require all ActorScroller values

This commit is contained in:
Chris Danford
2005-03-18 04:05:23 +00:00
parent 7f15d9b9ec
commit 02d18e9c7b
+27 -24
View File
@@ -60,11 +60,14 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
return; return;
#define GET_VALUE( szName, valueOut ) \ #define GET_VALUE( szName, valueOut ) \
if( !pNode->GetAttrValue( szName, valueOut ) ) \ if( !pNode->GetAttrValue( szName, valueOut ) ) { \
LOG->Warn( ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName) ); CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
LOG->Warn( sError ); \
Dialog::OK( sError ); \
}
float fSecondsPerItem = 1; float fSecondsPerItem = 1;
float fNumItemsToDraw = 7; float fNumItemsToDraw = 0;
RageVector3 vRotationDegrees = RageVector3(0,0,0); RageVector3 vRotationDegrees = RageVector3(0,0,0);
RageVector3 vTranslateTerm0 = RageVector3(0,0,0); RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
RageVector3 vTranslateTerm1 = RageVector3(0,0,0); RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
@@ -74,18 +77,18 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
GET_VALUE( "SecondsPerItem", fSecondsPerItem ); GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw ); GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
GET_VALUE( "RotationDegreesX", vRotationDegrees[0] ); GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
GET_VALUE( "RotationDegreesY", vRotationDegrees[1] ); GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
GET_VALUE( "RotationDegreesZ", vRotationDegrees[2] ); GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
GET_VALUE( "TranslateTerm0X", vTranslateTerm0[0] ); GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
GET_VALUE( "TranslateTerm0Y", vTranslateTerm0[1] ); GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
GET_VALUE( "TranslateTerm0Z", vTranslateTerm0[2] ); GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
GET_VALUE( "TranslateTerm1X", vTranslateTerm1[0] ); GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
GET_VALUE( "TranslateTerm1Y", vTranslateTerm1[1] ); GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
GET_VALUE( "TranslateTerm1Z", vTranslateTerm1[2] ); GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
GET_VALUE( "TranslateTerm2X", vTranslateTerm2[0] ); GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
GET_VALUE( "TranslateTerm2Y", vTranslateTerm2[1] ); GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
GET_VALUE( "TranslateTerm2Z", vTranslateTerm2[2] ); GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
GET_VALUE( "ItemPaddingStart", fItemPaddingStart ); GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd ); GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
#undef GET_VALUE #undef GET_VALUE
@@ -130,21 +133,21 @@ void ActorScroller::DrawPrimitives()
DISPLAY->PushMatrix(); DISPLAY->PushMatrix();
if( m_vRotationDegrees[0] ) if( m_vRotationDegrees.x )
DISPLAY->RotateX( m_vRotationDegrees[0]*fItemOffset ); DISPLAY->RotateX( m_vRotationDegrees.x*fItemOffset );
if( m_vRotationDegrees[1] ) if( m_vRotationDegrees.y )
DISPLAY->RotateY( m_vRotationDegrees[1]*fItemOffset ); DISPLAY->RotateY( m_vRotationDegrees.y*fItemOffset );
if( m_vRotationDegrees[2] ) if( m_vRotationDegrees.z )
DISPLAY->RotateZ( m_vRotationDegrees[2]*fItemOffset ); DISPLAY->RotateZ( m_vRotationDegrees.z*fItemOffset );
RageVector3 vTranslation = RageVector3 vTranslation =
m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0 m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1 m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2 m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
DISPLAY->Translate( DISPLAY->Translate(
vTranslation[0], vTranslation.x,
vTranslation[1], vTranslation.y,
vTranslation[2] vTranslation.z
); );
m_SubActors[i]->Draw(); m_SubActors[i]->Draw();