Refactor the way resources are loaded (#191)
* WIP * WIP * Font works * WIP: Only Music remains * Looks like it's working * Fix oopsie * Core/ObjectRef: Add cast functions * Update ChangeLog.md * Audio/SoundStream: Make sound stream thread-safe
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@@ -5,21 +5,20 @@ SCENARIO("SkeletalModel", "[GRAPHICS][SKELETALMODEL]")
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{
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GIVEN("A default skeletal model")
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{
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Nz::SkeletalModel skeletalModel;
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Nz::AnimationRef animation = Nz::Animation::New();
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WHEN("We can load the bob lamp")
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{
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REQUIRE(skeletalModel.LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
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REQUIRE(animation->LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim"));
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skeletalModel.SetAnimation(animation);
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Nz::AnimationRef animation = Nz::Animation::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5anim");
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Nz::SkeletalModelRef skeletalModel = Nz::StaticRefCast<Nz::SkeletalModel>(Nz::SkeletalModel::LoadFromFile("resources/Engine/Graphics/Bob lamp/bob_lamp_update.md5mesh"));
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REQUIRE(skeletalModel);
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REQUIRE(animation);
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skeletalModel->SetAnimation(animation);
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THEN("We can enable its animation")
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{
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REQUIRE(skeletalModel.HasAnimation());
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skeletalModel.EnableAnimation(true);
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skeletalModel.AdvanceAnimation(0.10f);
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REQUIRE(skeletalModel.IsAnimationEnabled());
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REQUIRE(skeletalModel->HasAnimation());
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skeletalModel->EnableAnimation(true);
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skeletalModel->AdvanceAnimation(0.10f);
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REQUIRE(skeletalModel->IsAnimationEnabled());
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}
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}
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}
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