add 3D scrolling to ActorScroller
generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
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@@ -14,37 +14,80 @@
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#include "ActorCollision.h"
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#include <math.h>
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#include "RageUtil.h"
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#include "RageDisplay.h"
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ActorScroller::ActorScroller()
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{
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m_bLoaded = false;
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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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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}
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void ActorScroller::Load( float fScrollSecondsPerItem, float fSpacingX, float fSpacingY )
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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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{
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ASSERT( fScrollSecondsPerItem > 0 );
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m_fScrollSecondsPerItem = fScrollSecondsPerItem;
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m_vSpacing.x = fSpacingX;
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m_vSpacing.y = fSpacingY;
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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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}
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void ActorScroller::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fScrollSecondsPerItem );
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fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
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}
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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void ActorScroller::DrawPrimitives()
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{
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if( m_bLoaded )
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{
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Actor* pActor = m_SubActors[i];
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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float fItemOffset = i - m_fCurrentItem;
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float fItemOffset = i - m_fCurrentItem;
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float fX = m_vSpacing.x * fItemOffset;
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float fY = m_vSpacing.y * fItemOffset;
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fX = roundf( fX );
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fY = roundf( fY );
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pActor->SetXY( fX, fY );
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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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}
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}
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else
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{
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ActorFrame::DrawPrimitives();
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}
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}
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