Added rotation and zoom splines to note columns, with the help of a couple new classes. Reorganized args to NoteDisplay functions into helper structures. Made splines have 3 modes controlling their behavior. Hold twisting is now handled by an AA rotation and hold drawing in general is now more complex.
This commit is contained in:
+499
-143
@@ -17,6 +17,9 @@
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#include "Foreach.h"
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#include "RageMath.h"
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static const double PI_180= PI / 180.0;
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static const double PI_180R= 180.0 / PI;
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const RString& NoteNotePartToString( NotePart i );
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/** @brief A foreach loop going through the different NoteParts. */
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#define FOREACH_NotePart( i ) FOREACH_ENUM( NotePart, i )
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@@ -43,6 +46,15 @@ XToString( NoteColorType );
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StringToX( NoteColorType );
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LuaXType( NoteColorType );
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static const char* NoteColumnSplineModeNames[] = {
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"Disabled",
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"Offset",
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"Position",
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};
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XToString(NoteColumnSplineMode);
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StringToX(NoteColumnSplineMode);
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LuaXType(NoteColumnSplineMode);
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static bool IsVectorZero( const RageVector2 &v )
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{
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return v.x == 0 && v.y == 0;
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@@ -277,6 +289,101 @@ XToString( ActiveType );
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float NCSplineHandler::BeatToTValue(float song_beat, float note_beat) const
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{
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float relative_beat= note_beat;
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// This allows someone to do something really fancy like having a spline
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// that extends the length of the song. Think of arrows tracing a path
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// as the song progresses. -Kyz
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if(m_subtract_song_beat_from_curr)
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{
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relative_beat-= song_beat;
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return (relative_beat / m_beats_per_t) - m_receptor_t;
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}
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return relative_beat / m_beats_per_t;
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}
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void NCSplineHandler::EvalForBeat(float song_beat, float note_beat, vector<float>& ret) const
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{
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float t_value= BeatToTValue(song_beat, note_beat);
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m_spline.evaluate(t_value, ret);
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}
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void NCSplineHandler::EvalDerivForBeat(float song_beat, float note_beat, vector<float>& ret) const
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{
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float t_value= BeatToTValue(song_beat, note_beat);
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m_spline.evaluate_derivative(t_value, ret);
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}
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void NCSplineHandler::EvalForReceptor(float song_beat, vector<float>& ret) const
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{
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float t_value= m_receptor_t;
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if(!m_subtract_song_beat_from_curr)
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{
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t_value= song_beat / m_beats_per_t;
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}
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m_spline.evaluate(t_value, ret);
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}
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void NoteColumnRenderArgs::spae_pos_for_beat(PlayerState const* state,
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float beat, float y_offset, float y_reverse_offset,
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vector<float>& sp_pos, vector<float>& ae_pos) const
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{
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switch(pos_handler->m_spline_mode)
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{
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case NCSM_Disabled:
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ArrowEffects::GetXYZPos(state, column, y_offset, y_reverse_offset, ae_pos);
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sp_pos.resize(3);
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// Sure, resize is supposed to call the default constructor, and for
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// numbers the default constructor is supposed to set it to zero, but
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// I got bit for relying on that once. -Kyz
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sp_pos[0]= sp_pos[1]= sp_pos[2]= 0.0f;
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break;
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case NCSM_Offset:
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ArrowEffects::GetXYZPos(state, column, y_offset, y_reverse_offset, ae_pos);
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pos_handler->EvalForBeat(song_beat, beat, sp_pos);
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break;
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case NCSM_Position:
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pos_handler->EvalForBeat(song_beat, beat, sp_pos);
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break;
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}
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}
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void NoteColumnRenderArgs::spae_zoom_for_beat(PlayerState const* state, float beat,
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vector<float>& sp_zoom, vector<float>& ae_zoom) const
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{
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switch(zoom_handler->m_spline_mode)
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{
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case NCSM_Disabled:
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ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(state);
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sp_zoom.resize(3);
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sp_zoom[0]= sp_zoom[1]= sp_zoom[2]= 0.0f;
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break;
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case NCSM_Offset:
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ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(state);
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zoom_handler->EvalForBeat(song_beat, beat, sp_zoom);
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break;
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case NCSM_Position:
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zoom_handler->EvalForBeat(song_beat, beat, sp_zoom);
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break;
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}
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}
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void NoteColumnRenderArgs::SetPRZForActor(Actor* actor,
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vector<float> const& sp_pos, vector<float> const& ae_pos,
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vector<float> const& sp_rot, vector<float> const& ae_rot,
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vector<float> const& sp_zoom, vector<float> const& ae_zoom) const
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{
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actor->SetX(sp_pos[0] + ae_pos[0]);
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actor->SetY(sp_pos[1] + ae_pos[1]);
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actor->SetZ(sp_pos[2] + ae_pos[2]);
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actor->SetRotationX(sp_rot[0] * PI_180R + ae_rot[0]);
