Model can no longer be animated (SkeletalModel will)

Former-commit-id: e203a3dddf74bb171d8abe961e8a2f28df13bcad
This commit is contained in:
Lynix
2014-05-28 01:03:59 +02:00
parent c901b5808e
commit fa5b1ab000
2 changed files with 28 additions and 267 deletions

View File

@@ -9,19 +9,15 @@
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/ResourceLoader.hpp>
#include <Nazara/Core/Updatable.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Utility/Animation.hpp>
#include <Nazara/Utility/Mesh.hpp>
struct NAZARA_API NzModelParameters
{
NzModelParameters();
bool loadAnimation = true;
bool loadMaterials = true;
NzAnimationParams animation;
NzMaterialParams material;
NzMeshParams mesh;
@@ -32,7 +28,7 @@ class NzModel;
using NzModelLoader = NzResourceLoader<NzModel, NzModelParameters>;
class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
class NAZARA_API NzModel : public NzSceneNode
{
friend NzModelLoader;
friend class NzScene;
@@ -41,7 +37,7 @@ class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
NzModel();
NzModel(const NzModel& model);
NzModel(NzModel&& model);
~NzModel();
virtual ~NzModel();
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const override;
void AdvanceAnimation(float elapsedTime);
@@ -65,6 +61,7 @@ class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
bool HasAnimation() const;
bool IsAnimationEnabled() const;
virtual bool IsAnimated() const;
bool IsDrawable() const;
void InvalidateBoundingVolume();
@@ -75,12 +72,11 @@ class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
void Reset();
bool SetAnimation(NzAnimation* animation);
bool SetMaterial(const NzString& subMeshName, NzMaterial* material);
void SetMaterial(unsigned int matIndex, NzMaterial* material);
bool SetMaterial(unsigned int skinIndex, const NzString& subMeshName, NzMaterial* material);
void SetMaterial(unsigned int skinIndex, unsigned int matIndex, NzMaterial* material);
void SetMesh(NzMesh* mesh);
virtual void SetMesh(NzMesh* mesh);
bool SetSequence(const NzString& sequenceName);
void SetSequence(unsigned int sequenceIndex);
void SetSkin(unsigned int skin);
@@ -89,26 +85,16 @@ class NAZARA_API NzModel : public NzSceneNode, public NzUpdatable
NzModel& operator=(const NzModel& node);
NzModel& operator=(NzModel&& node);
private:
protected:
bool FrustumCull(const NzFrustumf& frustum) override;
void InvalidateNode() override;
void Register() override;
void Unregister() override;
void Update() override;
void UpdateBoundingVolume() const;
virtual void UpdateBoundingVolume() const;
std::vector<NzMaterialRef> m_materials;
NzAnimationRef m_animation;
mutable NzBoundingVolumef m_boundingVolume;
NzMeshRef m_mesh;
NzSkeleton m_skeleton; // Uniquement pour les animations squelettiques
const NzSequence* m_currentSequence;
bool m_animationEnabled;
mutable bool m_boundingVolumeUpdated;
float m_interpolation;
unsigned int m_currentFrame;
unsigned int m_matCount;
unsigned int m_nextFrame;
unsigned int m_skin;
unsigned int m_skinCount;