/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "CryLegacy_precompiled.h" #include "MannequinAGExistanceQuery.h" // ============================================================================ // ============================================================================ namespace MannequinAG { // ============================================================================ // ============================================================================ ////////////////////////////////////////////////////////////////////////// CMannequinAGExistanceQuery::CMannequinAGExistanceQuery(IAnimationGraphState* pAnimationGraphState) : m_pAnimationGraphState(pAnimationGraphState) { CRY_ASSERT(m_pAnimationGraphState != NULL); } ////////////////////////////////////////////////////////////////////////// CMannequinAGExistanceQuery::~CMannequinAGExistanceQuery() { } ////////////////////////////////////////////////////////////////////////// IAnimationGraphState* CMannequinAGExistanceQuery::GetState() { return m_pAnimationGraphState; } ////////////////////////////////////////////////////////////////////////// void CMannequinAGExistanceQuery::SetInput(InputID, float) { } ////////////////////////////////////////////////////////////////////////// void CMannequinAGExistanceQuery::SetInput(InputID, int) { } ////////////////////////////////////////////////////////////////////////// void CMannequinAGExistanceQuery::SetInput(InputID, const char*) { } ////////////////////////////////////////////////////////////////////////// bool CMannequinAGExistanceQuery::Complete() { return true; } ////////////////////////////////////////////////////////////////////////// CTimeValue CMannequinAGExistanceQuery::GetAnimationLength() const { return CTimeValue(); } ////////////////////////////////////////////////////////////////////////// void CMannequinAGExistanceQuery::Reset() { } // ============================================================================ // ============================================================================ } // MannequinAG