Add initial prototype.
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288
4-high/gel/source/human/gel-human.ads
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288
4-high/gel/source/human/gel-human.ads
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with openGL.Model,
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physics.Model,
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gel.Sprite,
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gel.Joint,
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gel.human_Types,
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openGL,
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openGL.Program;
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limited
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with gel.World;
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private
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with collada.Library.visual_scenes;
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package gel.Human
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--
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-- Provides access to and control of a 'make_human' produced model.
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--
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is
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type Item is tagged limited private;
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type View is access all Item'Class;
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type Views is array (math.Index range <>) of View;
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procedure define (Self : in out Item; World : access gel.World.item'Class;
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Model : access openGL.Model.item'Class;
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physics_Model : access physics.Model.item'Class;
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Mass : in math.Real := 0.0;
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is_Kinematic : in Boolean := False);
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type bone_Sprites is array (human_types.bone_Id) of gel.Sprite.view;
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procedure use_Model (Named : in String);
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package Forge is
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function new_Human (World : access gel.World.item'Class;
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-- Space : in gel.Sprite.physics_Space_view;
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Model : access openGL.Model .item'Class;
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physics_Model : access physics.Model.item'Class;
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Mass : in math.Real := 0.0;
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is_Kinematic : in Boolean := False) return Human.view;
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function new_Human (bone_Sprites : in human.bone_Sprites;
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controller_Joints : in human_types.controller_Joints;
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Model : access openGL.Model.item'Class) return Human.view;
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end Forge;
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procedure destroy (Self : in out Item);
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procedure free (Self : in out View);
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type motion_Mode is (Physics, Animation);
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procedure motion_Mode_is (Self : in out Item; Now : in motion_Mode);
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function base_Sprite (Self : in Item'Class) return gel.Sprite.view;
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function Sprite (Self : in Item'Class; for_Bone : in human_types.bone_Id) return gel.Sprite.view;
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procedure controller_Joints_are (Self : in out Item'Class; Now : in human_types.controller_Joints);
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function controller_Joints (Self : in Item'Class) return human_types.controller_Joints;
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procedure evolve (Self : in out Item'Class);
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--- Animation
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--
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type scene_joint_Id is (Armature,
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MasterFloor,
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Root,
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Hips,
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UpLeg_L, LoLeg_L, Foot_L, Toe_L,
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UpLeg_R, LoLeg_R, Foot_R, Toe_R,
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Spine1, Spine2, Spine3,
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Neck, Head, Jaw,
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TongueBase, TongueMid, TongueTip,
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Eye_R, Eye_L,
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UpLid_R, LoLid_R,
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UpLid_L, LoLid_L,
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Clavicle_L, UpArm_L, LoArm_L, Hand_L,
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Wrist_1_L,
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Palm_2_L, Finger_2_1_L, Finger_2_2_L, Finger_2_3_L,
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Palm_3_L, Finger_3_1_L, Finger_3_2_L, Finger_3_3_L,
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Wrist_2_L,
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Palm_4_L, Finger_4_1_L, Finger_4_2_L, Finger_4_3_L,
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Palm_5_L, Finger_5_1_L, Finger_5_2_L, Finger_5_3_L,
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Palm_1_L, Finger_1_1_L, Finger_1_2_L, Finger_1_3_L,
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Clavicle_R, UpArm_R, LoArm_R, Hand_R,
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Wrist_1_R,
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Palm_2_R, Finger_2_1_R, Finger_2_2_R, Finger_2_3_R,
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Palm_3_R, Finger_3_1_R, Finger_3_2_R, Finger_3_3_R,
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Wrist_2_R,
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Palm_4_R, Finger_4_1_R, Finger_4_2_R, Finger_4_3_R,
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Palm_5_R, Finger_5_1_R, Finger_5_2_R, Finger_5_3_R,
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Palm_1_R, Finger_1_1_R, Finger_1_2_R, Finger_1_3_R,
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Wrist_L, Wrist_R,
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Ankle_L, Ankle_R);
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type axis_Kind is (x_Axis, y_Axis, z_Axis);
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procedure set_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
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Axis : in Axis_Kind;
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To : in math.Real);
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procedure set_x_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
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To : in math.Real);
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procedure set_y_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
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To : in math.Real);
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procedure set_z_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
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To : in math.Real);
