/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYMOVIE_MANNEQUINTRACK_H #define CRYINCLUDE_CRYMOVIE_MANNEQUINTRACK_H #pragma once //forward declarations. #include "IMovieSystem.h" #include "AnimTrack.h" /** CCharacterTrack contains entity keys, when time reach event key, it fires script event or start animation etc... */ class CMannequinTrack : public TAnimTrack { public: AZ_CLASS_ALLOCATOR(CMannequinTrack, AZ::SystemAllocator, 0); AZ_RTTI(CMannequinTrack, "{D755F6D9-7C65-449F-8E5F-999AD200E191}", IAnimTrack); CMannequinTrack() {} ////////////////////////////////////////////////////////////////////////// // Overrides of IAnimTrack. ////////////////////////////////////////////////////////////////////////// bool Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks); void GetKeyInfo(int key, const char*& description, float& duration); void SerializeKey(IMannequinKey& key, XmlNodeRef& keyNode, bool bLoading); //! Gets the duration of an animation key. If it's a looped animation, //! a special consideration is required to compute the actual duration. float GetKeyDuration(int key) const; static void Reflect(AZ::SerializeContext* serializeContext); }; #endif // CRYINCLUDE_CRYMOVIE_MANNEQUINTRACK_H