// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #include "stdafx.h" #include "NiSceneCommand.h" //--------------------------------------------------------------------------- NiSceneCommand::~NiSceneCommand() { } //--------------------------------------------------------------------------- NiSceneCommand* NiSceneCommand::Create(NiSceneCommandInfo* pkInfo) { return NULL; } //--------------------------------------------------------------------------- NiSceneCommand::NiSceneCommandApplyType NiSceneCommand::GetApplyType() { return APPLY_ANY; } //--------------------------------------------------------------------------- bool NiSceneCommand::CanChangeCameraStates() { return false; } //--------------------------------------------------------------------------- NiCommandID NiSceneCommand::GetClassID() { return NI_NOCOMMAND; } //--------------------------------------------------------------------------- unsigned int NiSceneCommand::GetParameterCount() { return 0; } //--------------------------------------------------------------------------- char* NiSceneCommand::GetParameterName(unsigned int uiWhichParam) { return NULL; } //--------------------------------------------------------------------------- char** NiSceneCommand::GetAllParameterNames() { unsigned int uiParamCount = GetParameterCount(); if (uiParamCount == 0) return NULL; char** ppcStrings = NiAlloc(char*, uiParamCount); for (unsigned int ui = 0; ui < uiParamCount; ui++) ppcStrings[ui] = GetParameterName(ui); return ppcStrings; } //--------------------------------------------------------------------------- NiTPrimitiveArray* NiSceneCommand::GetDefaultCommandParamaterizations() { return NULL; } //--------------------------------------------------------------------------- bool NiSceneCommand::ToBoolean(float fValue) { if (fValue != 0.0f) return true; else return false; } //--------------------------------------------------------------------------- void NiSceneCommand::Register() { NiSceneCommandRegistry::RegisterCommand("NO_COMMAND", NiSceneCommand::Create); } //---------------------------------------------------------------------------