/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/scene/NodeState.h" #include "hpl1/engine/math/Math.h" ////////////////////////////////////////////////////////////////////////// // WARNING // THE FOLLOWING CODE IS NOT USED CURRENTLY // SHOULD BE DELETED SOON IF NOT NEEDED ////////////////////////////////////////////////////////////////////////// namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cNodeState::cNodeState(const tString &asName) { /*msName = asName; mpParent = NULL;*/ } //----------------------------------------------------------------------- cNodeState::~cNodeState() { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- /*void cNodeState::SetWorldTransform(const cMatrixf& a_mtxWorld) { m_mtxWorldTransform = a_mtxWorld; } //----------------------------------------------------------------------- cMatrixf& cNodeState::GetWorldTransform() { return m_mtxWorldTransform; }*/ //----------------------------------------------------------------------- } // namespace hpl