Optimize C++ compilation time
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@@ -3,9 +3,9 @@
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#pragma once
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#include "Engine/Visject/VisjectGraph.h"
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#include "Engine/Content/Assets/SkinnedModel.h"
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#include "Engine/Content/Assets/Animation.h"
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#include "Engine/Animations/AlphaBlend.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "../Config.h"
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#define ANIM_GRAPH_PARAM_BASE_MODEL_ID Guid(1000, 0, 0, 0)
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@@ -21,6 +21,8 @@ class AnimSubGraph;
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class AnimGraphBase;
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class AnimGraphNode;
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class AnimGraphExecutor;
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class SkinnedModel;
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class SkeletonData;
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/// <summary>
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/// The root motion data container. Supports displacement and rotation (no scale component).
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@@ -777,22 +779,14 @@ public:
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/// <summary>
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/// Determines whether this graph is ready for the animation evaluation.
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/// </summary>
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/// <returns>True if is ready and can be used for the animation evaluation, otherwise false.</returns>
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bool IsReady() const
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{
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return BaseModel && BaseModel->IsLoaded();
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}
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bool IsReady() const;
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/// <summary>
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/// Determines whether this graph can be used with the specified skeleton.
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/// </summary>
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/// <param name="other">The other skinned model to check.</param>
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/// <returns>True if can perform the update, otherwise false.</returns>
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bool CanUseWithSkeleton(SkinnedModel* other) const
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{
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// All data loaded and bones count the same
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return IsReady() && other && other->IsLoaded() && other->Skeleton.Bones.Count() == BaseModel->Skeleton.Bones.Count();
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}
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bool CanUseWithSkeleton(SkinnedModel* other) const;
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private:
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