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engines/wintermute/base/gfx/xanimation.h
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87
engines/wintermute/base/gfx/xanimation.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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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_ANIMATION_H
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#define WINTERMUTE_ANIMATION_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/coll_templ.h"
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namespace Wintermute {
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class FrameNode;
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class AnimationSet;
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class XFileData;
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struct XAnimationKeyObject;
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struct XAnimationOptionsObject;
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class Animation : public BaseClass {
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public:
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Animation(BaseGame *inGame);
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virtual ~Animation();
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bool load(XFileData *xobj, AnimationSet *parentAnimSet);
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bool findBone(FrameNode *rootFrame);
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bool update(int slot, uint32 localTime, float animLerpValue);
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int getFrameTime();
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uint32 getTotalTime();
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// data types
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protected:
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struct BonePositionKey {
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uint32 _time;
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DXVector3 _pos;
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};
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struct BoneScaleKey {
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uint32 _time;
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DXVector3 _scale;
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};
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struct BoneRotationKey {
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uint32 _time;
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DXQuaternion _rotation;
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};
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protected:
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Common::String _targetName;
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FrameNode *_targetFrame;
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BaseArray<BonePositionKey *> _posKeys;
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BaseArray<BoneRotationKey *> _rotKeys;
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BaseArray<BoneScaleKey *> _scaleKeys;
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private:
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bool loadAnimationKeyData(XAnimationKeyObject *animationKey);
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bool loadAnimationOptionData(XAnimationOptionsObject *animationSet, AnimationSet *parentAnimSet);
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};
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} // namespace Wintermute
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#endif
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