Switch from Nz prefix to namespace Nz

What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
Lynix
2015-09-25 19:20:05 +02:00
parent c214251ecf
commit df8da275c4
609 changed files with 68265 additions and 66534 deletions

View File

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