add support for texture coordinate animation in AnimatedTexture

This commit is contained in:
Chris Danford
2004-08-09 00:46:42 +00:00
parent 3f927e6280
commit 1d376f5795
14 changed files with 224 additions and 101 deletions
+71 -16
View File
@@ -6,11 +6,16 @@
#include "RageTextureManager.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "Foreach.h"
AnimatedTexture::AnimatedTexture()
{
iCurState = 0;
fSecsIntoFrame = 0;
m_iCurState = 0;
m_fSecsIntoFrame = 0;
m_bSphereMapped = false;
m_fTexVelocityX = 0;
m_fTexVelocityY = 0;
m_BlendMode = BLEND_NORMAL;
}
AnimatedTexture::~AnimatedTexture()
@@ -22,6 +27,12 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
{
ASSERT( vFrames.empty() ); // don't load more than once
m_bSphereMapped = sTexOrIniPath.Find("sphere") != -1;
if( sTexOrIniPath.Find("add") != -1 )
m_BlendMode = BLEND_ADD;
else
m_BlendMode = BLEND_NORMAL;
if( GetExtension(sTexOrIniPath).CompareNoCase("ini")==0 )
{
IniFile ini;
@@ -30,6 +41,10 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
if( !ini.GetKey("AnimatedTexture") )
RageException::Throw( "The animated texture file '%s' doesn't contain a section called 'AnimatedTexture'.", sTexOrIniPath.c_str() );
ini.GetValue( "AnimatedTexture", "TexVelocityX", m_fTexVelocityX );
ini.GetValue( "AnimatedTexture", "TexVelocityY", m_fTexVelocityY );
for( int i=0; i<1000; i++ )
{
CString sFileKey = ssprintf( "Frame%04d", i );
@@ -64,7 +79,7 @@ void AnimatedTexture::Load( CString sTexOrIniPath )
ID.bMipMaps = true; // use mipmaps in Models
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
10
1
};
vFrames.push_back( state );
}
@@ -75,12 +90,12 @@ void AnimatedTexture::Update( float fDelta )
{
if( vFrames.empty() )
return;
ASSERT( iCurState < (int)vFrames.size() );
fSecsIntoFrame += fDelta;
if( fSecsIntoFrame > vFrames[iCurState].fDelaySecs )
ASSERT( m_iCurState < (int)vFrames.size() );
m_fSecsIntoFrame += fDelta;
if( m_fSecsIntoFrame > vFrames[m_iCurState].fDelaySecs )
{
fSecsIntoFrame -= vFrames[iCurState].fDelaySecs;
iCurState = (iCurState+1) % vFrames.size();
m_fSecsIntoFrame -= vFrames[m_iCurState].fDelaySecs;
m_iCurState = (m_iCurState+1) % vFrames.size();
}
}
@@ -88,19 +103,60 @@ RageTexture* AnimatedTexture::GetCurrentTexture()
{
if( vFrames.empty() )
return NULL;
ASSERT( iCurState < (int)vFrames.size() );
return vFrames[iCurState].pTexture;
ASSERT( m_iCurState < (int)vFrames.size() );
return vFrames[m_iCurState].pTexture;
}
int AnimatedTexture::GetNumStates() const
{
return vFrames.size();
}
void AnimatedTexture::SetState( int iState )
{
CLAMP( iState, 0, GetNumStates()-1 );
iCurState = iState;
m_iCurState = iState;
}
int AnimatedTexture::GetNumStates()
float AnimatedTexture::GetAnimationLengthSeconds() const
{
return vFrames.size();
float fTotalSeconds = 0;
FOREACH_CONST( AnimatedTextureState, vFrames, ats )
fTotalSeconds += ats->fDelaySecs;
return fTotalSeconds;
}
void AnimatedTexture::SetSecondsIntoAnimation( float fSeconds )
{
fSeconds = fmodf( fSeconds, GetAnimationLengthSeconds() );
m_iCurState = 0;
for( unsigned i=0; i<vFrames.size(); i++ )
{
AnimatedTextureState& ats = vFrames[i];
if( fSeconds > ats.fDelaySecs )
{
fSeconds -= ats.fDelaySecs;
m_iCurState = i+1;
}
}
m_fSecsIntoFrame = fSeconds; // remainder
}
float AnimatedTexture::GetSecondsIntoAnimation() const
{
float fSeconds = 0;
for( unsigned i=0; i<vFrames.size(); i++ )
{
const AnimatedTextureState& ats = vFrames[i];
if( i >= m_iCurState )
break;
fSeconds += ats.fDelaySecs;
}
fSeconds += m_fSecsIntoFrame;
return fSeconds;
}
void AnimatedTexture::Unload()
@@ -108,11 +164,10 @@ void AnimatedTexture::Unload()
for(unsigned i = 0; i < vFrames.size(); ++i)
TEXTUREMAN->UnloadTexture(vFrames[i].pTexture);
vFrames.clear();
iCurState = 0;
fSecsIntoFrame = 0;
m_iCurState = 0;
m_fSecsIntoFrame = 0;
}
msMesh::msMesh()
{
ZERO( szName );