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actor->SetRotationY(sp_rot[1] * PI_180R + ae_rot[1]);
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actor->SetRotationZ(sp_rot[2] * PI_180R + ae_rot[2]);
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actor->SetZoomX(sp_zoom[0] + ae_zoom[0]);
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actor->SetZoomY(sp_zoom[1] + ae_zoom[1]);
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actor->SetZoomZ(sp_zoom[2] + ae_zoom[2]);
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}
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NoteDisplay::NoteDisplay()
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{
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cache = new NoteMetricCache_t;
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@@ -342,15 +449,9 @@ bool NoteDisplay::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTarge
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return true;
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}
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float NoteDisplay::BeatToTValue(CommonColumnRenderArgs const& args, float beat) const
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{
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float song_beat= m_pPlayerState->GetDisplayedPosition().m_fSongBeatVisible;
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float relative_beat= beat - song_beat;
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return (relative_beat / args.beats_per_t) - args.receptor_t;
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}
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bool NoteDisplay::DrawHoldsInRange(CommonColumnRenderArgs const& args,
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int column, vector<NoteData::TrackMap::const_iterator> const& tap_set)
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bool NoteDisplay::DrawHoldsInRange(NoteFieldRenderArgs const& field_args,
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NoteColumnRenderArgs const& column_args,
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vector<NoteData::TrackMap::const_iterator> const& tap_set)
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{
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bool any_upcoming = false;
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for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
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@@ -367,18 +468,18 @@ bool NoteDisplay::DrawHoldsInRange(CommonColumnRenderArgs const& args,
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float throw_away;
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bool start_past_peak = false;
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bool end_past_peak = false;
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float start_y = ArrowEffects::GetYOffset(m_pPlayerState, column,
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float start_y = ArrowEffects::GetYOffset(m_pPlayerState, column_args.column,
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NoteRowToVisibleBeat(m_pPlayerState, start_row), throw_away,
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start_past_peak);
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float end_y = ArrowEffects::GetYOffset(m_pPlayerState, column,
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float end_y = ArrowEffects::GetYOffset(m_pPlayerState, column_args.column,
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NoteRowToVisibleBeat(m_pPlayerState, end_row), throw_away,
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end_past_peak);
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bool tail_visible = args.draw_pixels_after_targets <= end_y &&
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end_y <= args.draw_pixels_before_targets;
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bool head_visible = args.draw_pixels_after_targets <= start_y &&
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start_y <= args.draw_pixels_before_targets;
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bool straddling_visible = start_y <= args.draw_pixels_after_targets &&
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args.draw_pixels_before_targets <= end_y;
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bool tail_visible = field_args.draw_pixels_after_targets <= end_y &&
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end_y <= field_args.draw_pixels_before_targets;
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bool head_visible = field_args.draw_pixels_after_targets <= start_y &&
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start_y <= field_args.draw_pixels_before_targets;
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bool straddling_visible = start_y <= field_args.draw_pixels_after_targets &&
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field_args.draw_pixels_before_targets <= end_y;
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bool straddling_peak = start_past_peak && !end_past_peak;
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if(!(tail_visible || head_visible || straddling_visible || straddling_peak))
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{
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@@ -393,21 +494,21 @@ bool NoteDisplay::DrawHoldsInRange(CommonColumnRenderArgs const& args,
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const bool is_holding = tn.HoldResult.bHeld;
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if(hold_ghost_showing)
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{
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args.ghost_row->SetHoldShowing(column, tn);
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field_args.ghost_row->SetHoldShowing(column_args.column, tn);
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}
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ASSERT_M(NoteRowToBeat(start_row) > -2000, ssprintf("%i %i %i", start_row, end_row, column));
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ASSERT_M(NoteRowToBeat(start_row) > -2000, ssprintf("%i %i %i", start_row, end_row, column_args.column));
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bool in_selection_range = false;
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if(*args.selection_begin_marker != -1 && *args.selection_end_marker != -1)
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if(*field_args.selection_begin_marker != -1 && *field_args.selection_end_marker != -1)
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{
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in_selection_range = (*args.selection_begin_marker <= start_row &&
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end_row < *args.selection_end_marker);
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in_selection_range = (*field_args.selection_begin_marker <= start_row &&
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end_row < *field_args.selection_end_marker);
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}
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DrawHold(tn, args, column, start_row, is_holding, result,
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DrawHold(tn, field_args, column_args, start_row, is_holding, result,
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use_addition_coloring,
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in_selection_range ? args.selection_glow : args.fail_fade);
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in_selection_range ? field_args.selection_glow : field_args.fail_fade);
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bool note_upcoming = NoteRowToBeat(start_row) >
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m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
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@@ -416,8 +517,9 @@ bool NoteDisplay::DrawHoldsInRange(CommonColumnRenderArgs const& args,
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return any_upcoming;
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}
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bool NoteDisplay::DrawTapsInRange(CommonColumnRenderArgs const& args,
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int column, vector<NoteData::TrackMap::const_iterator> const& tap_set)
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bool NoteDisplay::DrawTapsInRange(NoteFieldRenderArgs const& field_args,
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NoteColumnRenderArgs const& column_args,
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vector<NoteData::TrackMap::const_iterator> const& tap_set)
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{
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bool any_upcoming= false;
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// draw notes from furthest to closest
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@@ -430,8 +532,8 @@ bool NoteDisplay::DrawTapsInRange(CommonColumnRenderArgs const& args,
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// TRICKY: If boomerang is on, then all notes in the range
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// [first_row,last_row] aren't necessarily visible.
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// Test every note to make sure it's on screen before drawing.