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procedure set_Location (Self : in out Item'Class; for_Joint : in scene_joint_Id;
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To : in math.Vector_3);
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procedure update_all_global_Transforms (Self : in out Item'Class);
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--- animation
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--
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procedure animate (Self : in out Item; world_Age : in Duration);
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procedure reset_Animation (Self : in out Item);
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type joint_Transforms is array (gel.human_Types.controller_joint_Id) of opengl.Matrix_4x4;
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type skin_program_Parameters is new opengl.Program.Parameters with
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record
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bone_Transforms : human.joint_Transforms := (others => opengl.math.Identity_4x4);
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end record;
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overriding
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procedure enable (Self : in out skin_program_Parameters);
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private
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use human_Types;
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type Joints is array (controller_joint_Id) of gel.Joint.view;
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type scene_Joint is
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record
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Node : collada.Library.visual_scenes.Node_view;
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Transform : math.Matrix_4x4;
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end record;
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type scene_Joints is array (scene_joint_Id) of scene_Joint;
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-- type joint_Transforms is array (controller_joint_Id) of opengl.Matrix_4x4;
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--
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-- type skin_program_Parameters is new opengl.Program.Parameters with
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-- record
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-- bone_Transforms : human.joint_Transforms := (others => opengl.math.Identity_4x4);
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-- end record;
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--
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-- overriding
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-- procedure enable (Self : in out skin_program_Parameters);
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--- Animation
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--
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type channel_Id is (root_loc, root_x, root_y, root_z,
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-- hips_x, hips_y, hips_z,
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spine_1_x, spine_1_y, spine_1_z,
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spine_2_x, spine_2_y, spine_2_z,
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spine_3_x, spine_3_y, spine_3_z,
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neck_x, neck_y, neck_z,
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head_x, head_y, head_z,
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l_clavicle_x, l_clavicle_y, l_clavicle_z,
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l_uparm_x, l_uparm_y, l_uparm_z,
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l_loarm_x, l_loarm_y, l_loarm_z,
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l_hand_x, l_hand_y, l_hand_z,
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l_wrist_loc, l_wrist_x, l_wrist_y, l_wrist_z,
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r_clavicle_x, r_clavicle_y, r_clavicle_z,
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r_uparm_x, r_uparm_y, r_uparm_z,
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r_loarm_x, r_loarm_y, r_loarm_z,
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r_hand_x, r_hand_y, r_hand_z,
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r_wrist_loc, r_wrist_x, r_wrist_y, r_wrist_z,
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l_upleg_x, l_upleg_y, l_upleg_z,
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l_loleg_x, l_loleg_y, l_loleg_z,
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l_foot_x, l_foot_y, l_foot_z,
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r_upleg_x, r_upleg_y, r_upleg_z,
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r_loleg_x, r_loleg_y, r_loleg_z,
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r_foot_x, r_foot_y, r_foot_z
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);
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type animation_Channel is
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record
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Target : access collada.Library.visual_scenes.Transform;
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Times : access collada.float_Array;
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Cursor : math.Index := 0;
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Angles : access collada.float_Array;
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initial_Angle : math.Real;
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current_Angle : math.Real := 0.0;
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interp_Delta : math.Real := 0.0;
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initial_Site : math.Vector_3;
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current_Site : math.Vector_3;
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site_interp_Delta : math.Vector_3;
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end record;
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type animation_Channels is array (channel_Id) of animation_Channel;
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--- Human item
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--
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type Item is tagged limited
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record
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Mode : human.motion_Mode := Physics;
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Space : gel.Sprite.physics_Space_view;
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bone_Sprites : human.bone_Sprites;
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Joints : human.Joints;
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controller_Joints : human_types.controller_Joints;
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scene_Joints : human.scene_Joints;
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root_Joint : collada.Library.visual_scenes.Node_view;
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Model : access openGL.Model.item'class;
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program_Parameters : aliased skin_program_Parameters;
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Channels : animation_Channels;
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start_Time : Duration := 0.0;
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Graphics_enabled : Boolean := False;
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end record;
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procedure enable_Graphics (Self : in out Item);
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end gel.Human;
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