/*
* EffectInstancedAnimator.cs
* Copyright (c) 2007 David Astle
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Xclna.Xna.Animation
{
///
/// A subclass of ModelAnimator that uses effects cloned from the model instead of
/// directly from the model.
///
public class EffectInstancedAnimator : ModelAnimator
{
///
/// Creates a new EffectInstancedAnimator.
///
/// The game.
/// The model.
public EffectInstancedAnimator(Model model)
: base(model)
{
}
///
/// Creates a list of effects that are cloned from the model's current effects.
///
/// A list of effects that are cloned from the model's current effects.
protected override IList CreateEffectList()
{
List effects = new List();
foreach (ModelMesh mesh in base.Model.Meshes)
{
foreach (ModelMeshPart part in mesh.MeshParts)
{
effects.Add(part.Effect.Clone(part.Effect.GraphicsDevice));
}
}
return effects;
}
}
}