/*---------------------------------------------------------------------------* Project: NintendoWare File: lyt_Bounding.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 25594 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include #include #include #include namespace nw { namespace lyt { using namespace math; NW_UT_RUNTIME_TYPEINFO_DEFINITION(Bounding, Bounding::Base); // 実行時型情報の実体を定義 Bounding::Bounding( const res::Bounding* pBlock, const ResBlockSet& resBlockSet ) : Base(pBlock) { NW_UNUSED_VARIABLE(resBlockSet) } Bounding::~Bounding() { // OSReport("Bounding::~Bounding()\n"); } #ifdef NW_LYT_DMPGL_ENABLED void Bounding::DrawSelf(const DrawInfo& drawInfo) { #if defined(NW_RELEASE) NW_UNUSED_VARIABLE(drawInfo) #else // #if ! defined(NW_RELEASE) if (drawInfo.IsDebugDrawMode()) // 枠の描画 { // 行列 LoadMtx(drawInfo); internal::DrawLine(drawInfo, GetVtxPos(), GetSize(), ut::Color8::GREEN); drawInfo.GetGraphicsResource()->ResetGlState(); } #endif // #if ! defined(NW_RELEASE) } #endif // NW_LYT_DMPGL_ENABLED } // namespace nw::lyt } // namespace nw