullptr);
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}
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m_skeleton = *m_mesh->GetSkeleton(); // Copie du squelette template
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m_skeleton = *m_mesh->GetSkeleton(); // Copy of skeleton template
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}
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}
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/*!
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* \brief Sets the sequence for the model
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* \return true If successful
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*
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* \param sequenceName Name for the sequence animation
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no animation
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if sequence name does not exist for the current animation
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*/
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bool SkeletalModel::SetSequence(const String& sequenceName)
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{
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///TODO: Rendre cette erreur "safe" avec le nouveau système de gestions d'erreur (No-log)
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///TODO: Make this error "safe" with the new system of error handling (No-log)
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#if NAZARA_GRAPHICS_SAFE
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if (!m_animation)
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{
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@@ -240,11 +379,13 @@ namespace Nz
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#endif
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const Sequence* currentSequence = m_animation->GetSequence(sequenceName);
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#if NAZARA_GRAPHICS_SAFE
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if (!currentSequence)
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{
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NazaraError("Sequence not found");
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return false;
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}
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#endif
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m_currentSequence = currentSequence;
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m_nextFrame = m_currentSequence->firstFrame;
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@@ -252,6 +393,15 @@ namespace Nz
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return true;
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}
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/*!
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* \brief Sets the sequence for the model
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*
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* \param sequenceIndex Index for the sequence animation
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*
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if there is no animation
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* \remark Produces a NazaraError with NAZARA_GRAPHICS_SAFE if sequence name does not exist for the current animation
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*/
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void SkeletalModel::SetSequence(unsigned int sequenceIndex)
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{
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#if NAZARA_GRAPHICS_SAFE
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@@ -275,13 +425,22 @@ namespace Nz
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m_nextFrame = m_currentSequence->firstFrame;
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}
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/*
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* \brief Makes the bounding volume of this text
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*/
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void SkeletalModel::MakeBoundingVolume() const
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{
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m_boundingVolume.Set(m_skeleton.GetAABB());
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}
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/*!
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* \brief Updates the model
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*/
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void SkeletalModel::Update()
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{
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///TODO
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/*if (m_animationEnabled && m_animation)
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AdvanceAnimation(m_scene->GetUpdateTime());*/
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}
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