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if(!IsOnScreen(NoteRowToBeat(tap_row), column,
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args.draw_pixels_after_targets, args.draw_pixels_before_targets))
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if(!IsOnScreen(NoteRowToBeat(tap_row), column_args.column,
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field_args.draw_pixels_after_targets, field_args.draw_pixels_before_targets))
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{
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continue; // skip
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}
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@@ -451,9 +553,9 @@ bool NoteDisplay::DrawTapsInRange(CommonColumnRenderArgs const& args,
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bool hold_begins_on_this_beat = false;
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if(DrawHoldHeadForTapsOnSameRow())
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{
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for(int c2= 0; c2 < args.note_data->GetNumTracks(); ++c2)
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for(int c2= 0; c2 < field_args.note_data->GetNumTracks(); ++c2)
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{
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const TapNote &tmp = args.note_data->GetTapNote(c2, tap_row);
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const TapNote &tmp = field_args.note_data->GetTapNote(c2, tap_row);
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if(tmp.type == TapNoteType_HoldHead &&
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tmp.subType == TapNoteSubType_Hold)
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{
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@@ -467,9 +569,9 @@ bool NoteDisplay::DrawTapsInRange(CommonColumnRenderArgs const& args,
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bool roll_begins_on_this_beat = false;
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if(DrawRollHeadForTapsOnSameRow())
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{
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for(int c2= 0; c2 < args.note_data->GetNumTracks(); ++c2)
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for(int c2= 0; c2 < field_args.note_data->GetNumTracks(); ++c2)
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{
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const TapNote &tmp = args.note_data->GetTapNote(c2, tap_row);
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const TapNote &tmp = field_args.note_data->GetTapNote(c2, tap_row);
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if(tmp.type == TapNoteType_HoldHead &&
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tmp.subType == TapNoteSubType_Roll)
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{
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@@ -480,19 +582,20 @@ bool NoteDisplay::DrawTapsInRange(CommonColumnRenderArgs const& args,
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}
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bool in_selection_range = false;
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if(*args.selection_begin_marker != -1 && *args.selection_end_marker != -1)
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if(*field_args.selection_begin_marker != -1 && *field_args.selection_end_marker != -1)
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{
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in_selection_range = *args.selection_begin_marker <= tap_row &&
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tap_row < *args.selection_end_marker;
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in_selection_range = *field_args.selection_begin_marker <= tap_row &&
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tap_row < *field_args.selection_end_marker;
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}
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bool is_addition = (tn.source == TapNoteSource_Addition);
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bool hopo_possible = (tn.bHopoPossible);
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bool use_addition_coloring = is_addition || hopo_possible;
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DrawTap(tn, args, column, NoteRowToVisibleBeat(m_pPlayerState, tap_row),
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DrawTap(tn, field_args, column_args,
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NoteRowToVisibleBeat(m_pPlayerState, tap_row),
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hold_begins_on_this_beat, roll_begins_on_this_beat,
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use_addition_coloring,
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in_selection_range ? args.selection_glow : args.fail_fade);
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in_selection_range ? field_args.selection_glow : field_args.fail_fade);
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any_upcoming |= NoteRowToBeat(tap_row) >
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m_pPlayerState->GetDisplayedPosition().m_fSongBeat;
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@@ -614,28 +717,24 @@ struct StripBuffer
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};
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void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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CommonColumnRenderArgs const& args, int iCol, int fYStep,
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NoteFieldRenderArgs const& field_args,
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NoteColumnRenderArgs const& column_args, int fYStep,
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float fPercentFadeToFail, float fColorScale, bool bGlow,
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float fOverlappedTime, float fYTop, float fYBottom, float fYStartPos,
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float fYEndPos, bool bWrapping, bool bAnchorToTop,
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bool bFlipTextureVertically, float top_t, float bottom_t)
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bool bFlipTextureVertically, float top_beat, float bottom_beat)
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{
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ASSERT( !vpSpr.empty() );
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float ae_zoom= ArrowEffects::GetZoom(m_pPlayerState);
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Sprite *pSprite = vpSpr.front();
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FOREACH( Sprite *, vpSpr, s )
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{
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(*s)->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
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ASSERT( (*s)->GetUnzoomedWidth() == pSprite->GetUnzoomedWidth() );
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ASSERT( (*s)->GetUnzoomedHeight() == pSprite->GetUnzoomedHeight() );
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}
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// draw manually in small segments
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RectF rect = *pSprite->GetCurrentTextureCoordRect();
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if( bFlipTextureVertically )
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swap( rect.top, rect.bottom );
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const float fFrameWidth = pSprite->GetZoomedWidth();
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const float fFrameHeight = pSprite->GetZoomedHeight();
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const float fFrameWidth = pSprite->GetUnzoomedWidth();
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const float fFrameHeight = pSprite->GetUnzoomedHeight() * ae_zoom;
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/* Only draw the section that's within the range specified. If a hold note is
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* very long, don't process or draw the part outside of the range. Don't change
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@@ -674,6 +773,10 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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const float fTexCoordRight = rect.right;
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const float fTexCoordCenter = (fTexCoordLeft+fTexCoordRight)/2;
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// pos_z_vec will be used later to orient the hold. Read below. -Kyz
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static RageVector3 const pos_z_vec(0.0f, 0.0f, 1.0f);
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static RageVector3 const pos_y_vec(0.0f, 1.0f, 0.0f);
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StripBuffer queue;
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for( float fY = fYStartPos; !bLast; fY += fYStep )
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{
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@@ -683,50 +786,165 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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bLast = true;
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}
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float curtsy= top_t;
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if(top_t != bottom_t)
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const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, column_args.column, fY, m_fYReverseOffsetPixels );
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float cur_beat= top_beat;
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if(top_beat != bottom_beat)
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{
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curtsy= SCALE(fY, fYTop, fYBottom, top_t, bottom_t);
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cur_beat= SCALE(fY, fYTop, fYBottom, top_beat, bottom_beat);
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}
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// Fun times ahead with vector math. If the notes are being moved by the
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// position spline, the vectors used to position the edges of the strip
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// need to be adjusted or the hold will vanish when the notes move
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// horizontally.
