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77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
15 years ago
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// 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/root_model.h"
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#include "nel/3d/scene.h"
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namespace NL3D {
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// ***************************************************************************
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void CRootModel::registerBasic()
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{
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CScene::registerModel( RootModelId, 0, CRootModel::creator);
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}
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// ***************************************************************************
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void CRootModel::traverseHrc()
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{
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// Traverse the Hrc sons.
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uint num= hrcGetNumChildren();
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for(uint i=0;i<num;i++)
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hrcGetChild(i)->traverseHrc();
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}
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// ***************************************************************************
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void CRootModel::traverseClip()
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{
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// Traverse the Clip sons.
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uint num= clipGetNumChildren();
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for(uint i=0;i<num;i++)
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clipGetChild(i)->traverseClip();
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}
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// ***************************************************************************
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void CRootModel::traverseAnimDetail()
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{
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// no-op
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}
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// ***************************************************************************
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void CRootModel::traverseLoadBalancing()
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{
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// no-op
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}
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// ***************************************************************************
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void CRootModel::traverseLight()
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{
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// no-op
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}
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// ***************************************************************************
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void CRootModel::traverseRender()
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{
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// no-op
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}
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} // NL3D
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