SubMeshs are now valid even when not animated
Former-commit-id: 5bd6289d30f4f6ffa1fcaf8d946aa9aba9cf7131
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@@ -35,6 +35,8 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
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bool Create(NzVertexBuffer* vertexBuffer, unsigned int weightCount);
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void Destroy();
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void Finish();
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const NzAxisAlignedBox& GetAABB() const;
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nzAnimationType GetAnimationType() const final;
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void* GetBindPoseBuffer();
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@@ -20,6 +20,8 @@ class NAZARA_API NzStaticMesh final : public NzSubMesh, NzResourceListener
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bool Create(NzVertexBuffer* vertexBuffer);
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void Destroy();
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void Finish();
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bool GenerateAABB();
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const NzAxisAlignedBox& GetAABB() const override;
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@@ -25,6 +25,8 @@ class NAZARA_API NzSubMesh : public NzResource
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NzSubMesh(const NzMesh* parent);
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virtual ~NzSubMesh();
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virtual void Finish() = 0; ///DOC: Mets le mesh dans sa position d'origine et calcule son AABB
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virtual const NzAxisAlignedBox& GetAABB() const = 0;
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virtual nzAnimationType GetAnimationType() const = 0;
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virtual const NzIndexBuffer* GetIndexBuffer() const = 0;
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