Graphics/SkeletalModel: Update to new code
Former-commit-id: 74b17bf06b3c7c22477ee3a098301e70b093f890
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@ -34,11 +34,11 @@ class NAZARA_API NzSkeletalModel : public NzModel, NzUpdatable
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public:
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NzSkeletalModel();
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NzSkeletalModel(const NzSkeletalModel& model);
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NzSkeletalModel(NzSkeletalModel&& model);
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~NzSkeletalModel();
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NzSkeletalModel(const NzSkeletalModel& model) = default;
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NzSkeletalModel(NzSkeletalModel&& model) = default;
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~NzSkeletalModel() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const override;
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void AdvanceAnimation(float elapsedTime);
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NzSkeletalModel* Clone() const;
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@ -67,13 +67,13 @@ class NAZARA_API NzSkeletalModel : public NzModel, NzUpdatable
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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NzSkeletalModel& operator=(const NzSkeletalModel& node);
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NzSkeletalModel& operator=(NzSkeletalModel&& node);
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NzSkeletalModel& operator=(const NzSkeletalModel& node) = default;
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NzSkeletalModel& operator=(NzSkeletalModel&& node) = default;
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private:
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void MakeBoundingVolume() const override;
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void Register() override;
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void Unregister() override;
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/*void Register() override;
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void Unregister() override;*/
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void Update() override;
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NzAnimationRef m_animation;
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@ -31,27 +31,8 @@ m_animationEnabled(true)
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{
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}
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NzSkeletalModel::NzSkeletalModel(const NzSkeletalModel& model) :
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NzModel(model),
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m_skeleton(model.m_skeleton),
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m_currentSequence(model.m_currentSequence),
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m_animationEnabled(model.m_animationEnabled),
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m_interpolation(model.m_interpolation),
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m_currentFrame(model.m_currentFrame),
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m_nextFrame(model.m_nextFrame)
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void NzSkeletalModel::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const
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{
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}
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NzSkeletalModel::~NzSkeletalModel()
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{
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if (m_scene)
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m_scene->UnregisterForUpdate(this);
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}
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void NzSkeletalModel::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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{
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const NzMatrix4f& transformMatrix = GetTransformMatrix();
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unsigned int submeshCount = m_mesh->GetSubMeshCount();
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for (unsigned int i = 0; i < submeshCount; ++i)
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{
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@ -296,58 +277,15 @@ void NzSkeletalModel::SetSequence(unsigned int sequenceIndex)
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m_nextFrame = m_currentSequence->firstFrame;
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}
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NzSkeletalModel& NzSkeletalModel::operator=(const NzSkeletalModel& node)
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{
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NzSkeletalModel::operator=(node);
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m_animation = node.m_animation;
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m_animationEnabled = node.m_animationEnabled;
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m_currentFrame = node.m_currentFrame;
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m_currentSequence = node.m_currentSequence;
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m_interpolation = node.m_interpolation;
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m_nextFrame = node.m_nextFrame;
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m_skeleton = node.m_skeleton;
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return *this;
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}
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NzSkeletalModel& NzSkeletalModel::operator=(NzSkeletalModel&& node)
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{
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NzModel::operator=(node);
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// Ressources
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m_animation = std::move(node.m_animation);
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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_currentFrame = node.m_currentFrame;
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m_currentSequence = node.m_currentSequence;
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m_interpolation = node.m_interpolation;
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m_nextFrame = node.m_nextFrame;
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return *this;
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}
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void NzSkeletalModel::MakeBoundingVolume() const
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{
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m_boundingVolume.Set(m_skeleton.GetAABB());
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}
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void NzSkeletalModel::Register()
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{
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m_scene->RegisterForUpdate(this);
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}
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void NzSkeletalModel::Unregister()
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{
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m_scene->UnregisterForUpdate(this);
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}
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void NzSkeletalModel::Update()
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{
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if (m_animationEnabled && m_animation)
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AdvanceAnimation(m_scene->GetUpdateTime());
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/*if (m_animationEnabled && m_animation)
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AdvanceAnimation(m_scene->GetUpdateTime());*/
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}
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NzSkeletalModelLoader::LoaderList NzSkeletalModel::s_loaders;
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