Utility: First code cleaning pass
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@@ -53,15 +53,15 @@ namespace Nz
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const MD5MeshParser::Joint* joints = parser.GetJoints();
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const MD5MeshParser::Mesh* meshes = parser.GetMeshes();
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std::size_t jointCount = parser.GetJointCount();
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std::size_t meshCount = parser.GetMeshCount();
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UInt32 jointCount = parser.GetJointCount();
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UInt32 meshCount = parser.GetMeshCount();
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if (parameters.animated)
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{
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mesh->CreateSkeletal(jointCount);
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Skeleton* skeleton = mesh->GetSkeleton();
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for (std::size_t i = 0; i < jointCount; ++i)
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for (UInt32 i = 0; i < jointCount; ++i)
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{
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Joint* joint = skeleton->GetJoint(i);
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@@ -82,7 +82,7 @@ namespace Nz
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}
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mesh->SetMaterialCount(meshCount);
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for (std::size_t i = 0; i < meshCount; ++i)
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for (UInt32 i = 0; i < meshCount; ++i)
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{
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const MD5MeshParser::Mesh& md5Mesh = meshes[i];
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@@ -100,7 +100,7 @@ namespace Nz
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// Le format définit un set de triangles nous permettant de retrouver facilement les indices
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// Cependant les sommets des triangles ne sont pas spécifiés dans le même ordre que ceux du moteur
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// (On parle ici de winding)
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unsigned int index = 0;
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UInt32 index = 0;
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for (const MD5MeshParser::Triangle& triangle : md5Mesh.triangles)
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{
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// On les respécifie dans le bon ordre (inversion du winding)
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@@ -227,7 +227,7 @@ namespace Nz
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}
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mesh->SetMaterialCount(meshCount);
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for (std::size_t i = 0; i < meshCount; ++i)
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for (UInt32 i = 0; i < meshCount; ++i)
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{
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const MD5MeshParser::Mesh& md5Mesh = meshes[i];
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std::size_t indexCount = md5Mesh.triangles.size()*3;
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