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431 lines
17 KiB
431 lines
17 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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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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#ifndef PLAGANIM_INC
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#define PLAGANIM_INC
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/** \file plAGAnim.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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#pragma warning(disable: 4786) // don't care if mangled names are longer than 255 characters
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#include "../pnNetCommon/plSynchedObject.h"
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#include "hsStlUtils.h"
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#include "hsStlSortUtils.h"
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class plTMController;
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class hsAffineParts;
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class plAnimTimeConvert;
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struct hsMatrix44;
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class plEmoteAnim;
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class plAGApplicator;
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class plAGChannel;
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/** \class plAGAnim
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This class holds reusable animation data. A single plAGAnim can be instanced
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any number of times simultaneously.
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In order to use a plAGAnim, you need a plAGMasterMod, which is a special type of
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modifier which can be attached to multiple scene objects. A master mod is typically
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applied to the root of a scene branch, but there is no requirement that all the scene
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objects animated be children.
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Each plAGAnim has a number of channels, each of which can animate a single parameter
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of a single object. Channels are parametric, i.e. they can carry any data type.
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A plAGAnim carries a name for the animation, and each channel is named as well.
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Instancing a plAGAnim is done via a plAGAnimInstance.
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\sa plAGAnimInstance plAGMasterMod plAGModifier
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*/
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class plAGAnim : public plSynchedObject
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{
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public:
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/** How much of the body does this emote use? This is handy information for
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figuring out whether you can, say, wave while sitting down. */
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enum BodyUsage {
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kBodyUnknown,
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kBodyUpper,
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kBodyFull,
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kBodyLower,
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kBodyMax,
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kForceSize = 0xff
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};
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plAGAnim();
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/** Construct with name, start time, and end time (within the max note track)
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*/
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plAGAnim(const char *name, double begin, double end);
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/** Destruct, freeing the underlying animation data. */
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virtual ~plAGAnim();
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/** Return the total of number of channels supplied by this animation.
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An object being animated by this animation does not have to have this
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many channels; any which are not available will be ignored.
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This is syntactic sugar: GetApplicatorCount will return the exact
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same number, but some code is only interested in the channels and not
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the applicators. */
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int GetChannelCount() const;
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/** Return the ith channel of the animation. Ordering is arbitrary but consistent.
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It's currently breadth first base on the export algorithm, but don't count on this
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remaining true. */
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plAGChannel * GetChannel(int i) const;
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/** Get the name of the channel having the given index. Useful for talking to an
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an animation before it is applied and finding out what channels it's going to
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affect. */
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virtual const char * GetChannelName(int index);
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/** Get channel by name. This corresponds to the name of the scene object this channel
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will be attached to when the animation is applied.
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This function is fairly slow and shouldn't be used often. */
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plAGChannel * GetChannel(const char *name) const;
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/** Return the number of applicators held by this animation. An applicator is used
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to attach a channel to a sceneobject. */
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int GetApplicatorCount() const;
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/** Return the ith applicator in the channel.
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Order is arbitrary but consistent, corresponding to processing order in the exporter. */
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plAGApplicator * GetApplicator(int i) const; // get applicator by index
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/** Add an applicator -- which must have a channel behind it.
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Applicators are translator object which take the output of a
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channel and apply it to a scene object. */
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int AddApplicator(plAGApplicator * app);
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/** Remove the ith applicator and its associated channel. Existing applicators
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will be renumbered. */
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hsBool RemoveApplicator(int appNum);
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/** The name of the animation. This name is used in the avatar manager to reference
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animations. Animations are generally indexed by name when they are loaded
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by the avatar or from script, but most of the functions which take an animation
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name (such as AttachAnimation on the plAGMasterMod) will also take an pointer
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to a plAGAnim. */
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virtual const char * GetName() const { return fName; }
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/** Return the length of the animation; end - start. */
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virtual hsScalar GetLength() const { return fEnd - fStart; }
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/** Hacky function to extend the length of the animation to some minimum
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length. Does nothing if the animation is already longer than this. */
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void ExtendToLength(hsScalar length);
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/** Return the start time for the beginning of the animation. The animation
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contains no data prior to this time.