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// To accomplish this, we use the derivative at the current point from
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// AE and the position spline. That gives us the forward vector for the
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// strip, pointing to where the next center vert will be. (step 1)
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// The vectors pointing left and right to the edges of the strip are
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// obtained from the cross product of the forward vector and pos_z_vec.
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// (unless the forward vec is too close to pos_z_vec or -pos_z_vec, in
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// which case pos_y_vec is used) The result of a cross product is a
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// vector perpendicular to both, so forward crossed with pos_z_vec gives
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// us the left vector. Right is of course -left. (step 2)
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// After that step, the left and right vectors need to be rotated around
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// the forward vector axis by the y rotation value, to allow the hold to
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// twist. (step 3)
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// Steps will be labeled where they occur below. -Kyz
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// TODO: Figure out whether it's worth the time investment to figure out
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// a way to skip the complex vector handling if the spline is disabled.
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vector<float> sp_pos;
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vector<float> sp_pos_forward;
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vector<float> sp_rot;
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vector<float> sp_zoom;
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vector<float> ae_pos(3, 0.0f);
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vector<float> ae_rot(3, 0.0f);
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// (step 1 of vector handling, part 1)
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// ArrowEffects only contributes to the Y component of the vector to
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// maintain the old behavior of how holds are drawn when they wave back
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// and forth. -Kyz
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RageVector3 render_forward(0.0f, 1.0f, 0.0f);
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column_args.spae_pos_for_beat(m_pPlayerState, cur_beat,
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fYOffset, m_fYReverseOffsetPixels, sp_pos, ae_pos);
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// fX and fZ are sp_pos[0] + ae_pos[0] and sp_pos[2] + ae_pos[2]. -Kyz
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// fY is the actual y position that should be used, not whatever spae
|
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// fetched from ArrowEffects. -Kyz
|
||||
switch(column_args.pos_handler->m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
ae_pos[1]= fY;
|
||||
sp_pos_forward.resize(3);
|
||||
sp_pos_forward[0]= sp_pos_forward[1]= sp_pos_forward[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
ae_pos[1]= fY;
|
||||
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
|
||||
VectorFloatNormalize(sp_pos_forward);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
ae_pos[1]= 0.0f;
|
||||
render_forward.y= 0.0f;
|
||||
column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
|
||||
VectorFloatNormalize(sp_pos_forward);
|
||||
break;
|
||||
}
|
||||
|
||||
render_forward.x+= sp_pos_forward[0];
|
||||
render_forward.y+= sp_pos_forward[1];
|
||||
render_forward.z+= sp_pos_forward[2];
|
||||
// Normalize the vector so it'll be easy to test when determining whether
|
||||
// to use pos_z_vec or pos_y_vec for the cross product in step 2.
|
||||
RageVec3Normalize(&render_forward, &render_forward);
|
||||
|
||||
// Holds are only affected by the x axis of the zoom spline because they
|
||||
// are flat sprites. -Kyz
|
||||
float render_width= fFrameWidth;
|
||||
switch(column_args.zoom_handler->m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
render_width= fFrameWidth * ae_zoom;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
column_args.zoom_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_zoom);
|
||||
render_width= fFrameWidth * (ae_zoom + sp_zoom[0]);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
column_args.zoom_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_zoom);
|
||||
render_width= fFrameWidth * sp_zoom[0];
|
||||
break;
|
||||
}
|
||||
vector<float> spline_pos;
|
||||
args.spline->evaluate(curtsy, spline_pos);
|
||||
|
||||
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
|
||||
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ) + spline_pos[2];
|
||||
const float fFrameWidthScale = ArrowEffects::GetFrameWidthScale( m_pPlayerState, fYOffset, fOverlappedTime );
|
||||
const float fScaledFrameWidth = fFrameWidth * fFrameWidthScale;
|
||||
const float fScaledFrameWidth = render_width * fFrameWidthScale;
|
||||
|
||||
float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ) + spline_pos[0];
|
||||
// Can't use the same code as for taps because hold bodies can only rotate
|
||||
// around the y axis. -Kyz
|
||||
switch(column_args.rot_handler->m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
// XXX: Actor rotations use degrees, Math uses radians. Convert here.
|
||||
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
|
||||
sp_rot.resize(3);
|
||||
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset) * PI_180;
|
||||
column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
column_args.rot_handler->EvalForBeat(column_args.song_beat, cur_beat, sp_rot);
|
||||
break;
|
||||
}
|
||||
|
||||
// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
|
||||
const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;
|
||||
RageVector3 center_vert(sp_pos[0] + ae_pos[0],
|
||||
sp_pos[1] + ae_pos[1], sp_pos[2] + ae_pos[2]);
|
||||
|
||||
// if we're rotating, we need to modify the X and Z coords for the outer edges.
|
||||
const float fRotOffsetX = (fScaledFrameWidth/2) * RageFastCos(fRotationY);
|
||||
const float fRotOffsetZ = (fScaledFrameWidth/2) * RageFastSin(fRotationY);
|
||||
// Special case for hold caps, which have the same top and bottom beat.
