//========= 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