2003-04-03 22:10:40 +00:00
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#include "global.h" // testing updates
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/*
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-----------------------------------------------------------------------------
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Class: ActorScroller
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ActorScroller.h"
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#include "ActorCollision.h"
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#include "RageUtil.h"
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2004-02-01 03:14:37 +00:00
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#include "RageDisplay.h"
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2003-04-03 22:10:40 +00:00
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ActorScroller::ActorScroller()
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{
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2004-02-01 03:14:37 +00:00
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m_bLoaded = false;
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2004-01-17 23:14:56 +00:00
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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2004-02-01 03:14:37 +00:00
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m_fSecondsPerItem = 1;
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m_iNumItemsToDraw = 7;
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m_vRotationDegrees = RageVector3(0,0,0);
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m_vTranslateTerm0 = RageVector3(0,0,0);
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m_vTranslateTerm1 = RageVector3(0,0,0);
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m_vTranslateTerm2 = RageVector3(0,0,0);
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2003-04-03 22:10:40 +00:00
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}
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2004-02-01 03:14:37 +00:00
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void ActorScroller::Load(
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float fSecondsPerItem,
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int iNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2
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)
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2003-04-03 22:10:40 +00:00
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{
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ASSERT( fSecondsPerItem > 0 );
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m_fSecondsPerItem = fSecondsPerItem;
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m_iNumItemsToDraw = iNumItemsToDraw;
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m_vRotationDegrees = vRotationDegrees;
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m_vTranslateTerm0 = vTranslateTerm0;
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m_vTranslateTerm1 = vTranslateTerm1;
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m_vTranslateTerm2 = vTranslateTerm2;
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m_bLoaded = true;
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2003-04-03 22:10:40 +00:00
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}
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void ActorScroller::Update( float fDeltaTime )
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{
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2004-01-17 23:14:56 +00:00
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ActorFrame::Update( fDeltaTime );
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2004-02-02 01:10:56 +00:00
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if( m_fHibernateSecondsLeft > 0 )
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return; // early abort
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2004-02-01 03:14:37 +00:00
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fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
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}
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void ActorScroller::DrawPrimitives()
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{
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2004-02-01 06:16:36 +00:00
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
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if( !m_bLoaded )
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{
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2004-02-01 06:16:36 +00:00
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ActorFrame::DrawPrimitives();
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}
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else
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{
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int iFirstItemToDraw = (int)roundf( m_fCurrentItem - m_iNumItemsToDraw/2.f );
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for( int i=iFirstItemToDraw; i<iFirstItemToDraw+m_iNumItemsToDraw; i++ )
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{
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2004-02-02 01:26:10 +00:00
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if( i < 0 || i >= (int)m_SubActors.size() )
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2004-02-01 06:16:36 +00:00
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continue; // skip
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2004-02-01 03:14:37 +00:00
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float fItemOffset = i - m_fCurrentItem;
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2003-04-03 22:10:40 +00:00
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2004-02-01 06:16:36 +00:00
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DISPLAY->PushMatrix();
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2004-02-01 03:14:37 +00:00
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if( m_vRotationDegrees[0] )
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DISPLAY->RotateX( m_vRotationDegrees[0]*fItemOffset );
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if( m_vRotationDegrees[1] )
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DISPLAY->RotateY( m_vRotationDegrees[1]*fItemOffset );
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if( m_vRotationDegrees[2] )
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DISPLAY->RotateZ( m_vRotationDegrees[2]*fItemOffset );
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RageVector3 vTranslation =
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m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
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m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
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m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
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DISPLAY->Translate(
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vTranslation[0],
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vTranslation[1],
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vTranslation[2]
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);
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m_SubActors[i]->Draw();
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2004-02-01 06:16:36 +00:00
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DISPLAY->PopMatrix();
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2004-02-01 03:14:37 +00:00
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}
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}
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2003-04-03 22:10:40 +00:00
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}
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