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In practice, this always returns 0.0f and this function may be deprecated. */
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virtual hsScalar GetStart() const { return fStart; }
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void SetStart(hsScalar start) { fStart = start; }
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/** Return the end time of the animation. Since start is typically 0, this usually
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serves as the length of the animation as well. */
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virtual hsScalar GetEnd() const { return fEnd; }
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void SetEnd(hsScalar end) { fEnd = end; }
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/** Returns true if any applicator on the arg anim tries to use the
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same pin (on the same object) as we do. */
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hsBool SharesPinsWith(const plAGAnim *anim) const;
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// PLASMA PROTOCOL
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// rtti
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CLASSNAME_REGISTER( plAGAnim );
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GETINTERFACE_ANY( plAGAnim, plSynchedObject );
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// *** temp hack to manage animation instances
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/** Add the animation by name to a global static registry.
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This functionality will possibly be added to the resource
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manager. */
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static void AddAnim(const char * name, plAGAnim *anim);
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/** See if there is an animation with the given name in the
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global animation registry. */
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static plAGAnim *FindAnim(const char *name);
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/** Remove the given animation from the registry. */
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static hsBool RemoveAnim(const char *name);
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/** Clear the animation cache. Used when resetting the client
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to a vanilla state, as when clearing the scene while
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exporting. */
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static void ClearAnimationRegistry();
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/** Debugging utility. Prints out a list of all the animations
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in the registry */
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static void DumpAnimationRegistry();
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// persistance
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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protected:
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typedef std::vector<plAGApplicator*> ApplicatorVec;
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ApplicatorVec fApps; /// our animation channels
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float fBlend; /// requested blend factor
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hsScalar fStart; /// the start time of the beginning of the animation (usually 0)
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hsScalar fEnd; /// the end time of the animation
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char *fName; /// the name of our animation
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// ??? Can this be moved to the resource manager? If it can manage an efficient
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// string-based namespace per class, we could get rid of this.
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typedef std::map<const char *, plAGAnim *, stringISorter> plAnimMap; //
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static plAnimMap fAllAnims; /// map of animation names to animations
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typedef std::map<const char *, plEmoteAnim *, stringISorter> plEmoteMap;
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static plEmoteMap fAllEmotes;
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};
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///////////////
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// PLATCANIM
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///////////////
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/** \class plATCAnim
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The most common subclass of plAGAnim.
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Represents an animation with a standard AnimTimeConvert
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(i.e. stop/start/loop/etc animation)
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*/
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class plATCAnim : public plAGAnim
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{
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public:
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plATCAnim();
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/** Construct with name, start time, and end time (within the max note track)
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Default is to start automatically, not loop, with no ease curves. */
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plATCAnim(const char *name, double begin, double end);
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/** Destruct, freeing the underlying animation data. */
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virtual ~plATCAnim();
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/** Returns the initial position of the "playback head" for this animation.
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Animations are not required to start at their actual beginning but can,
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for instance, start in the middle, play to the end, and then loop to the
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beginning or to their loop start point. */
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virtual hsScalar GetInitial() const { return fInitial; }
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void SetInitial(hsScalar initial) { fInitial = initial; }
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/** Does this animation start automatically when it's applied? */
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virtual bool GetAutoStart() const { return fAutoStart; }
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void SetAutoStart(hsBool start) { fAutoStart = (start != 0); }
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/** If the animation loops, this is where it will restart the loop. Note that
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loops do not have to start at the beginning of the animation. */
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virtual hsScalar GetLoopStart() const { return fLoopStart; }
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void SetLoopStart(hsScalar start) { fLoopStart = start; }
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/** If the animation loops, this is the end point of the loop. After passing
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this point, the animation will cycle around to GetLoopStart */
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virtual hsScalar GetLoopEnd() const { return fLoopEnd; }
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void SetLoopEnd(hsScalar end) { fLoopEnd = end; }
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/** Does this animation loop?. Note that there may be multiple loop segments defined
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within a given animation. */
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virtual bool GetLoop() const { return fLoop; }
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void SetLoop(hsBool loop) { fLoop = (loop != 0); }
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/** Set the curve type for easing in. Easing is an optional feature which allows you
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to make an animation slow down gradually when you stop it.