|
||||
if(top_beat == bottom_beat && fY != fYStartPos)
|
||||
{
|
||||
center_vert.x+= render_forward.x;
|
||||
center_vert.y+= render_forward.y;
|
||||
center_vert.z+= render_forward.z;
|
||||
}
|
||||
|
||||
//const float fXLeft = fX - (fScaledFrameWidth/2);
|
||||
const float fXLeft = fX - fRotOffsetX;
|
||||
const float fXCenter = fX;
|
||||
//const float fXRight = fX + (fScaledFrameWidth/2);
|
||||
const float fXRight = fX + fRotOffsetX;
|
||||
const float fZLeft = fZ - fRotOffsetZ;
|
||||
const float fZCenter = fZ;
|
||||
const float fZRight = fZ + fRotOffsetZ;
|
||||
const float render_roty= (sp_rot[1] + ae_rot[1]);
|
||||
|
||||
// (step 2 of vector handling)
|
||||
RageVector3 render_left;
|
||||
if(abs(render_forward.z) > 0.9f) // 0.9 arbitrariliy picked.
|
||||
{
|
||||
RageVec3Cross(&render_left, &render_forward, &pos_y_vec);
|
||||
}
|
||||
else
|
||||
{
|
||||
RageVec3Cross(&render_left, &render_forward, &pos_z_vec);
|
||||
}
|
||||
RageAARotate(&render_left, &render_forward, render_roty);
|
||||
const float half_width= fScaledFrameWidth * .5f;
|
||||
render_left.x*= half_width;
|
||||
render_left.y*= half_width;
|
||||
render_left.z*= half_width;
|
||||
|
||||
RageVector3 const left_vert(center_vert.x + render_left.x,
|
||||
center_vert.y + render_left.y, center_vert.z + render_left.z);
|
||||
RageVector3 const right_vert(center_vert.x - render_left.x,
|
||||
center_vert.y - render_left.y, center_vert.z - render_left.z);
|
||||
|
||||
const float fDistFromTop = fY - fYTop;
|
||||
float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, rect.top, rect.bottom );
|
||||
fTexCoordTop += fAddToTexCoord;
|
||||
|
||||
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, args.draw_pixels_before_targets, args.fade_before_targets );
|
||||
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
|
||||
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
|
||||
|
||||
if( fAlpha > 0 )
|
||||
bAllAreTransparent = false;
|
||||
|
||||
queue.v[0].p = RageVector3(fXLeft, fY + spline_pos[1], fZLeft); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
|
||||
queue.v[1].p = RageVector3(fXCenter, fY + spline_pos[1], fZCenter); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
|
||||
queue.v[2].p = RageVector3(fXRight, fY + spline_pos[1], fZRight); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
|
||||
queue.v[0].p = left_vert; queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
|
||||
queue.v[1].p = center_vert; queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
|
||||
queue.v[2].p = right_vert; queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
|
||||
queue.v+=3;
|
||||
|
||||
if( queue.Free() < 3 || bLast )
|
||||
@@ -753,10 +971,11 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
|
||||
}
|
||||
|
||||
void NoteDisplay::DrawHoldBody(const TapNote& tn,
|
||||
CommonColumnRenderArgs const& args, int iCol, float fBeat,
|
||||
NoteFieldRenderArgs const& field_args,
|
||||
NoteColumnRenderArgs const& column_args, float fBeat,
|
||||
bool bIsBeingHeld, float fYHead, float fYTail, bool bIsAddition,
|
||||
float fPercentFadeToFail, float fColorScale, bool bGlow,
|
||||
float top_t, float bottom_t)
|
||||
float top_beat, float bottom_beat)
|
||||
{
|
||||
vector<Sprite*> vpSprTop;
|
||||
Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
|
||||
@@ -780,7 +999,7 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
|
||||
vpSprBottom.push_back( pSprBottom );
|
||||
}
|
||||
|
||||
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
|
||||
const bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
|
||||
bool bFlipHoldBody = bReverse && cache->m_bFlipHoldBodyWhenReverse;
|
||||
if( bFlipHoldBody )
|
||||
{
|
||||
@@ -814,55 +1033,56 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
|
||||
const float fFrameHeightTop = pSpriteTop->GetUnzoomedHeight();
|
||||
const float fFrameHeightBottom = pSpriteBottom->GetUnzoomedHeight();
|
||||
|
||||
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol,
|
||||
args.draw_pixels_after_targets, m_fYReverseOffsetPixels );
|
||||
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol,
|
||||
args.draw_pixels_before_targets, m_fYReverseOffsetPixels );
|
||||
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, column_args.column,
|
||||
field_args.draw_pixels_after_targets, m_fYReverseOffsetPixels );
|
||||
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, column_args.column,
|
||||
