/* * 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. #ifndef CRYINCLUDE_CRYACTION_MANNEQUIN_MANNEQUINAGEXISTANCEQUERY_H #define CRYINCLUDE_CRYACTION_MANNEQUIN_MANNEQUINAGEXISTANCEQUERY_H #pragma once #include "IAnimationGraph.h" namespace MannequinAG { // ============================================================================ // ============================================================================ class CMannequinAGExistanceQuery : public IAnimationGraphExistanceQuery { public: CMannequinAGExistanceQuery(IAnimationGraphState* pAnimationGraphState); virtual ~CMannequinAGExistanceQuery(); private: // IAnimationGraphExistanceQuery virtual IAnimationGraphState* GetState(); virtual void SetInput(InputID, float); virtual void SetInput(InputID, int); virtual void SetInput(InputID, const char*); virtual bool Complete(); virtual CTimeValue GetAnimationLength() const; virtual void Reset(); virtual void Release() { delete this; } // ~IAnimationGraphExistanceQuery private: IAnimationGraphState* m_pAnimationGraphState; }; // ============================================================================ // ============================================================================ } // namespace MannequinAG #endif // CRYINCLUDE_CRYACTION_MANNEQUIN_MANNEQUINAGEXISTANCEQUERY_H