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The types are defined in plAnimEaseTypes.h
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*/
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virtual UInt8 GetEaseInType() const { return fEaseInType; }
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void SetEaseInType(UInt8 type) { fEaseInType = type; }
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/** Set the length of time the ease-in should take. */
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virtual hsScalar GetEaseInLength() const { return fEaseInLength; }
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/** Set the length of time the ease-in should take. */
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void SetEaseInLength(hsScalar length) { fEaseInLength = length; }
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/** The minimum value used at the start of the ease in. */
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virtual hsScalar GetEaseInMin() const { return fEaseInMin; }
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/** The minimum value used at the start of the ease in. */
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void SetEaseInMin(hsScalar length) { fEaseInMin = length; }
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/** The maximum value reached at the end of the ease in. */
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virtual hsScalar GetEaseInMax() const { return fEaseInMax; }
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/** The maximum value reached at the end of the ease in. */
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void SetEaseInMax(hsScalar length) { fEaseInMax = length; }
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/** The curve type for the ease out. */
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virtual UInt8 GetEaseOutType() const { return fEaseOutType; }
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/** The curve type for the ease out. */
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void SetEaseOutType(UInt8 type) { fEaseOutType = type; }
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/** The length of time for the ease out. */
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virtual hsScalar GetEaseOutLength() const { return fEaseOutLength; }
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/** The length of time for the ease out. */
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void SetEaseOutLength(hsScalar length) { fEaseOutLength = length; }
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/** Minimum value reached in ease-out */
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virtual hsScalar GetEaseOutMin() const { return fEaseOutMin; }
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/** Minimum value reached in ease-out */
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void SetEaseOutMin(hsScalar length) { fEaseOutMin = length; }
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/** Maximum value reached in ease-in */
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virtual hsScalar GetEaseOutMax() const { return fEaseOutMax; }
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/** Maximum value reached in ease-in */
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void SetEaseOutMax(hsScalar length) { fEaseOutMax = length; }
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/** Animations can have multiple defined loop segments; these
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are selected using animation control messages.
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Each loop segment is named using markers in the notetrack. */
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void AddLoop(const char *name, float start, float end);
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/** Get the loop having the given name.
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\param start will return the start time of the loop.
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\param end will hold the end time of the loop */
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bool GetLoop(const char *name, float &start, float &end) const;
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/** Lets you get a loop by index instead of name. */
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bool GetLoop(UInt32 num, float &start, float &end) const;
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/** Returns the number of loops defined on this anim. */
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UInt32 GetNumLoops() const;
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/** Add a marker to the animation. Markers can be used
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for callbacks or for goto comands. A marker is a simple
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name/time tuple. */
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void AddMarker(const char *name, float time);
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/** Returns the time value of the marker named by name. */
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float GetMarker(const char *name) const;
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void CopyMarkerNames(std::vector<char*> &out);
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/** Add a stop point to the animation. A stop point is a
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"detent" for playback - if the animation is stopping
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near a stop point and fading out, the stop point will
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override the fade, so that the animation stops precisely
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at the defined time. */
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void AddStopPoint(hsScalar time);
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/** Return the number of stop points defined for this animation. */
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UInt32 NumStopPoints();
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/** Get the time corresponding to the given stop point. Stop points
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are numbered in the order they were added. */
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hsScalar GetStopPoint(UInt32 i);
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/** Function to check for a zero-length loop, and set it to
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the anim's start/end instead */
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void CheckLoop();
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// PLASMA PROTOCOL
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// rtti
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CLASSNAME_REGISTER( plATCAnim );
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GETINTERFACE_ANY( plATCAnim, plAGAnim );
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// persistance
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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protected:
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hsScalar fInitial; /// the position of the playback head
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bool fAutoStart; /// does the animation start automatically?
