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itgmania212121/stepmania/src/ActorScroller.cpp
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#include "global.h" // testing updates
/*
-----------------------------------------------------------------------------
Class: ActorScroller
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ActorScroller.h"
#include "ActorCollision.h"
#include "RageUtil.h"
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#include "RageDisplay.h"
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ActorScroller::ActorScroller()
{
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m_bLoaded = false;
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m_fCurrentItem = 0;
m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
m_iNumItemsToDraw = 7;
m_vRotationDegrees = RageVector3(0,0,0);
m_vTranslateTerm0 = RageVector3(0,0,0);
m_vTranslateTerm1 = RageVector3(0,0,0);
m_vTranslateTerm2 = RageVector3(0,0,0);
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}
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void ActorScroller::Load(
float fSecondsPerItem,
int iNumItemsToDraw,
const RageVector3 &vRotationDegrees,
const RageVector3 &vTranslateTerm0,
const RageVector3 &vTranslateTerm1,
const RageVector3 &vTranslateTerm2
)
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{
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ASSERT( fSecondsPerItem > 0 );
m_fSecondsPerItem = fSecondsPerItem;
m_iNumItemsToDraw = iNumItemsToDraw;
m_vRotationDegrees = vRotationDegrees;
m_vTranslateTerm0 = vTranslateTerm0;
m_vTranslateTerm1 = vTranslateTerm1;
m_vTranslateTerm2 = vTranslateTerm2;
m_bLoaded = true;
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}
void ActorScroller::Update( float fDeltaTime )
{
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ActorFrame::Update( fDeltaTime );
if( m_fHibernateSecondsLeft > 0 )
return; // early abort
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fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
}
void ActorScroller::DrawPrimitives()
{
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
if( !m_bLoaded )
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{
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ActorFrame::DrawPrimitives();
}
else
{
int iFirstItemToDraw = (int)roundf( m_fCurrentItem - m_iNumItemsToDraw/2.f );
for( int i=iFirstItemToDraw; i<iFirstItemToDraw+m_iNumItemsToDraw; i++ )
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{
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if( i < 0 || i >= (int)m_SubActors.size() )
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continue; // skip
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float fItemOffset = i - m_fCurrentItem;
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DISPLAY->PushMatrix();
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if( m_vRotationDegrees[0] )
DISPLAY->RotateX( m_vRotationDegrees[0]*fItemOffset );
if( m_vRotationDegrees[1] )
DISPLAY->RotateY( m_vRotationDegrees[1]*fItemOffset );
if( m_vRotationDegrees[2] )
DISPLAY->RotateZ( m_vRotationDegrees[2]*fItemOffset );
RageVector3 vTranslation =
m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
DISPLAY->Translate(
vTranslation[0],
vTranslation[1],
vTranslation[2]
);
m_SubActors[i]->Draw();
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DISPLAY->PopMatrix();
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}
}
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}