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expose blending
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@ -1,3 +0,0 @@
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ignoreinvolved Action
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forcetype PointerTo<AnimControl>
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@ -1,10 +0,0 @@
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ignoreinvolved BlendType
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ignoreinvolved control_iterator
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ignoreinvolved control_size_type
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ignoreinvolved ChannelBlend
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ignoremember control_begin
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ignoremember control_end
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ignoremember control_size
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@ -45,6 +45,19 @@ public:
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// do_update() call to specify the channels that are in effect.
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typedef pmap<AnimControl *, float> ChannelBlend;
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typedef first_of_pair_iterator<ChannelBlend::const_iterator> control_iterator;
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typedef ChannelBlend::size_type control_size_type;
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protected:
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// The copy constructor is protected; use make_copy() or copy_subgraph().
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PartBundle(const PartBundle ©);
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public:
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PartBundle(const string &name = "");
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virtual PartGroup *make_copy() const;
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PUBLISHED:
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// This is the parameter to set_blend_type() and specifies the kind
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// of blending operation to be performed when multiple controls are
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// in effect simultaneously (see set_control_effect()).
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@ -71,25 +84,13 @@ public:
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// BT_normalized_linear is a compromise on BT_linear. The matrix
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// is blended linearly without the scale component, and the
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// blended scale component is applied separately. This keeps all
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// of character's body parts in the correct size and shape.
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// of the character's body parts in the correct size and shape.
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// However, if the hierarchy is disconnected, body parts can fly
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// off. It's essential the skeleton hierarchy be completely
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// connected to use this blend mode successully.
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BT_normalized_linear,
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};
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typedef first_of_pair_iterator<ChannelBlend::const_iterator> control_iterator;
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typedef ChannelBlend::size_type control_size_type;
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protected:
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// The copy constructor is protected; use make_copy() or copy_subgraph().
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PartBundle(const PartBundle ©);
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public:
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PartBundle(const string &name = "");
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virtual PartGroup *make_copy() const;
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PUBLISHED:
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void set_blend_type(BlendType bt);
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INLINE BlendType get_blend_type() const;
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