Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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, const 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