update NFP

This commit is contained in:
Glenn Maynard
2003-04-14 22:23:13 +00:00
parent 3d90301e70
commit 0da60be948
2 changed files with 107 additions and 115 deletions
+89 -107
View File
@@ -14,108 +14,45 @@
#include "GameDef.h"
/* 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 "";
}
void MatrixCommand(CString sCommandString, RageMatrix &mat)
{
CStringArray asCommands;
split( sCommandString, ";", asCommands, true );
for( unsigned c=0; c<asCommands.size(); c++ )
{
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);
}
}
NoteFieldPositioning::Mode::Mode()
{
for( int tn=0; tn<MAX_NOTE_TRACKS; tn++ )
{
RageMatrixIdentity(&m_Position[tn]);
RageMatrixIdentity(&m_PerspPosition[tn]);
m_fFov[tn] = 0;
}
m_fFov = 0;
}
void NoteFieldPositioning::Mode::BeginDrawTrack(int tn) const
void NoteFieldPositioning::Mode::BeginDrawTrack(int tn)
{
DISPLAY->MultMatrix((const float *) m_Position[tn]);
/* It's useful to be able to use Actors like this, functioning only
* for a transformation. However, this is a big waste of matrix
* stack space, as each of these will push. Profile this. XXX */
m_Center.BeginDraw();
if(tn != -1)
m_CenterTrack[tn].BeginDraw();
if(m_fFov[tn])
DISPLAY->EnterPerspective(m_fFov[tn]);
if(m_fFov)
DISPLAY->EnterPerspective(m_fFov);
DISPLAY->MultMatrix((const float *) m_PerspPosition[tn]);
m_Position.BeginDraw();
if(tn == -1)
m_PositionBackdrop.BeginDraw();
else
m_PositionTrack[tn].BeginDraw();
}
void NoteFieldPositioning::Mode::EndDrawTrack(int tn) const
void NoteFieldPositioning::Mode::EndDrawTrack(int tn)
{
if(m_fFov[tn])
DISPLAY->ExitPerspective();
}
if(tn == -1)
m_PositionBackdrop.EndDraw();
else
m_PositionTrack[tn].EndDraw();
m_Position.EndDraw();
if(m_fFov)
DISPLAY->ExitPerspective();
if(tn != -1)
m_CenterTrack[tn].EndDraw();
m_Center.EndDraw();
}
NoteFieldPositioning::NoteFieldPositioning(CString fn)
{
@@ -128,24 +65,40 @@ NoteFieldPositioning::NoteFieldPositioning(CString fn)
Mode m;
const IniFile::key &k = i->second;
IniFile::key::const_iterator val;
val = k.find("Name");
ASSERT(val != k.end()); /* required */
m.name = val->second;
val = k.find("Backdrop");
if(val != k.end())
m.Backdrop = val->second;
val = k.find("Center");
if(val != k.end())
m.m_Center.Command(val->second);
val = k.find("FOV");
if(val != k.end())
m.m_fFov = float(atof(val->second.c_str()));
val = k.find("Position");
if(val != k.end())
m.m_Position.Command(val->second);
val = k.find("BackdropPosition");
if(val != k.end())
m.m_PositionBackdrop.Command(val->second);
for(int t = 0; t < MAX_NOTE_TRACKS; ++t)
{
IniFile::key::const_iterator val;
val = k.find("Name");
ASSERT(val != k.end()); /* required */
m.name = val->second;
val = k.find(ssprintf("Track%i", t+1));
val = k.find(ssprintf("Center%i", t+1));
if(val != k.end())
MatrixCommand(val->second, m.m_Position[t]);
val = k.find(ssprintf("PTrack%i", t+1));
m.m_CenterTrack[t].Command(val->second);
val = k.find(ssprintf("Position%i", t+1));
if(val != k.end())
MatrixCommand(val->second, m.m_PerspPosition[t]);
val = k.find(ssprintf("FOV%i", t+1));
if(val != k.end())
m.m_fFov[t] = float(atof(val->second.c_str()));
m.m_PositionTrack[t].Command(val->second);
CString sGames;
val = k.find("Games");
@@ -222,8 +175,37 @@ void NoteFieldPositioning::GetNamesForCurrentGame(vector<CString> &IDs)
}
}
/* XXX: Lots of GetID calls, which do a bunch of string compares; profile this. */
CString NoteFieldPositioning::GetBackdropBGA(PlayerNumber pn) const
{
const int mode = GetID(pn);
if(mode == -1)
return ""; /* none */
LOG->Trace("bd %s", Modes[mode].Backdrop.c_str() );
return Modes[mode].Backdrop;
}
void NoteFieldPositioning::BeginDrawTrack(PlayerNumber pn, int tn) const
void NoteFieldPositioning::BeginDrawBackdrop(PlayerNumber pn)
{
const int mode = GetID(pn);
if(mode == -1)
return;
DISPLAY->PushMatrix();
Modes[mode].BeginDrawTrack(-1);
}
void NoteFieldPositioning::EndDrawBackdrop(PlayerNumber pn)
{
const int mode = GetID(pn);
if(mode == -1)
return;
Modes[mode].EndDrawTrack(-1);
DISPLAY->PopMatrix();
}
void NoteFieldPositioning::BeginDrawTrack(PlayerNumber pn, int tn)
{
const int mode = GetID(pn);
@@ -241,7 +223,7 @@ void NoteFieldPositioning::BeginDrawTrack(PlayerNumber pn, int tn) const
}
}
void NoteFieldPositioning::EndDrawTrack(PlayerNumber pn, int tn) const
void NoteFieldPositioning::EndDrawTrack(PlayerNumber pn, int tn)
{
const int mode = GetID(pn);
+18 -8
View File
@@ -1,11 +1,11 @@
#ifndef NOTEFIELD_POSITIONING_H
#define NOTEFIELD_POSITIONING_H
#include "RageMath.h"
#include "PlayerNumber.h"
#include "StyleDef.h"
#include "PlayerNumber.h"
#include "Style.h"
#include "Actor.h"
#include <set>
@@ -16,16 +16,22 @@ class NoteFieldPositioning
Mode();
bool MatchesCurrentGame() const;
void BeginDrawTrack(int tn) const;
void EndDrawTrack(int tn) const;
void BeginDrawTrack(int tn);
void EndDrawTrack(int tn);
CString name;
set<Style> Styles;
RageMatrix m_Position[MAX_NOTE_TRACKS];
Actor m_Center;
Actor m_CenterTrack[MAX_NOTE_TRACKS];
/* 0 = no perspective */
float m_fFov[MAX_NOTE_TRACKS];
RageMatrix m_PerspPosition[MAX_NOTE_TRACKS];
float m_fFov;
Actor m_Position;
Actor m_PositionTrack[MAX_NOTE_TRACKS];
CString Backdrop;
Actor m_PositionBackdrop;
};
vector<Mode> Modes;
@@ -38,8 +44,12 @@ public:
int GetID(const CString &name) const;
int GetID(PlayerNumber pn) const;
void BeginDrawTrack(PlayerNumber pn, int tn) const;
void EndDrawTrack(PlayerNumber pn, int tn) const;
void BeginDrawTrack(PlayerNumber pn, int tn);
void EndDrawTrack(PlayerNumber pn, int tn);
CString GetBackdropBGA(PlayerNumber pn) const;
void BeginDrawBackdrop(PlayerNumber pn);
void EndDrawBackdrop(PlayerNumber pn);
void GetNamesForCurrentGame(vector<CString> &IDs);
};