Linux multi-monitor fullscreen support
[ryzomcore.git] / nel / src / 3d / animation_set_user.cpp
blobc1e83f7f38f3f60e3668d31d26517caae0fcf7b4
1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "std3d.h"
19 #include "nel/3d/animation_set_user.h"
20 #include "nel/3d/driver_user.h"
22 #ifdef DEBUG_NEW
23 #define new DEBUG_NEW
24 #endif
26 namespace NL3D
29 // ***************************************************************************
31 UAnimation *CAnimationSetUser::getAnimation (uint animationId)
34 return _AnimationSet->getAnimation (animationId);
37 // ***************************************************************************
39 const CAnimationSet* CAnimationSetUser::getAnimationSet () const
42 return _AnimationSet;
45 // ***************************************************************************
46 void CAnimationSetUser::setAnimationSampleDivisor(uint sampleDivisor)
48 _AnimationSet->setAnimationSampleDivisor(sampleDivisor);
51 // ***************************************************************************
52 uint CAnimationSetUser::getAnimationSampleDivisor() const
54 return _AnimationSet->getAnimationSampleDivisor();
57 // ***************************************************************************
58 void CAnimationSetUser::build ()
61 // build
62 _AnimationSet->build ();
64 // and preload all SSS shapes that can be spawned during animation
65 nlassert(_Owner->getDriver() && _Owner->getShapeBank());
66 _AnimationSet->preloadSSSShapes(*_Owner->getDriver(), ((CShapeBankUser*)_Owner->getShapeBank())->_ShapeBank);
70 } // NL3D