field_args.draw_pixels_before_targets, m_fYReverseOffsetPixels );
|
||||
if( bReverse )
|
||||
swap( fYStartPos, fYEndPos );
|
||||
|
||||
bool bTopAnchor = bReverse && cache->m_bTopHoldAnchorWhenReverse;
|
||||
|
||||
// Draw the top cap
|
||||
DrawHoldPart(vpSprTop, args, iCol, fYStep, fPercentFadeToFail,
|
||||
DrawHoldPart(vpSprTop, field_args, column_args, fYStep, fPercentFadeToFail,
|
||||
fColorScale, bGlow,
|
||||
tn.HoldResult.fOverlappedTime,
|
||||
fYHead-fFrameHeightTop, fYHead,
|
||||
fYStartPos, fYEndPos,
|
||||
false, bTopAnchor, bFlipHoldBody, top_t, top_t);
|
||||
false, bTopAnchor, bFlipHoldBody, top_beat, top_beat);
|
||||
|
||||
// Draw the body
|
||||
DrawHoldPart(vpSprBody, args, iCol, fYStep, fPercentFadeToFail,
|
||||
DrawHoldPart(vpSprBody, field_args, column_args, fYStep, fPercentFadeToFail,
|
||||
fColorScale, bGlow,
|
||||
tn.HoldResult.fOverlappedTime,
|
||||
fYHead, fYTail,
|
||||
fYStartPos, fYEndPos,
|
||||
true, bTopAnchor, bFlipHoldBody, top_t, bottom_t);
|
||||
true, bTopAnchor, bFlipHoldBody, top_beat, bottom_beat);
|
||||
|
||||
// Draw the bottom cap
|
||||
DrawHoldPart(vpSprBottom, args, iCol, fYStep, fPercentFadeToFail,
|
||||
DrawHoldPart(vpSprBottom, field_args, column_args, fYStep, fPercentFadeToFail,
|
||||
fColorScale, bGlow,
|
||||
tn.HoldResult.fOverlappedTime,
|
||||
fYTail, fYTail+fFrameHeightBottom,
|
||||
max(fYStartPos, fYHead), fYEndPos,
|
||||
false, bTopAnchor, bFlipHoldBody, bottom_t, bottom_t);
|
||||
false, bTopAnchor, bFlipHoldBody, bottom_beat, bottom_beat);
|
||||
}
|
||||
|
||||
void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
CommonColumnRenderArgs const& args, int iCol, int iRow, bool bIsBeingHeld,
|
||||
NoteFieldRenderArgs const& field_args,
|
||||
NoteColumnRenderArgs const& column_args, int iRow, bool bIsBeingHeld,
|
||||
const HoldNoteResult &Result, bool bIsAddition, float fPercentFadeToFail)
|
||||
{
|
||||
int iEndRow = iRow + tn.iDuration;
|
||||
float top_t= BeatToTValue(args, NoteRowToVisibleBeat(m_pPlayerState, iRow));
|
||||
float bottom_t= BeatToTValue(args, NoteRowToVisibleBeat(m_pPlayerState, iEndRow));
|
||||
float top_beat= NoteRowToVisibleBeat(m_pPlayerState, iRow);
|
||||
float bottom_beat= NoteRowToVisibleBeat(m_pPlayerState, iEndRow);
|
||||
if(bIsBeingHeld)
|
||||
{
|
||||
top_t= args.receptor_t;
|
||||
top_beat= column_args.song_beat;
|
||||
}
|
||||
|
||||
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
|
||||
|
||||
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(iCol) > 0.5f;
|
||||
bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
|
||||
float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
|
||||
float fThrowAway = 0;
|
||||
|
||||
@@ -872,11 +1092,11 @@ void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
if( tn.HoldResult.bActive && tn.HoldResult.fLife > 0 )
|
||||
; // use the default values filled in above
|
||||
else
|
||||
fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fStartBeat, fThrowAway, bStartIsPastPeak );
|
||||
fStartYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, fStartBeat, fThrowAway, bStartIsPastPeak );
|
||||
|
||||
float fEndPeakYOffset = 0;
|
||||
bool bEndIsPastPeak = false;
|
||||
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
|
||||
float fEndYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, NoteRowToBeat(iEndRow), fEndPeakYOffset, bEndIsPastPeak );
|
||||
|
||||
// In boomerang, the arrows reverse direction at Y offset value fPeakAtYOffset.
|
||||
// If fPeakAtYOffset lies inside of the hold we're drawing, then the we
|
||||
@@ -889,8 +1109,8 @@ void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
if( bReverse )
|
||||
swap( fStartYOffset, fEndYOffset );
|
||||
|
||||
const float fYHead = ArrowEffects::GetYPos( m_pPlayerState, iCol, fStartYOffset, m_fYReverseOffsetPixels );
|
||||
const float fYTail = ArrowEffects::GetYPos( m_pPlayerState, iCol, fEndYOffset, m_fYReverseOffsetPixels );
|
||||
const float fYHead = ArrowEffects::GetYPos( m_pPlayerState, column_args.column, fStartYOffset, m_fYReverseOffsetPixels );
|
||||
const float fYTail = ArrowEffects::GetYPos( m_pPlayerState, column_args.column, fEndYOffset, m_fYReverseOffsetPixels );
|
||||
|
||||
const float fColorScale = SCALE( tn.HoldResult.fLife, 0.0f, 1.0f, cache->m_fHoldLetGoGrayPercent, 1.0f );
|
||||
|
||||
@@ -899,6 +1119,9 @@ void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
/* The body and caps should have no overlap, so their order doesn't matter.
