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engines/stark/model/animhandler.h
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81
engines/stark/model/animhandler.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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#ifndef STARK_MODEL_ANIM_HANDLER_H
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#define STARK_MODEL_ANIM_HANDLER_H
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#include "common/scummsys.h"
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namespace Stark {
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class Model;
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class BoneNode;
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class SkeletonAnim;
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/**
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* Animate a skeletal model's bones according to an animation
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*/
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class AnimHandler {
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public:
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AnimHandler();
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~AnimHandler();
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/**
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* Increment the animation timestamp, and apply bone animations if required
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*/
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void animate(uint32 time);
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/** Set the skeletal model to animate */
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void setModel(Model *model);
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/** Set the skeletal animation to use */
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void setAnim(SkeletonAnim *anim);
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/** Stop blending and forget about the previous animation */
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void resetBlending();
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private:
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void enactCandidate();
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void startBlending();
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void updateBlending(int32 deltaTime);
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void stopBlending();
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void setNode(uint32 time, BoneNode *bone, const BoneNode *parent);
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static const uint32 _blendDuration = 300; // ms
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SkeletonAnim *_anim;
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int32 _animTime;
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int32 _framesBeforeCandidateReady;
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SkeletonAnim *_candidateAnim;
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int32 _candidateAnimTime;
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SkeletonAnim *_blendAnim;
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int32 _blendAnimTime;
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int32 _blendTimeRemaining;
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Model *_model;
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};
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} // End of namespace Stark
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#endif // STARK_MODEL_ANIM_HANDLER_H
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