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engines/hpl1/engine/graphics/AnimationTrack.h
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102
engines/hpl1/engine/graphics/AnimationTrack.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_ANIMATION_TRACK_H
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#define HPL_ANIMATION_TRACK_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class cAnimation;
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class cNode3D;
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class cAnimationTrack {
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public:
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cAnimationTrack(const tString &asName, tAnimTransformFlag aTransformFlags, cAnimation *apParent);
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~cAnimationTrack();
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void ResizeKeyFrames(int alSize);
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/**
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* Creates a new key frame. These should be added in sequential order.
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* \param afTime the time for the key frame.
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*/
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cKeyFrame *CreateKeyFrame(float afTime);
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inline cKeyFrame *GetKeyFrame(int alIndex) { return mvKeyFrames[alIndex]; }
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inline int GetKeyFrameNum() { return (int)mvKeyFrames.size(); }
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inline tAnimTransformFlag GetTransformFlags() { return mTransformFlags; }
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/**
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* Apply the animation to a node. The method uses Node->AddXXX() so Update matrix must be called
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* for the transformation to be applied.
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* \param apNode The node with it's base pose
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* \param afTime The time at which to apply the animation
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* \param afWeight The weight of the animation, a value from 0 to 1.
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*/
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void ApplyToNode(cNode3D *apNode, float afTime, float afWeight);
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/**
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* Get a KeyFrame that contains an interpolated value.
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* \param afTime The time from wihcih to create the keyframe.
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*/
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cKeyFrame GetInterpolatedKeyFrame(float afTime);
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/**
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* Gets key frames between for a specific time.
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* \param afTime The time
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* \param &apKeyFrameA The frame that is equal to or before time
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* \param &apKeyFrameB The frame that is after time.
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* \return Weight of the different frames. 0 = 100% A, 1 = 100% B 0.5 = 50% A and 50% B
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*/
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float GetKeyFramesAtTime(float afTime, cKeyFrame **apKeyFrameA, cKeyFrame **apKeyFrameB);
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const char *GetName() { return msName.c_str(); }
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void SetNodeIndex(int alIndex) { mlNodeIdx = alIndex; }
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int GetNodeIndex() { return mlNodeIdx; }
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private:
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tString msName;
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int mlNodeIdx;
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tKeyFramePtrVec mvKeyFrames;
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tAnimTransformFlag mTransformFlags;
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float mfMaxFrameTime;
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cAnimation *mpParent;
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};
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} // namespace hpl
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#endif // HPL_ANIMATION_TRACK_H
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