// ----------------------------------------------------------------------------
void vHavokConstraintChainRendererBase::CommonInit()
{
  CommonDeinit();

  if (!DoInit())
    CommonDeinit();
}
// ----------------------------------------------------------------------------
void vHavokChainAnimation::CommonInit()
{
  CommonDeinit();

  if (!m_pOwner || !m_pOwner->IsOfType(V_RUNTIME_CLASS(VisBaseEntity_cl)))
    return;

  Vision::Callbacks.OnUpdateSceneFinished += this;

  m_pOwnerEntity = static_cast<VisBaseEntity_cl*>(m_pOwner);
  VisAnimConfig_cl *pAnimConfig = m_pOwnerEntity->GetAnimConfig();

  // If there is no AnimConfig, but we can get a skeleton, create the AnimConfig.
  if (!pAnimConfig)
  {
    VDynamicMesh *pMesh = m_pOwnerEntity->GetMesh();
    VisSkeleton_cl *pSkeleton = pMesh ? pMesh->GetSkeleton() : NULL;
    if (pSkeleton)
    {
      VisAnimFinalSkeletalResult_cl* pFinalSkeletalResult;
      pAnimConfig = VisAnimConfig_cl::CreateSkeletalConfig(pMesh, &pFinalSkeletalResult);
      m_pOwnerEntity->SetAnimConfig(pAnimConfig);
    }
  }
}
// ----------------------------------------------------------------------------
void vHavokChainAnimation::DisposeObject()
{
  CommonDeinit();
  IVObjectComponent::DisposeObject();
}
// ----------------------------------------------------------------------------
vHavokChainAnimation::~vHavokChainAnimation()
{
  CommonDeinit();
}
Ejemplo n.º 5
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void vHavokTerrain::DisposeObject()
{
  CommonDeinit();
}
Ejemplo n.º 6
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vHavokTerrain::~vHavokTerrain()
{
  CommonDeinit();
}
// ----------------------------------------------------------------------------
void vHavokConstraintChainRendererBase::DisposeObject()
{
  CommonDeinit();
  IVObjectComponent::DisposeObject();
}
// ----------------------------------------------------------------------------
vHavokConstraintChainRendererBase::~vHavokConstraintChainRendererBase()
{
  CommonDeinit();
}
Ejemplo n.º 9
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void vHavokStaticMesh::DisposeObject()
{
  CommonDeinit();
}
Ejemplo n.º 10
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vHavokStaticMesh::~vHavokStaticMesh()
{
  CommonDeinit();
}