SubMeshs are now valid even when not animated
Former-commit-id: 5bd6289d30f4f6ffa1fcaf8d946aa9aba9cf7131
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@@ -73,6 +73,7 @@ bool NzMesh::AddSubMesh(NzSubMesh* subMesh)
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#endif
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subMesh->AddResourceListener(this, m_impl->subMeshes.size());
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subMesh->Finish();
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m_impl->aabb.SetNull(); // On invalide l'AABB
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m_impl->subMeshes.push_back(subMesh);
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@@ -118,6 +119,7 @@ bool NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
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int index = m_impl->subMeshes.size();
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subMesh->AddResourceListener(this, index);
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subMesh->Finish();
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m_impl->aabb.SetNull(); // On invalide l'AABB
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m_impl->subMeshes.push_back(subMesh);
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@@ -76,6 +76,19 @@ void NzSkeletalMesh::Destroy()
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}
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}
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void NzSkeletalMesh::Finish()
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{
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#if NAZARA_UTILITY_SAFE
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if (!m_impl)
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{
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NazaraError("Skeletal mesh not created");
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return;
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}
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#endif
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Skin();
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}
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const NzAxisAlignedBox& NzSkeletalMesh::GetAABB() const
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{
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#if NAZARA_UTILITY_SAFE
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@@ -53,6 +53,12 @@ void NzStaticMesh::Destroy()
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}
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}
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void NzStaticMesh::Finish()
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{
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// La seule chose à faire ici est de calculer l'AABB
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GenerateAABB();
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}
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bool NzStaticMesh::GenerateAABB()
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{
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if (!m_aabb.IsNull())
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