replace effect delay/period with RampUp/HoldAtHalf/RampDown/HoldAtZero

This commit is contained in:
Chris Danford
2005-07-24 03:19:01 +00:00
parent cfb77d9d15
commit 1f3ed4d3be
2 changed files with 91 additions and 39 deletions
+80 -33
View File
@@ -55,8 +55,10 @@ void Actor::Reset()
m_Effect = no_effect;
m_fSecsIntoEffect = 0;
m_fEffectDelta = 0;
m_fEffectPeriodSeconds = 1;
m_fEffectDelay = 0;
m_fEffectRampUp = 0.5;
m_fEffectHoldAtHalf = 0;
m_fEffectRampDown = 0.5;
m_fEffectHoldAtZero = 0;
m_fEffectOffset = 0;
m_EffectClock = CLOCK_TIMER;
m_vEffectMagnitude = RageVector3(0,0,10);
@@ -144,8 +146,10 @@ Actor::Actor( const Actor &cpy )
CPY( m_sEffectCommand );
CPY( m_fSecsIntoEffect );
CPY( m_fEffectDelta );
CPY( m_fEffectPeriodSeconds );
CPY( m_fEffectDelay );
CPY( m_fEffectRampUp );
CPY( m_fEffectHoldAtHalf );
CPY( m_fEffectRampDown );
CPY( m_fEffectHoldAtZero );
CPY( m_fEffectOffset );
CPY( m_EffectClock );
@@ -263,22 +267,44 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
m_pTempState = &tempState;
tempState = m_current;
/* EffectPeriodSeconds is the total time of the effect (including delay).
* m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the
* entire thing forwards. For example, if m_fEffectPeriodSeconds is 1,
* the effect can happen from .40 to .55 by setting offset to .40 and
* delay to .85. */
const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay;
CHECKPOINT_M( ssprintf("%f = %f + %f", fTotalPeriod, m_fEffectPeriodSeconds, m_fEffectDelay) );
const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod );
CHECKPOINT_M( ssprintf("%f = fmodfp(%f + %f, %f)", fSecsIntoPeriod, m_fSecsIntoEffect, m_fEffectOffset, fTotalPeriod) );
/*
*/
const float fTotalPeriod = GetEffectPeriod();
ASSERT( fTotalPeriod > 0 );
const float fTimeIntoEffect = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod );
float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 );
CHECKPOINT_M( ssprintf("%f = SCALE(%f, 0, %f, 0, 1)", fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds) );
fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 );
ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1,
float fPercentThroughEffect;
if( fTimeIntoEffect < m_fEffectRampUp )
{
fPercentThroughEffect = SCALE(
fTimeIntoEffect,
0,
m_fEffectRampUp,
0.0f,
0.5f );
}
else if( fTimeIntoEffect < m_fEffectRampUp + m_fEffectHoldAtHalf )
{
fPercentThroughEffect = 0.5f;
}
else if( fTimeIntoEffect < m_fEffectRampUp + m_fEffectHoldAtHalf + m_fEffectRampDown )
{
fPercentThroughEffect = SCALE(
fTimeIntoEffect,
m_fEffectRampUp + m_fEffectHoldAtHalf,
m_fEffectRampUp + m_fEffectHoldAtHalf + m_fEffectRampDown,
0.5f,
1.0f );
}
else
{
fPercentThroughEffect = 0;
}
ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1,
ssprintf("%f", fPercentThroughEffect) );
bool bBlinkOn = fPercentThroughEffect > 0.5f;
float fPercentBetweenColors = RageFastSin( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f;
ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1,
@@ -570,8 +596,8 @@ void Actor::UpdateInternal( float fDeltaTime )
/* Wrap the counter, so it doesn't increase indefinitely (causing loss of
* precision if a screen is left to sit for a day). */
if( m_fSecsIntoEffect >= m_fEffectPeriodSeconds + m_fEffectDelay )
m_fSecsIntoEffect -= m_fEffectPeriodSeconds + m_fEffectDelay;
if( m_fSecsIntoEffect >= GetEffectPeriod() )
m_fSecsIntoEffect -= GetEffectPeriod();
break;
case CLOCK_BGM_BEAT:
@@ -759,7 +785,28 @@ void Actor::StretchTo( const RectF &r )
}
void Actor::SetEffectPeriod( float fTime )
{
ASSERT( fTime > 0 );
m_fEffectRampUp = fTime/2;
m_fEffectHoldAtHalf = 0;
m_fEffectRampDown = fTime/2;
m_fEffectHoldAtZero = 0;
}
float Actor::GetEffectPeriod()
{
return m_fEffectRampUp + m_fEffectHoldAtHalf + m_fEffectRampDown + m_fEffectHoldAtZero;
}
void Actor::SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero )
{
m_fEffectRampUp = fRampUp;
m_fEffectHoldAtHalf = fAtHalf;
m_fEffectRampDown = fRampDown;
m_fEffectHoldAtZero = fAtZero;
ASSERT( GetEffectPeriod() > 0 );
}
// effect "macros"
@@ -774,7 +821,7 @@ void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, Rag
if( m_Effect != diffuse_blink )
{
m_Effect = diffuse_blink;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
@@ -786,7 +833,7 @@ void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, Rag
if( m_Effect != diffuse_shift )
{
m_Effect = diffuse_shift;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
@@ -798,7 +845,7 @@ void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, Rage
if( m_Effect != diffuse_ramp )
{
m_Effect = diffuse_ramp;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