|
||||
* Draw the head last, so it appears on top. */
|
||||
float fBeat = NoteRowToBeat(iRow);
|
||||
// Side note: I don't know why these two checks were commented out and I
|
||||
// didn't bother to update them when rewriting the arguments that are
|
||||
// passed to the note drawing functions. -Kyz
|
||||
/*
|
||||
if( !cache->m_bHoldHeadIsAboveWavyParts )
|
||||
{
|
||||
@@ -912,8 +1135,8 @@ void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
}
|
||||
*/
|
||||
|
||||
DrawHoldBody(tn, args, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, top_t, bottom_t);
|
||||
DrawHoldBody(tn, args, iCol, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, top_t, bottom_t);
|
||||
DrawHoldBody(tn, field_args, column_args, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, false, top_beat, bottom_beat);
|
||||
DrawHoldBody(tn, field_args, column_args, fBeat, bIsBeingHeld, fYHead, fYTail, bIsAddition, fPercentFadeToFail, fColorScale, true, top_beat, bottom_beat);
|
||||
|
||||
/* These set the texture mode themselves. */
|
||||
// this part was modified in pumpmania, where it flips the draw order
|
||||
@@ -921,56 +1144,76 @@ void NoteDisplay::DrawHold(const TapNote& tn,
|
||||
if( cache->m_bHoldTailIsAboveWavyParts )
|
||||
{
|
||||
Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
|
||||
DrawActor(tn, pActor, NotePart_HoldTail, args, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, false);
|
||||
DrawActor(tn, pActor, NotePart_HoldTail, field_args, column_args, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, false);
|
||||
}
|
||||
if( cache->m_bHoldHeadIsAboveWavyParts )
|
||||
{
|
||||
Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
|
||||
DrawActor(tn, pActor, NotePart_HoldHead, args, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, bIsBeingHeld);
|
||||
DrawActor(tn, pActor, NotePart_HoldHead, field_args, column_args, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fColorScale, bIsBeingHeld);
|
||||
}
|
||||
}
|
||||
|
||||
void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
|
||||
CommonColumnRenderArgs const& args, int iCol, float fYOffset, float fBeat,
|
||||
NoteFieldRenderArgs const& field_args, NoteColumnRenderArgs const& column_args, float fYOffset, float fBeat,
|
||||
bool bIsAddition, float fPercentFadeToFail, float fColorScale,
|
||||
bool is_being_held)
|
||||
{
|
||||
if (tn.type == TapNoteType_AutoKeysound && !GAMESTATE->m_bInStepEditor) return;
|
||||
if(fYOffset < args.draw_pixels_after_targets ||
|
||||
fYOffset > args.draw_pixels_before_targets)
|
||||
if(fYOffset < field_args.draw_pixels_after_targets ||
|
||||
fYOffset > field_args.draw_pixels_before_targets)
|
||||
return;
|
||||
float spline_t= BeatToTValue(args, fBeat);
|
||||
if(is_being_held) { spline_t= args.receptor_t; }
|
||||
vector<float> spline_pos;
|
||||
args.spline->evaluate(spline_t, spline_pos);
|
||||
const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, m_fYReverseOffsetPixels ) + spline_pos[1];
|
||||
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset ) + spline_pos[0];
|
||||
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset ) + spline_pos[2];
|
||||
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, args.draw_pixels_before_targets, args.fade_before_targets );
|
||||
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, args.draw_pixels_before_targets, args.fade_before_targets );
|
||||
float spline_beat= fBeat;
|
||||
if(is_being_held) { spline_beat= column_args.song_beat; }
|
||||
|
||||
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
|
||||
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, column_args.column, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, field_args.draw_pixels_before_targets, field_args.fade_before_targets );
|
||||
const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
|
||||
const RageColor glow = RageColor(1,1,1,fGlow);
|
||||
float fRotationX = 0, fRotationZ = 0;
|
||||
const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
|
||||
|
||||
bool bIsHoldHead = tn.type == TapNoteType_HoldHead;
|
||||
bool bIsHoldCap = bIsHoldHead || tn.type == TapNoteType_HoldTail;
|
||||
|
||||
fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, bIsHoldHead );
|
||||
if( !bIsHoldCap )
|
||||
{
|
||||
fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
|
||||
}
|
||||
|
||||
if( tn.type != TapNoteType_HoldHead )
|
||||
fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
|
||||
|
||||
pActor->SetRotationX( fRotationX );
|
||||
pActor->SetRotationY( fRotationY );
|
||||
pActor->SetRotationZ( fRotationZ );
|
||||
pActor->SetXY( fX, fY );
|
||||
pActor->SetZ( fZ );
|
||||
pActor->SetZoom( ArrowEffects::GetZoom(m_pPlayerState) );
|
||||
// same logical structure as in UpdateReceptorGhostStuff, I just haven't
|
||||
// figured out a good way to combine them. -Kyz
|
||||
vector<float> sp_pos;
|
||||
vector<float> sp_rot;
|
||||
vector<float> sp_zoom;
|
||||
vector<float> ae_pos(3, 0.0f);
|
||||
vector<float> ae_rot(3, 0.0f);
|
||||
vector<float> ae_zoom(3, 0.0f);
|
||||
column_args.spae_pos_for_beat(m_pPlayerState, spline_beat,
|
||||
