Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -16,74 +16,77 @@
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <vector>
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struct NAZARA_GRAPHICS_API NzSkeletalModelParameters : public NzModelParameters
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namespace Nz
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{
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bool loadAnimation = true;
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NzAnimationParams animation;
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struct NAZARA_GRAPHICS_API SkeletalModelParameters : public ModelParameters
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{
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bool loadAnimation = true;
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AnimationParams animation;
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bool IsValid() const;
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};
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bool IsValid() const;
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};
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class NzSkeletalModel;
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class SkeletalModel;
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using NzSkeletalModelLoader = NzResourceLoader<NzSkeletalModel, NzSkeletalModelParameters>;
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using SkeletalModelLoader = ResourceLoader<SkeletalModel, SkeletalModelParameters>;
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class NAZARA_GRAPHICS_API NzSkeletalModel : public NzModel, NzUpdatable
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{
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friend NzSkeletalModelLoader;
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class NAZARA_GRAPHICS_API SkeletalModel : public Model, Updatable
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{
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friend SkeletalModelLoader;
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public:
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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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public:
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SkeletalModel();
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SkeletalModel(const SkeletalModel& model) = default;
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SkeletalModel(SkeletalModel&& model) = default;
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~SkeletalModel() = default;
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void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const InstanceData& instanceData) const override;
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void AdvanceAnimation(float elapsedTime);
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void AddToRenderQueue(AbstractRenderQueue* renderQueue, const InstanceData& instanceData) const override;
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void AdvanceAnimation(float elapsedTime);
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NzSkeletalModel* Clone() const;
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NzSkeletalModel* Create() const;
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SkeletalModel* Clone() const;
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SkeletalModel* Create() const;
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void EnableAnimation(bool animation);
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void EnableAnimation(bool animation);
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NzAnimation* GetAnimation() const;
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NzSkeleton* GetSkeleton();
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const NzSkeleton* GetSkeleton() const;
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Animation* GetAnimation() const;
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Skeleton* GetSkeleton();
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const Skeleton* GetSkeleton() const;
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bool HasAnimation() const;
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bool HasAnimation() const;
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bool IsAnimated() const;
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bool IsAnimationEnabled() const;
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bool IsAnimated() const;
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bool IsAnimationEnabled() const;
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bool LoadFromFile(const NzString& filePath, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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bool LoadFromStream(NzInputStream& stream, const NzSkeletalModelParameters& params = NzSkeletalModelParameters());
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bool LoadFromFile(const String& filePath, const SkeletalModelParameters& params = SkeletalModelParameters());
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bool LoadFromMemory(const void* data, std::size_t size, const SkeletalModelParameters& params = SkeletalModelParameters());
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bool LoadFromStream(InputStream& stream, const SkeletalModelParameters& params = SkeletalModelParameters());
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void Reset();
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void Reset();
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bool SetAnimation(NzAnimation* animation);
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void SetMesh(NzMesh* mesh) override;
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bool SetSequence(const NzString& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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bool SetAnimation(Animation* animation);
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void SetMesh(Mesh* mesh) override;
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bool SetSequence(const String& sequenceName);
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void SetSequence(unsigned int sequenceIndex);
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NzSkeletalModel& operator=(const NzSkeletalModel& node) = default;
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NzSkeletalModel& operator=(NzSkeletalModel&& node) = default;
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SkeletalModel& operator=(const SkeletalModel& node) = default;
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SkeletalModel& operator=(SkeletalModel&& 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 Update() override;
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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 Update() override;
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NzAnimationRef m_animation;
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NzSkeleton m_skeleton;
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const NzSequence* m_currentSequence;
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bool m_animationEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_nextFrame;
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AnimationRef m_animation;
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Skeleton m_skeleton;
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const Sequence* m_currentSequence;
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bool m_animationEnabled;
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float m_interpolation;
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unsigned int m_currentFrame;
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unsigned int m_nextFrame;
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static NzSkeletalModelLoader::LoaderList s_loaders;
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};
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static SkeletalModelLoader::LoaderList s_loaders;
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};
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}
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#endif // NAZARA_SKELETALMODEL_HPP
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