Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Keyframed animation header
// shared between game and tools
//=============================================================================//
#ifndef KEYFRAME_H
#define KEYFRAME_H
#pragma once
class IPositionInterpolator { public: virtual void Release() = 0;
virtual void GetDetails( char **outName, int *outMinKeyReq, int *outMaxKeyReq ) = 0; virtual void SetKeyPosition( int keyNum, Vector const &vPos ) = 0; virtual void InterpolatePosition( float time, Vector &vOut ) = 0; // Returns true if the key causes a change that changes the interpolated positions.
virtual bool ProcessKey( char const *pName, char const *pValue ) = 0; };
// Time modifiers.
int Motion_GetNumberOfTimeModifiers( void ); bool Motion_GetTimeModifierDetails( int timeInterpNum, char **outName ); bool Motion_CalculateModifiedTime( float time, int timeModifierFuncNum, float *outNewTime );
// Position interpolators.
int Motion_GetNumberOfPositionInterpolators( void ); IPositionInterpolator* Motion_GetPositionInterpolator( int interpNum );
// Rotation interpolators.
int Motion_GetNumberOfRotationInterpolators( void ); bool Motion_GetRotationInterpolatorDetails( int rotInterpNum, char **outName, int *outMinKeyReq, int *outMaxKeyReq ); bool Motion_InterpolateRotation( float time, int interpFuncNum, Quaternion &outQuatRotation ); bool Motion_SetKeyAngles( int keyNum, Quaternion &quatAngles );
#endif // KEYFRAME_H
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