// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #ifndef NISPLINE_H #define NISPLINE_H // Key (interpolant) classes which can be used to support // interpolation for translation & rotation animation routines. // The NiAnimation class makes use of all these key types // to create a node class that supports most varieties of // animation (currently) found in 3DStudio Max. #include "NiPosKey.h" #include "NiLinPosKey.h" #include "NiBezPosKey.h" #include "NiTCBPosKey.h" // rotation interpolation #include "NiRotKey.h" #include "NiLinRotKey.h" #include "NiBezRotKey.h" #include "NiTCBRotKey.h" #include "NiEulerRotKey.h" // The following float based classes are used to interpolate scalar (as // opposed to vector) values. They exist to be used for Euler angle // rotations in support of that functionality in 3DStudio Max (among // other things). #include "NiFloatKey.h" #include "NiLinFloatKey.h" #include "NiBezFloatKey.h" #include "NiTCBFloatKey.h" // A class used by NiAnimationNode to determine (binary) // visibility state for the node. #include "NiBoolKey.h" // A class used to store time stamped notes. Used by the // NiAnimBlender class to morph between animations. #include "NiTextKey.h" // The following classes provide a simple means of interpolating // an NiColorA based animation. Currently this type of animation // is only used by the particle system class for particle aging // effects. #include "NiColorKey.h" #include "NiLinColorKey.h" // morphing #include "NiInterpScalar.h" #endif