Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPKEYFRAME_H
#define MAPKEYFRAME_H
#pragma once
#include "MapHelper.h"
#include "hammer_mathlib.h"
#include "keyframe/keyframe.h"
class CMapAnimator; class CHelperInfo;
class CMapKeyFrame : public CMapHelper { public:
DECLARE_MAPCLASS(CMapKeyFrame,CMapHelper);
//
// Factories.
//
static CMapClass *CreateMapKeyFrame(CHelperInfo *pHelperInfo, CMapEntity *pParent);
//
// Construction/destruction.
//
CMapKeyFrame(void); ~CMapKeyFrame(void);
void CalcBounds(BOOL bFullUpdate = FALSE);
virtual size_t GetSize( void ) { return sizeof(*this); } void Render3D(CRender3D *pRender); virtual CMapClass *Copy(bool bUpdateDependencies); virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies); virtual void SetOrigin( Vector& pfOrigin ); virtual void GetQuatAngles( Quaternion &outQuat );
virtual void OnClone( CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList ); virtual void OnNotifyDependent(CMapClass *pObject, Notify_Dependent_t eNotifyType); virtual void OnParentKeyChanged( const char* key, const char* value ); virtual void OnRemoveFromWorld( CMapWorld *pWorld, bool bNotifyChildren );
virtual void UpdateDependencies(CMapWorld *pWorld, CMapClass *pObject);
bool IsAnyKeyInSequenceSelected( void );
CMapKeyFrame *NextKeyFrame( void );
void SetAnimator(CMapAnimator *pAnimator); virtual CMapAnimator *GetAnimator(void) { return m_pAnimator; }
CMapEntity *GetParentEntity( void );
float GetRemainingTime( CMapObjectList *pVisited = NULL ); float MoveTime( void ) { return m_flMoveTime; }
IPositionInterpolator* SetupPositionInterpolator( int iInterpolator );
protected:
void SetNextKeyFrame( CMapKeyFrame *pNext ); void RecalculateTimeFromSpeed( void ); void CheckForKeyFrameNextKeyLoops( void ); void BuildPathSegment( CMapKeyFrame *pPrev );
IPositionInterpolator *m_pPositionInterpolator; int m_iPositionInterpolator; int m_iChangeFrame;
Quaternion m_qAngles; QAngle m_Angles; float m_flMoveTime; // time it takes to travel to next key frame
float m_flSpeed; // average speed travelling to next time; if this is non-zero, m_flMoveTime is calculated from it
CMapAnimator *m_pAnimator; // The animator that is at the head of our path.
CMapKeyFrame *m_pNextKeyFrame; // The next keyframe in our path.
enum { MAX_LINE_POINTS = 10, };
Vector m_LinePoints[MAX_LINE_POINTS]; bool m_bRebuildPath; friend CMapAnimator; };
#endif // MAPKEYFRAME_H
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