Add support for masking Material Slots when cooking Collision Data
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@@ -34,17 +34,6 @@ SkinnedMesh::~SkinnedMesh()
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SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
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}
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void SkinnedMesh::SetMaterialSlotIndex(int32 value)
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{
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if (value < 0 || value >= _model->MaterialSlots.Count())
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{
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LOG(Warning, "Cannot set mesh material slot to {0} while model has {1} slots.", value, _model->MaterialSlots.Count());
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return;
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}
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_materialSlotIndex = value;
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}
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bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, bool use16BitIndexBuffer)
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{
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// Cache data
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@@ -101,6 +90,8 @@ void SkinnedMesh::Unload()
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices)
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{
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auto model = (SkinnedModel*)_model;
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// Setup GPU resources
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const bool failed = Load(vertexCount, triangleCount, vb, ib, use16BitIndices);
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if (!failed)
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@@ -109,7 +100,7 @@ bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0Skinne
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SetBounds(BoundingBox::FromPoints((Vector3*)vb, vertexCount));
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// Send event (actors using this model can update bounds, etc.)
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_model->onLoaded();
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model->onLoaded();
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}
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return failed;
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