Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -545,7 +545,7 @@ void AnimatedModel::UpdateBounds()
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BoundingBox::Transform(_boxLocal, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void AnimatedModel::UpdateSockets()
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@@ -725,14 +725,6 @@ void AnimatedModel::Draw(RenderContext& renderContext)
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GEOMETRY_DRAW_STATE_EVENT_END(_drawState, _world);
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}
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void AnimatedModel::DrawGeneric(RenderContext& renderContext)
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{
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if (renderContext.View.RenderLayersMask.Mask & GetLayerMask() && renderContext.View.CullingFrustum.Intersects(_box))
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{
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Draw(renderContext);
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}
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}
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#if USE_EDITOR
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#include "Engine/Debug/DebugDraw.h"
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@@ -878,5 +870,5 @@ void AnimatedModel::OnTransformChanged()
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BoundingBox::Transform(_boxLocal, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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