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275 lines
11 KiB
275 lines
11 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/** \file plAGAnimInstance.h
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\brief The animation class for the AniGraph animation system
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\ingroup Avatar
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\ingroup AniGraph
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*/
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#ifndef PLAGANIMINSTANCE_INC
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#define PLAGANIMINSTANCE_INC
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// disable warning C4503: dcorated name length exceeded, name was truncated
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// disable warning C4786: symbol greater than 255 characters,
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#pragma warning(disable: 4503 4786)
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#include "HeadSpin.h"
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#include <map>
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// local
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#include "plScalarChannel.h"
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// other
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#include "plInterp/plAnimTimeConvert.h"
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// declarations
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class plAGChannel;
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class plAGAnim;
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class plAGMasterMod;
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class plAGChannelApplicator;
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class plOneShotCallbacks;
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/////////////////
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// PLAGANIMINSTANCE
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/////////////////
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/** \class plAGAnimInstance
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Whenever we attach an animation to a scene object hierarchy, we
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create an activation record -- a plAGAnimInstance -- that remembers
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all the ephemeral state associated with animation
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Since animations have many channels and may involve blend operations,
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one of the primary responsibilities of this class is to keep track of
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all the animation node graphs that were created by the invocation of
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this animation.
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*/
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class plAGAnimInstance {
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public:
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/** Used for the fade commands to select what to fade. */
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enum
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{
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kFadeBlend, /// Fade the blend strength
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kFadeAmp, /// Fade the amplitude
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} FadeType;
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/** Default constructor. */
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plAGAnimInstance();
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/** Construct from an animation and a master modifier.
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This attaches the animation channels to the channels of
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the master modifier and creates all the bookkeeping structures
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necessary to undo it later. */
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plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, float blend, uint16_t blendPriority, bool cache, bool useAmplitude);
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/** Destructor. Removes the animation from the scene objects it's attached to. */
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virtual ~plAGAnimInstance();
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/** Returns the animation that this instance mediates. */
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const plAGAnim * GetAnimation() { return fAnimation; };
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/** Returns the timeconvert object that controls the progress of time
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in this animation. */
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plAnimTimeConvert *GetTimeConvert() { return fTimeConvert; }
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/** Set the speed of the animation. This is expressed as a fraction of
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the speed with which the animation was defined. */
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void SetSpeed(float speed) { if (fTimeConvert) fTimeConvert->SetSpeed(speed); };
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// \{
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/**
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The current blend factor of the animation. This indicates the
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priority of this animation as opposed to other animations which
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were attached before it. Conceptually it may help to think of this
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as a layer in an stack of animations, where the blend value is the
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'opacity' of this animation relative to the ones below it.
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1.0 represents full strength.
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You may use values higher than 1.0, but this has not
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yet been seen to have any practical utility whatsoever. Note that
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even if an animation has a blend strength of 1.0, it may have another
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animation on top/downstream from it that is masking it completely. */
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float SetBlend(float blend);
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float GetBlend();
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// \}
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/** Set the strength of the animation with respect to its 0th frame.
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This can be used to dampen the motion of the animation.
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Animations must be designed to use this: frame 0 of the animation
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must be a reasonable "default pose" as it will be blended with the
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current frame of the animation to produce the result. */
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float SetAmplitude(float amp);
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/** Get the current strength of the animation. */
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float GetAmplitude();
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/** Make this animation loop (or not.) Note that the instance can loop
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or not without regard to whether the plAGAnim it is based on loops. */
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void SetLoop(bool status);
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/** Interpret and respond to an animation command message. /sa plAnimCmdMsg */
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bool HandleCmd(plAnimCmdMsg *msg);
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/** Start playback of the animation. You may optionally provide the a world
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time, which is needed for synchronizing the animation's timeline
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with the global timeline. If timeNow is -1 (the default,) the system
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time will be polled */
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void Start(double worldTimeNow = -1);
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/** Stop playback of the animation. */
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void Stop();
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/** Move the playback head of the animation to a specific time.
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Note that this time is in animation local time, not global time.
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The "jump" parameter specifies whether or not to fire callbacks
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that occur between the current time and the target time. */
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void SetCurrentTime(float newLocalTime, bool jump = false);
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/** Move the playback head by the specified relative amount within
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the animation. This may cause looping. If the beginning or end
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of the animation is reached an looping is not on, the movement
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will pin.