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hsScalar fLoopStart; /// when wrapping a loop, start here
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hsScalar fLoopEnd; /// when you reach this point, loop back
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bool fLoop; /// do we loop?
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UInt8 fEaseInType; /// the type (none/linear/spline) of our ease-in curve, if any
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UInt8 fEaseOutType; /// the type (none/linear/spline) of our ease-out curve, if any
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hsScalar fEaseInLength; /// the length of time our ease-in curve takes
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hsScalar fEaseInMin; /// minimum (initial) value of our ease-in
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hsScalar fEaseInMax; /// maximum (final) value of our ease-in
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hsScalar fEaseOutLength; /// the length of time our ease-out curve takes
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hsScalar fEaseOutMin; /// minimum (final) value of our ease-out
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hsScalar fEaseOutMax; /// maximum (initial) value of our ease-out
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// a map from segment names to times
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typedef std::map<const char *, float, stringSorter> MarkerMap;
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MarkerMap fMarkers;
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typedef std::map<const char *, std::pair<float,float>, stringSorter> LoopMap;
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LoopMap fLoops;
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typedef std::vector<hsScalar> ScalarMap;
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ScalarMap fStopPoints; /// vector of stop points
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};
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/** \class plEmoteAnim
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An animation to be used for emotes.
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Automatically registers so that it can be played from the chat field.
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*/
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class plEmoteAnim : public plATCAnim
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{
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public:
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plEmoteAnim();
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plEmoteAnim(const char *animName, double begin, double end, float fadeIn, float fadeOut, BodyUsage bodyUsage);
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BodyUsage GetBodyUsage() const;
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hsScalar GetFadeIn() const;
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hsScalar GetFadeOut() const;
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CLASSNAME_REGISTER( plEmoteAnim );
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GETINTERFACE_ANY( plEmoteAnim, plATCAnim );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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protected:
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BodyUsage fBodyUsage; // how much of the body is used by this emote?
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hsScalar fFadeIn; // how fast to fade in the emote
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hsScalar fFadeOut; // how fast to fade out the emote
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};
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//////////////////
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// PLAGEGLOBALANIM
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//////////////////
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/** \class plAgeGlobalAnim
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An animation that bases its current position on a variable that global to the age,
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like weather, time of day, etc.
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||
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*/
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||
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class plAgeGlobalAnim : public plAGAnim
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||
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{
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public:
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||
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plAgeGlobalAnim();
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||
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/** Construct with name, start time, and end time (within the max note track)
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*/
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plAgeGlobalAnim(const char *name, double begin, double end);
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/** Destruct, freeing the underlying animation data. */
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virtual ~plAgeGlobalAnim();
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const char * GetGlobalVarName() const { return fGlobalVarName; }
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void SetGlobalVarName(char *name);
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// PLASMA PROTOCOL
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// rtti
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CLASSNAME_REGISTER( plAgeGlobalAnim );
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GETINTERFACE_ANY( plAgeGlobalAnim, plAGAnim );
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// persistance
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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protected:
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char *fGlobalVarName; // Name of the SDL variable we animate on.
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};
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// USEFUL HELPER FUNCTIONS
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bool GetStartToEndTransform(const plAGAnim *anim, hsMatrix44 *startToEnd, hsMatrix44 *endToStart, const char *channelName);
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bool GetRelativeTransform(const plAGAnim *anim, double timeA, double timeB, hsMatrix44 *a2b, hsMatrix44 *b2a, const char *channelName);
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#endif
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