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67 lines
2 KiB
C++
67 lines
2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/animation_set_user.h"
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#include "nel/3d/driver_user.h"
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namespace NL3D
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{
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// ***************************************************************************
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UAnimation *CAnimationSetUser::getAnimation (uint animationId)
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{
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return _AnimationSet->getAnimation (animationId);
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}
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// ***************************************************************************
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const CAnimationSet* CAnimationSetUser::getAnimationSet () const
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{
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return _AnimationSet;
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}
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// ***************************************************************************
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void CAnimationSetUser::setAnimationSampleDivisor(uint sampleDivisor)
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{
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_AnimationSet->setAnimationSampleDivisor(sampleDivisor);
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}
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// ***************************************************************************
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uint CAnimationSetUser::getAnimationSampleDivisor() const
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{
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return _AnimationSet->getAnimationSampleDivisor();
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}
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// ***************************************************************************
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void CAnimationSetUser::build ()
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{
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// build
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_AnimationSet->build ();
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// and preload all SSS shapes that can be spawned during animation
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nlassert(_Owner->getDriver() && _Owner->getShapeBank());
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_AnimationSet->preloadSSSShapes(*_Owner->getDriver(), ((CShapeBankUser*)_Owner->getShapeBank())->_ShapeBank);
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}
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} // NL3D
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