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https://github.com/AxioDL/PrimeWorldEditor.git
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CModel: Mark query functions as const
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@@ -272,7 +272,7 @@ CMaterial* CModel::GetMaterialBySurface(size_t MatSet, size_t Surface)
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return GetMaterialByIndex(MatSet, mSurfaces[Surface]->MaterialID);
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}
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bool CModel::HasTransparency(size_t MatSet)
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bool CModel::HasTransparency(size_t MatSet) const
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{
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if (MatSet >= mMaterialSets.size())
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MatSet = mMaterialSets.size() - 1;
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@@ -286,7 +286,7 @@ bool CModel::HasTransparency(size_t MatSet)
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return false;
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}
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bool CModel::IsSurfaceTransparent(size_t Surface, size_t MatSet)
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bool CModel::IsSurfaceTransparent(size_t Surface, size_t MatSet) const
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{
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if (MatSet >= mMaterialSets.size())
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MatSet = mMaterialSets.size() - 1;
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@@ -39,8 +39,8 @@ public:
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CMaterialSet* GetMatSet(size_t MatSet);
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CMaterial* GetMaterialByIndex(size_t MatSet, size_t Index);
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CMaterial* GetMaterialBySurface(size_t MatSet, size_t Surface);
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bool HasTransparency(size_t MatSet);
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bool IsSurfaceTransparent(size_t Surface, size_t MatSet);
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bool HasTransparency(size_t MatSet) const;
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bool IsSurfaceTransparent(size_t Surface, size_t MatSet) const;
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bool IsLightmapped() const;
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bool IsSkinned() const { return mpSkin != nullptr; }
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@@ -209,15 +209,15 @@ void CSceneNode::AddModelToRenderer(CRenderer *pRenderer, CModel *pModel, size_t
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{
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ASSERT(pModel);
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if (!pModel->HasTransparency(MatSet))
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{
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pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawMesh);
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}
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else
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if (pModel->HasTransparency(MatSet))
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{
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pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawOpaqueParts);
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pRenderer->AddMesh(this, -1, AABox(), true, ERenderCommand::DrawTransparentParts);
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}
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else
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{
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pRenderer->AddMesh(this, -1, AABox(), false, ERenderCommand::DrawMesh);
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}
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}
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void CSceneNode::DrawModelParts(CModel *pModel, FRenderOptions Options, size_t MatSet, ERenderCommand RenderCommand)
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@@ -21,12 +21,12 @@ void CGizmo::AddToRenderer(CRenderer *pRenderer, const SViewInfo&)
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// Transform is updated every frame even if the user doesn't modify the gizmo
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// in order to account for scale changes based on camera distance
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UpdateTransform();
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SModelPart *pPart = mpCurrentParts;
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const SModelPart* pPart = mpCurrentParts;
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// Add all parts to renderer
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for (uint32 iPart = 0; iPart < mNumCurrentParts; iPart++)
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{
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CModel *pModel = pPart->pModel;
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const CModel* pModel = pPart->pModel;
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// Determine whether to use the mat set for regular (0) or highlight (1)
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const FAxes PartAxes = pPart->ModelAxes;
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