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itgmania212121/stepmania/src/NoteFieldPositioning.cpp
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#include "global.h"
#include "NoteFieldPositioning.h"
#include "RageDisplay.h"
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#include "RageDisplayInternal.h"
#include "RageUtil.h"
#include "RageLog.h"
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#include "RageMath.h"
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/* This is similar in style to Actor::Command. However, Actors don't store
* matrix stacks; they only store offsets and scales, and compound them into
* a single transformations at once. This makes some things easy, but it's not
* convenient for generic 3d transforms. For that, we have this, which has the
* small subset of the actor commands that applies to raw matrices, and we apply
* commands in the order given. "scale,2;x,1;" is very different from
* "x,1;scale,2;". */
static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
{
iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
if( iIndex < int(sParams.size()) )
return sParams[iIndex];
else
return "";
}
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void MatrixCommand(CString sCommandString, RageMatrix &mat)
{
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CStringArray asCommands;
split( sCommandString, ";", asCommands, true );
for( unsigned c=0; c<asCommands.size(); c++ )
{
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CStringArray asTokens;
split( asCommands[c], ",", asTokens, true );
int iMaxIndexAccessed = 0;
#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
#define fParam(i) ((float)atof(sParam(i)))
#define iParam(i) (atoi(sParam(i)))
#define bParam(i) (iParam(i)!=0)
CString& sName = asTokens[0];
sName.MakeLower();
RageMatrix b;
// Act on command
if( sName=="x" ) RageMatrixTranslation( &b, fParam(1),0,0 );
else if( sName=="y" ) RageMatrixTranslation( &b, 0,fParam(1),0 );
else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fParam(1) );
else if( sName=="zoomx" ) RageMatrixScaling(&b, fParam(1),1,1 );
else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fParam(1),1 );
else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fParam(1) );
else if( sName=="rotationx" ) RageMatrixRotationX( &b, fParam(1) );
else if( sName=="rotationy" ) RageMatrixRotationY( &b, fParam(1) );
else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fParam(1) );
else
{
CString sError = ssprintf( "Unrecognized matrix command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "MatrixCommand", MB_OK);
#endif
continue;
}
if( iMaxIndexAccessed != (int)asTokens.size()-1 )
{
CString sError = ssprintf( "Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).GetString(), iMaxIndexAccessed+1, (int)asTokens.size() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "MatrixCommand", MB_OK);
#endif
continue;
}
RageMatrix a(mat);
RageMatrixMultiply(&mat, &a, &b);
}
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}
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NoteFieldPositioning::NoteFieldPositioning()
{
Init();
}
NoteFieldPositioning::~NoteFieldPositioning()
{
}
void NoteFieldPositioning::Init()
{
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for( int tn=0; tn<MAX_NOTE_TRACKS; tn++ )
{
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RageMatrixIdentity(&m_Position[tn]);
RageMatrixIdentity(&m_PerspPosition[tn]);
m_fFov[tn] = 0;
}
}
/*
void NoteFieldPositioning::LoadFromFile(CString fn)
{
Init();
}
*/
void NoteFieldPositioning::LoadFromStyleDef(const StyleDef *s, PlayerNumber pn)
{
Init();
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
/* Set up the normal position of each track. */
const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][t].fXOffset;
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RageMatrixTranslation(&m_Position[t], fPixelXOffsetFromCenter, 0, 0);
}
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// XXX
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FILE *f = fopen("test.dat", "r");
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if(f) for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
{
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char buf[1000];
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if(!fgets(buf, 1000, f)) break;
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CString b(buf);
TrimRight(b);
RageMatrixIdentity(&m_Position[t]);
MatrixCommand(b, m_Position[t]);
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if(!fgets(buf, 1000, f)) break;
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b=buf;
TrimRight(b);
RageMatrixIdentity(&m_PerspPosition[t]);
MatrixCommand(b, m_PerspPosition[t]);
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if(!fgets(buf, 1000, f)) break;
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sscanf(buf, "%f", &m_fFov[t]);
}
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if( f )
fclose(f);
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// XXX
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}
void NoteFieldPositioning::Update(float fDeltaTime)
{
}
void NoteFieldPositioning::BeginDrawTrack(int tn)
{
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DISPLAY->PushMatrix();
glMultMatrixf((float *) m_Position[tn]);
if(m_fFov[tn])
DISPLAY->EnterPerspective(m_fFov[tn]);
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glMultMatrixf((float *) m_PerspPosition[tn]);
}
void NoteFieldPositioning::EndDrawTrack(int tn)
{
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if(m_fFov[tn])
DISPLAY->ExitPerspective();
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DISPLAY->PopMatrix();
}