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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Keyframed animation header
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// shared between game and tools
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//=============================================================================//
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#ifndef KEYFRAME_H
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#define KEYFRAME_H
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#pragma once
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class IPositionInterpolator
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{
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public:
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virtual void Release() = 0;
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virtual void GetDetails( char **outName, int *outMinKeyReq, int *outMaxKeyReq ) = 0;
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virtual void SetKeyPosition( int keyNum, Vector const &vPos ) = 0;
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virtual void InterpolatePosition( float time, Vector &vOut ) = 0;
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// Returns true if the key causes a change that changes the interpolated positions.
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virtual bool ProcessKey( char const *pName, char const *pValue ) = 0;
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};
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// Time modifiers.
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int Motion_GetNumberOfTimeModifiers( void );
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bool Motion_GetTimeModifierDetails( int timeInterpNum, const char **outName );
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bool Motion_CalculateModifiedTime( float time, int timeModifierFuncNum, float *outNewTime );
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// Position interpolators.
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int Motion_GetNumberOfPositionInterpolators( void );
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IPositionInterpolator* Motion_GetPositionInterpolator( int interpNum );
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// Rotation interpolators.
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int Motion_GetNumberOfRotationInterpolators( void );
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bool Motion_GetRotationInterpolatorDetails( int rotInterpNum, char **outName, int *outMinKeyReq, int *outMaxKeyReq );
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bool Motion_InterpolateRotation( float time, int interpFuncNum, Quaternion &outQuatRotation );
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bool Motion_SetKeyAngles( int keyNum, Quaternion &quatAngles );
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#endif // KEYFRAME_H
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