@@ -810,7 +857,7 @@ void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageCo
if( m_Effect != glow_blink )
{
m_Effect = glow_blink;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
@@ -822,7 +869,7 @@ void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageCo
if( m_Effect != glow_shift )
{
m_Effect = glow_shift;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
@@ -832,7 +879,7 @@ void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageCo
void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
{
m_Effect = rainbow;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
SetEffectPeriod( fEffectPeriodSeconds );
m_fSecsIntoEffect = 0;
}
@@ -843,24 +890,24 @@ void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
m_Effect = wag;
m_fSecsIntoEffect = 0;
}
m_fEffectPeriodSeconds = fPeriod;
SetEffectPeriod( fPeriod );
m_vEffectMagnitude = vect;
}
void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
{
m_Effect = bounce;
m_fEffectPeriodSeconds = fPeriod;
SetEffectPeriod( fPeriod );
m_vEffectMagnitude = vect;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectBob( float fPeriod, RageVector3 vect )
{
if( m_Effect!=bob || m_fEffectPeriodSeconds!=fPeriod )
if( m_Effect!=bob || GetEffectPeriod() != fPeriod )
{
m_Effect = bob;
m_fEffectPeriodSeconds = fPeriod;
SetEffectPeriod( fPeriod );
m_fSecsIntoEffect = 0;
}
m_vEffectMagnitude = vect;
@@ -881,7 +928,7 @@ void Actor::SetEffectVibrate( RageVector3 vect )
void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom )
{
m_Effect = pulse;
m_fEffectPeriodSeconds = fPeriod;
SetEffectPeriod( fPeriod );
m_vEffectMagnitude[0] = fMinZoom;
m_vEffectMagnitude[1] = fMaxZoom;
}
@@ -1232,12 +1279,12 @@ public:
static int pulse( T* p, lua_State *L ) { p->SetEffectPulse(); return 0; }
static int spin( T* p, lua_State *L ) { p->SetEffectSpin(); return 0; }
static int vibrate( T* p, lua_State *L ) { p->SetEffectVibrate(); return 0; }
static int stopeffect( T* p, lua_State *L ) { p->SetEffectNone(); return 0; }
static int stopeffect( T* p, lua_State *L ) { p->StopEffect(); return 0; }
static int effectcolor1( T* p, lua_State *L ) { p->SetEffectColor1( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int effectcolor2( T* p, lua_State *L ) { p->SetEffectColor2( RageColor(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
static int effectperiod( T* p, lua_State *L ) { p->SetEffectPeriod(FArg(1)); return 0; }
static int effecttiming( T* p, lua_State *L ) { p->SetEffectTiming(FArg(1),FArg(2),FArg(3),FArg(4)); return 0; }
static int effectoffset( T* p, lua_State *L ) { p->SetEffectOffset(FArg(1)); return 0; }
static int effectdelay( T* p, lua_State *L ) { p->SetEffectDelay(FArg(1)); return 0; }
static int effectclock( T* p, lua_State *L ) { p->SetEffectClockString(SArg(1)); return 0; }
static int effectmagnitude( T* p, lua_State *L ) { p->SetEffectMagnitude( RageVector3(FArg(1),FArg(2),FArg(3)) ); return 0; }
static int geteffectmagnitude( T* p, lua_State *L ) { RageVector3 v = p->GetEffectMagnitude(); lua_pushnumber(L, v[0]); lua_pushnumber(L, v[1]); lua_pushnumber(L, v[2]); return 3; }
@@ -1361,8 +1408,8 @@ public:
ADD_METHOD( effectcolor1 )
ADD_METHOD( effectcolor2 )
ADD_METHOD( effectperiod )
ADD_METHOD( effecttiming )
ADD_METHOD( effectoffset )
ADD_METHOD( effectdelay )
ADD_METHOD( effectclock )
ADD_METHOD( effectmagnitude )
ADD_METHOD( geteffectmagnitude )
+11 -6
View File
@@ -241,16 +241,17 @@ public:
//
// effects
//
void SetEffectNone() { m_Effect = no_effect; }
void StopEffect() { m_Effect = no_effect; }
Effect GetEffect() const { return m_Effect; }
float GetSecsIntoEffect() const { return m_fSecsIntoEffect; }
float GetEffectDelta() const { return m_fEffectDelta; }
void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
void SetEffectPeriod( float fSecs ) { m_fEffectPeriodSeconds = fSecs; }
void SetEffectDelay( float fTime ) { m_fEffectDelay = fTime; }
void SetEffectOffset( float fPercent ) { m_fEffectOffset = fPercent; }
void SetEffectPeriod( float fTime );
float GetEffectPeriod();
void SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero );
void SetEffectOffset( float fTime ) { m_fEffectOffset = fTime; }
void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
void SetEffectClockString( const CString &s ); // convenience
@@ -415,8 +416,12 @@ protected:
Effect m_Effect;
CString m_sEffectCommand; // effect_lua
float m_fSecsIntoEffect, m_fEffectDelta;
float m_fEffectPeriodSeconds;
float m_fEffectDelay;
// units depend on m_EffectClock
float m_fEffectRampUp;
float m_fEffectHoldAtHalf;
float m_fEffectRampDown;
float m_fEffectHoldAtZero;
float m_fEffectOffset;
EffectClock m_EffectClock;