Switch from Nz prefix to namespace Nz
What a huge commit Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
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@@ -6,81 +6,84 @@
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/Debug.hpp>
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NzJoint::NzJoint(NzSkeleton* skeleton) :
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m_skeleton(skeleton),
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m_skinningMatrixUpdated(false)
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namespace Nz
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{
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}
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NzJoint::NzJoint(const NzJoint& joint) :
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NzNode(joint),
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m_inverseBindMatrix(joint.m_inverseBindMatrix),
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m_name(joint.m_name),
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m_skeleton(joint.m_skeleton),
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m_skinningMatrixUpdated(false)
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{
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}
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void NzJoint::EnsureSkinningMatrixUpdate() const
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{
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if (!m_skinningMatrixUpdated)
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UpdateSkinningMatrix();
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}
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const NzMatrix4f& NzJoint::GetInverseBindMatrix() const
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{
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return m_inverseBindMatrix;
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}
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NzString NzJoint::GetName() const
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{
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return m_name;
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}
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NzSkeleton* NzJoint::GetSkeleton()
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{
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return m_skeleton;
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}
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const NzSkeleton* NzJoint::GetSkeleton() const
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{
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return m_skeleton;
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}
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const NzMatrix4f& NzJoint::GetSkinningMatrix() const
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{
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if (!m_skinningMatrixUpdated)
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UpdateSkinningMatrix();
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return m_skinningMatrix;
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}
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void NzJoint::SetInverseBindMatrix(const NzMatrix4f& matrix)
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{
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m_inverseBindMatrix = matrix;
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m_skinningMatrixUpdated = false;
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}
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void NzJoint::SetName(const NzString& name)
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{
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m_name = name;
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m_skeleton->InvalidateJointMap();
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}
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void NzJoint::InvalidateNode()
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{
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NzNode::InvalidateNode();
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m_skinningMatrixUpdated = false;
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}
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void NzJoint::UpdateSkinningMatrix() const
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{
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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m_skinningMatrix.Set(m_inverseBindMatrix);
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m_skinningMatrix.ConcatenateAffine(m_transformMatrix);
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m_skinningMatrixUpdated = true;
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Joint::Joint(Skeleton* skeleton) :
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m_skeleton(skeleton),
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m_skinningMatrixUpdated(false)
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{
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}
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Joint::Joint(const Joint& joint) :
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Node(joint),
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m_inverseBindMatrix(joint.m_inverseBindMatrix),
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m_name(joint.m_name),
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m_skeleton(joint.m_skeleton),
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m_skinningMatrixUpdated(false)
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{
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}
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void Joint::EnsureSkinningMatrixUpdate() const
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{
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if (!m_skinningMatrixUpdated)
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UpdateSkinningMatrix();
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}
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const Matrix4f& Joint::GetInverseBindMatrix() const
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{
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return m_inverseBindMatrix;
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}
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String Joint::GetName() const
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{
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return m_name;
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}
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Skeleton* Joint::GetSkeleton()
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{
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return m_skeleton;
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}
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const Skeleton* Joint::GetSkeleton() const
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{
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return m_skeleton;
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}
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const Matrix4f& Joint::GetSkinningMatrix() const
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{
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if (!m_skinningMatrixUpdated)
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UpdateSkinningMatrix();
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return m_skinningMatrix;
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}
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void Joint::SetInverseBindMatrix(const Matrix4f& matrix)
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{
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m_inverseBindMatrix = matrix;
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m_skinningMatrixUpdated = false;
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}
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void Joint::SetName(const String& name)
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{
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m_name = name;
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m_skeleton->InvalidateJointMap();
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}
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void Joint::InvalidateNode()
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{
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Node::InvalidateNode();
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m_skinningMatrixUpdated = false;
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}
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void Joint::UpdateSkinningMatrix() const
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{
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if (!m_transformMatrixUpdated)
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UpdateTransformMatrix();
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m_skinningMatrix.Set(m_inverseBindMatrix);
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m_skinningMatrix.ConcatenateAffine(m_transformMatrix);
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m_skinningMatrixUpdated = true;
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}
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}
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