text: ﻿//========= 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
  