Fixed mesh animating modifying template skeleton

Former-commit-id: d70bd2ed7c8a38f879641a4b22be4876f6825edb
This commit is contained in:
Lynix 2012-12-09 01:45:34 +01:00
parent b652bada13
commit 37d6b71036
4 changed files with 19 additions and 5 deletions

View File

@ -36,6 +36,7 @@ class NAZARA_API NzModel : public NzSceneNode
unsigned int GetSkinCount() const;
const NzMesh* GetMesh() const;
nzSceneNodeType GetSceneNodeType() const override;
NzSkeleton* GetSkeleton();
const NzSkeleton* GetSkeleton() const;
bool HasAnimation() const;

View File

@ -48,7 +48,7 @@ class NAZARA_API NzMesh : public NzResource, NzResourceListener
bool AddSubMesh(NzSubMesh* subMesh);
bool AddSubMesh(const NzString& identifier, NzSubMesh* subMesh);
void Animate(const NzAnimation* animation, unsigned int frameA, unsigned int frameB, float interpolation) const;
void Animate(const NzAnimation* animation, unsigned int frameA, unsigned int frameB, float interpolation, NzSkeleton* skeleton) const;
bool CreateKeyframe();
bool CreateSkeletal(unsigned int jointCount);

View File

@ -112,6 +112,11 @@ nzSceneNodeType NzModel::GetSceneNodeType() const
return nzSceneNodeType_Model;
}
NzSkeleton* NzModel::GetSkeleton()
{
return &m_skeleton;
}
const NzSkeleton* NzModel::GetSkeleton() const
{
return &m_skeleton;
@ -419,5 +424,5 @@ void NzModel::Update(float elapsedTime)
}
}
m_mesh->Animate(m_animation, m_currentFrame, m_nextFrame, m_interpolation);
m_mesh->Animate(m_animation, m_currentFrame, m_nextFrame, m_interpolation, &m_skeleton);
}

View File

@ -128,7 +128,7 @@ bool NzMesh::AddSubMesh(const NzString& identifier, NzSubMesh* subMesh)
return true;
}
void NzMesh::Animate(const NzAnimation* animation, unsigned int frameA, unsigned int frameB, float interpolation) const
void NzMesh::Animate(const NzAnimation* animation, unsigned int frameA, unsigned int frameB, float interpolation, NzSkeleton* skeleton) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
@ -182,11 +182,19 @@ void NzMesh::Animate(const NzAnimation* animation, unsigned int frameA, unsigned
break;
case nzAnimationType_Skeletal:
animation->AnimateSkeleton(&m_impl->skeleton, frameA, frameB, interpolation);
#if NAZARA_UTILITY_SAFE
if (!skeleton)
{
NazaraError("Skeleton must be valid for skeletal animation");
return;
}
#endif
animation->AnimateSkeleton(skeleton, frameA, frameB, interpolation);
for (NzSubMesh* subMesh : m_impl->subMeshes)
{
NzSkeletalMesh* skeletalMesh = static_cast<NzSkeletalMesh*>(subMesh);
skeletalMesh->Skin(&m_impl->skeleton);
skeletalMesh->Skin(skeleton);
}
break;