add 3D scrolling to ActorScroller

generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
This commit is contained in:
Chris Danford
2004-02-01 03:14:37 +00:00
parent 66a121877c
commit 69fd514b68
20 changed files with 324 additions and 262 deletions
+57 -14
View File
@@ -14,37 +14,80 @@
#include "ActorCollision.h"
#include <math.h>
#include "RageUtil.h"
#include "RageDisplay.h"
ActorScroller::ActorScroller()
{
m_bLoaded = false;
m_fCurrentItem = 0;
m_fDestinationItem = 0;
m_fSecondsPerItem = 1;
m_iNumItemsToDraw = 7;
m_vRotationDegrees = RageVector3(0,0,0);
m_vTranslateTerm0 = RageVector3(0,0,0);
m_vTranslateTerm1 = RageVector3(0,0,0);
m_vTranslateTerm2 = RageVector3(0,0,0);
}
void ActorScroller::Load( float fScrollSecondsPerItem, float fSpacingX, float fSpacingY )
void ActorScroller::Load(
float fSecondsPerItem,
int iNumItemsToDraw,
const RageVector3 &vRotationDegrees,
const RageVector3 &vTranslateTerm0,
const RageVector3 &vTranslateTerm1,
const RageVector3 &vTranslateTerm2
)
{
ASSERT( fScrollSecondsPerItem > 0 );
m_fScrollSecondsPerItem = fScrollSecondsPerItem;
m_vSpacing.x = fSpacingX;
m_vSpacing.y = fSpacingY;
ASSERT( fSecondsPerItem > 0 );
m_fSecondsPerItem = fSecondsPerItem;
m_iNumItemsToDraw = iNumItemsToDraw;
m_vRotationDegrees = vRotationDegrees;
m_vTranslateTerm0 = vTranslateTerm0;
m_vTranslateTerm1 = vTranslateTerm1;
m_vTranslateTerm2 = vTranslateTerm2;
m_bLoaded = true;
}
void ActorScroller::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fScrollSecondsPerItem );
fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
}
for( unsigned i=0; i<m_SubActors.size(); i++ )
void ActorScroller::DrawPrimitives()
{
if( m_bLoaded )
{
Actor* pActor = m_SubActors[i];
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
float fItemOffset = i - m_fCurrentItem;
float fItemOffset = i - m_fCurrentItem;
float fX = m_vSpacing.x * fItemOffset;
float fY = m_vSpacing.y * fItemOffset;
fX = roundf( fX );
fY = roundf( fY );
pActor->SetXY( fX, fY );
if( m_vRotationDegrees[0] )
DISPLAY->RotateX( m_vRotationDegrees[0]*fItemOffset );
if( m_vRotationDegrees[1] )
DISPLAY->RotateY( m_vRotationDegrees[1]*fItemOffset );
if( m_vRotationDegrees[2] )
DISPLAY->RotateZ( m_vRotationDegrees[2]*fItemOffset );
RageVector3 vTranslation =
m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
DISPLAY->Translate(
vTranslation[0],
vTranslation[1],
vTranslation[2]
);
m_SubActors[i]->Draw();
}
}
else
{
ActorFrame::DrawPrimitives();
}
}