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ryzom-core/code/nel/src/3d/root_model.cpp

77 lines
2.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/root_model.h"
#include "nel/3d/scene.h"
namespace NL3D {
// ***************************************************************************
void CRootModel::registerBasic()
{
CScene::registerModel( RootModelId, 0, CRootModel::creator);
}
// ***************************************************************************
void CRootModel::traverseHrc()
{
// Traverse the Hrc sons.
uint num= hrcGetNumChildren();
for(uint i=0;i<num;i++)
hrcGetChild(i)->traverseHrc();
}
// ***************************************************************************
void CRootModel::traverseClip()
{
// Traverse the Clip sons.
uint num= clipGetNumChildren();
for(uint i=0;i<num;i++)
clipGetChild(i)->traverseClip();
}
// ***************************************************************************
void CRootModel::traverseAnimDetail()
{
// no-op
}
// ***************************************************************************
void CRootModel::traverseLoadBalancing()
{
// no-op
}
// ***************************************************************************
void CRootModel::traverseLight()
{
// no-op
}
// ***************************************************************************
void CRootModel::traverseRender()
{
// no-op
}
} // NL3D