SubMeshs are now valid even when not animated

Former-commit-id: 5bd6289d30f4f6ffa1fcaf8d946aa9aba9cf7131
This commit is contained in:
Lynix
2012-12-03 16:24:47 +01:00
parent 817119933c
commit 2e40ad832e
6 changed files with 27 additions and 0 deletions

View File

@@ -35,6 +35,8 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
bool Create(NzVertexBuffer* vertexBuffer, unsigned int weightCount);
void Destroy();
void Finish();
const NzAxisAlignedBox& GetAABB() const;
nzAnimationType GetAnimationType() const final;
void* GetBindPoseBuffer();

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@@ -20,6 +20,8 @@ class NAZARA_API NzStaticMesh final : public NzSubMesh, NzResourceListener
bool Create(NzVertexBuffer* vertexBuffer);
void Destroy();
void Finish();
bool GenerateAABB();
const NzAxisAlignedBox& GetAABB() const override;

View File

@@ -25,6 +25,8 @@ class NAZARA_API NzSubMesh : public NzResource
NzSubMesh(const NzMesh* parent);
virtual ~NzSubMesh();
virtual void Finish() = 0; ///DOC: Mets le mesh dans sa position d'origine et calcule son AABB
virtual const NzAxisAlignedBox& GetAABB() const = 0;
virtual nzAnimationType GetAnimationType() const = 0;
virtual const NzIndexBuffer* GetIndexBuffer() const = 0;