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\param jump if true, don't look for callbacks between old time and TRACKED_NEW */
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void SeekRelative(float delta, bool jump);
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/** Gradually fade the blend strength or amplitude of the animation.
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\param goal is the desired blend strength
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\param rate is in blend units per second
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\type is either kFadeBlend or kFadeAmp */
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void Fade(float goal, float rate, uint8_t type = kFadeBlend);
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/** Fade the animation and detach it after the fade is complete.
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Extremely useful for situations where the controlling logic
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is terminating immediately but you want the animation to fade
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out gradually.
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\deprecated
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*/
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void FadeAndDetach(float goal, float rate);
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/** Has the animation terminated of natural causes?
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Primarily used to see if an animation has played all the
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way to the end, but will also return true if the animation
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was stopped with a stop command */
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bool IsFinished();
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/** Is the animation playback head positioned at the end. */
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bool IsAtEnd();
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/** Get the name of the underlying animation. */
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plString GetName();
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/** Remove all channels from the master mode and remove us from
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our master modifier.
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Destructs the object! */
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void Detach();
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/** Remove all the instance's channels from the modifiers they're attached to.
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Typically called by the master mod prior to destructing the instance. */
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void DetachChannels();
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/** Prune any unused branches out of the animation graph; add any
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newly active branches back in. */
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void Optimize();
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/** Convert the given world time to local animation time.
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May include the effects of looping or wraparound.
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If the local time passes the end of the animation, the returned
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time will be pinned appropriately. */
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double WorldToAnimTime(double foo) { return (fTimeConvert ? fTimeConvert->WorldToAnimTimeNoUpdate(foo) : 0); };
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/** Attach a sequence of callback messages to the animation instance.
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Messages are each associated with a specific (local) time
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in the animation and will be sent when playback passes that time. */
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void AttachCallbacks(plOneShotCallbacks *callbacks);
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void ProcessFade(float elapsed); // process any outstanding fades
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void SearchForGlobals(); // Util function to setup SDL channels
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protected:
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/** Set up bookkeeping for a fade. */
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void ISetupFade(float goal, float rate, bool detach, uint8_t type);
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void IRegisterDetach(const plString &channelName, plAGChannel *channel);
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void IInitAnimTimeConvert(plAnimTimeConvert* atc, plATCAnim* anim, plAGMasterMod* master);
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const plAGAnim * fAnimation;
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plAGMasterMod * fMaster;
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std::map<plString, plAGChannelApplicator *, plString::less_i> fChannels;
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typedef std::multimap<plString, plAGChannel *> plDetachMap;
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plDetachMap fManualDetachChannels;
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std::vector<plAGChannel*> fCleanupChannels;
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std::vector<plScalarSDLChannel*> fSDLChannels;
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plScalarConstant fBlend; // blend factor vs. previous animations
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plScalarConstant fAmplitude; // for animation scaling
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// Each activation gets its own timeline.
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plAnimTimeConvert *fTimeConvert;
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bool fFadeBlend; /// we are fading the blend
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float fFadeBlendGoal; /// what blend level we're trying to reach
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float fFadeBlendRate; /// how fast are we fading in blend units per second (1 blend unit = full)
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bool fFadeDetach; /// detach after fade is finished? (only used for blend fades)
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bool fFadeAmp; /// we are fading the amplitude
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float fFadeAmpGoal; /// amplitude we're trying to reach
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float fFadeAmpRate; /// how faster we're fading in blend units per second
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float ICalcFade(bool &fade, float curVal, float goal, float rate, float elapsed);
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};
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//#ifdef _DEBUG
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//#define TRACK_AG_ALLOCS // for now, automatically track AG allocations in debug
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//#endif
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#ifdef TRACK_AG_ALLOCS
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extern plString gGlobalAnimName;
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extern plString gGlobalChannelName;
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void RegisterAGAlloc(plAGChannel *object, const char *chanName, const char *animName, uint16_t classIndex);
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void UnRegisterAGAlloc(plAGChannel *object);
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void DumpAGAllocs();
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#endif // TRACK_AG_ALLOCS
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#endif // PLAGANIMINSTANCE_INC
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