Moved Model::EnableDraw to SceneNode::EnableDrawing
Same goes for Model::IsDrawEnabled() => SceneNode::IsDrawingEnabled() Is Drawable is now a pure virtual method from SceneNode Former-commit-id: 217c6a21a98206ee0b283aaa216d419696a70faf
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@@ -26,7 +26,6 @@ NzModel::NzModel() :
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m_currentSequence(nullptr),
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m_animationEnabled(true),
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m_boundingVolumeUpdated(true),
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m_drawEnabled(true),
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m_matCount(0),
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m_skin(0),
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m_skinCount(1)
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@@ -40,7 +39,6 @@ m_boundingVolume(model.m_boundingVolume),
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m_currentSequence(model.m_currentSequence),
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m_animationEnabled(model.m_animationEnabled),
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m_boundingVolumeUpdated(model.m_boundingVolumeUpdated),
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m_drawEnabled(model.m_drawEnabled),
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m_interpolation(model.m_interpolation),
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m_currentFrame(model.m_currentFrame),
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m_matCount(model.m_matCount),
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@@ -116,11 +114,6 @@ void NzModel::EnableAnimation(bool animation)
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m_animationEnabled = animation;
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}
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void NzModel::EnableDraw(bool draw)
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{
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m_drawEnabled = draw;
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}
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NzAnimation* NzModel::GetAnimation() const
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{
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return m_animation;
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@@ -280,11 +273,6 @@ bool NzModel::IsDrawable() const
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return m_mesh != nullptr && m_mesh->GetSubMeshCount() >= 1;
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}
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bool NzModel::IsDrawEnabled() const
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{
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return m_drawEnabled;
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}
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bool NzModel::LoadFromFile(const NzString& filePath, const NzModelParameters& params)
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{
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return NzModelLoader::LoadFromFile(this, filePath, params);
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@@ -590,7 +578,6 @@ NzModel& NzModel::operator=(const NzModel& node)
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m_boundingVolumeUpdated = node.m_boundingVolumeUpdated;
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m_currentFrame = node.m_currentFrame;
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m_currentSequence = node.m_currentSequence;
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m_drawEnabled = node.m_drawEnabled;
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m_interpolation = node.m_interpolation;
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m_matCount = node.m_matCount;
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m_materials = node.m_materials;
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@@ -609,40 +596,31 @@ NzModel& NzModel::operator=(NzModel&& node)
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{
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NzSceneNode::operator=(node);
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// Ressources
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m_animation = std::move(node.m_animation);
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m_mesh = std::move(node.m_mesh);
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m_materials = std::move(node.m_materials);
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if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
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m_skeleton = std::move(node.m_skeleton);
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// Paramètres
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m_animationEnabled = node.m_animationEnabled;
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m_boundingVolume = node.m_boundingVolume;
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m_boundingVolumeUpdated = node.m_boundingVolumeUpdated;
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m_currentFrame = node.m_currentFrame;
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m_currentSequence = node.m_currentSequence;
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m_drawEnabled = node.m_drawEnabled;
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m_interpolation = node.m_interpolation;
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m_matCount = node.m_matCount;
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m_materials = std::move(node.m_materials);
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m_mesh = std::move(node.m_mesh);
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m_nextFrame = node.m_nextFrame;
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m_skin = node.m_skin;
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m_skinCount = node.m_skinCount;
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if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
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m_skeleton = std::move(node.m_skeleton);
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return *this;
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}
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bool NzModel::FrustumCull(const NzFrustumf& frustum)
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{
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#if NAZARA_GRAPHICS_SAFE
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if (!IsDrawable())
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{
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NazaraError("Model is not drawable");
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return false;
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}
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#endif
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if (!m_drawEnabled)
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return false;
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if (!m_boundingVolumeUpdated)
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UpdateBoundingVolume();
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