fYOffset, m_fYReverseOffsetPixels, sp_pos, ae_pos);
|
||||
|
||||
switch(column_args.rot_handler->m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
if(!bIsHoldCap)
|
||||
{
|
||||
ae_rot[0]= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset);
|
||||
}
|
||||
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
|
||||
ae_rot[2]= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
|
||||
sp_rot.resize(3);
|
||||
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
if(!bIsHoldCap)
|
||||
{
|
||||
ae_rot[0]= ArrowEffects::GetRotationX(m_pPlayerState, fYOffset);
|
||||
}
|
||||
ae_rot[1]= ArrowEffects::GetRotationY(m_pPlayerState, fYOffset);
|
||||
ae_rot[2]= ArrowEffects::GetRotationZ(m_pPlayerState, fBeat, bIsHoldHead);
|
||||
column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
column_args.rot_handler->EvalForBeat(column_args.song_beat, spline_beat, sp_rot);
|
||||
break;
|
||||
}
|
||||
column_args.spae_zoom_for_beat(m_pPlayerState, spline_beat, sp_zoom, ae_zoom);
|
||||
column_args.SetPRZForActor(pActor, sp_pos, ae_pos, sp_rot, ae_rot, sp_zoom, ae_zoom);
|
||||
// [AJ] this two lines (and how they're handled) piss off many people:
|
||||
pActor->SetDiffuse( diffuse );
|
||||
pActor->SetGlow( glow );
|
||||
@@ -1004,7 +1247,8 @@ void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
|
||||
}
|
||||
|
||||
void NoteDisplay::DrawTap(const TapNote& tn,
|
||||
CommonColumnRenderArgs const& args, int iCol, float fBeat,
|
||||
NoteFieldRenderArgs const& field_args,
|
||||
NoteColumnRenderArgs const& column_args, float fBeat,
|
||||
bool bOnSameRowAsHoldStart, bool bOnSameRowAsRollStart,
|
||||
bool bIsAddition, float fPercentFadeToFail)
|
||||
{
|
||||
@@ -1078,21 +1322,89 @@ void NoteDisplay::DrawTap(const TapNote& tn,
|
||||
pActor->HandleMessage( msg );
|
||||
}
|
||||
|
||||
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
|
||||
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, column_args.column, fBeat );
|
||||
// this is the line that forces the (1,1,1,x) part of the noteskin diffuse -aj
|
||||
DrawActor(tn, pActor, part, args, iCol, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, 1.0f, false);
|
||||
DrawActor(tn, pActor, part, field_args, column_args, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, 1.0f, false);
|
||||
|
||||
if( tn.type == TapNoteType_Attack )
|
||||
pActor->PlayCommand( "UnsetAttack" );
|
||||
}
|
||||
|
||||
void NoteColumnRenderer::UpdateReceptorGhostStuff(Actor* receptor) const
|
||||
{
|
||||
PlayerState const* player_state= m_field_render_args->player_state;
|
||||
float song_beat= player_state->GetDisplayedPosition().m_fSongBeatVisible;
|
||||
// sp_* will be filled with the settings from the splines.
|
||||
// ae_* will be filled with the settings from ArrowEffects.
|
||||
// The two together will be applied to the actor.
|
||||
// sp_* will be zeroes in NCSM_Disabled, and ae_* will be zeroes in
|
||||
// NCSM_Position, so the setting step won't have to check the mode. -Kyz
|
||||
// sp_* are sized by the spline evaluate function.
|
||||
vector<float> sp_pos;
|
||||
vector<float> sp_rot;
|
||||
vector<float> sp_zoom;
|
||||
vector<float> ae_pos(3, 0.0f);
|
||||
vector<float> ae_rot(3, 0.0f);
|
||||
vector<float> ae_zoom(3, 0.0f);
|
||||
switch(m_pos_handler.m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
ArrowEffects::GetXYZPos(player_state, m_column, 0, m_field_render_args->reverse_offset_pixels, ae_pos);
|
||||
sp_pos.resize(3);
|
||||
// Sure, resize is supposed to call the default constructor, and for
|
||||
// numbers the default constructor is supposed to set it to zero, but
|
||||
// I got bit for relying on that once. -Kyz
|
||||
sp_pos[0]= sp_pos[1]= sp_pos[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
ArrowEffects::GetXYZPos(player_state, m_column, 0, m_field_render_args->reverse_offset_pixels, ae_pos);
|
||||
m_pos_handler.EvalForReceptor(song_beat, sp_pos);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
m_pos_handler.EvalForReceptor(song_beat, sp_pos);
|
||||
break;
|
||||
}
|
||||
switch(m_rot_handler.m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
ae_rot[2]= ArrowEffects::ReceptorGetRotationZ(player_state);
|
||||
sp_rot.resize(3);
|
||||
sp_rot[0]= sp_rot[1]= sp_rot[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
ae_rot[2]= ArrowEffects::ReceptorGetRotationZ(player_state);
|
||||
m_rot_handler.EvalForReceptor(song_beat, sp_rot);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
m_rot_handler.EvalForReceptor(song_beat, sp_rot);
|
||||
break;
|
||||
}
|
||||
switch(m_zoom_handler.m_spline_mode)
|
||||
{
|
||||
case NCSM_Disabled:
|
||||
ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(player_state);
|
||||
sp_zoom.resize(3);
|
||||
sp_zoom[0]= sp_zoom[1]= sp_zoom[2]= 0.0f;
|
||||
break;
|
||||
case NCSM_Offset:
|
||||
ae_zoom[0]= ae_zoom[1]= ae_zoom[2]= ArrowEffects::GetZoom(player_state);
|
||||
m_zoom_handler.EvalForReceptor(song_beat, sp_zoom);
|
||||
break;
|
||||
case NCSM_Position:
|
||||
m_zoom_handler.EvalForReceptor(song_beat, sp_zoom);
|
||||
break;
|
||||
}
|
||||
m_column_render_args.SetPRZForActor(receptor, sp_pos, ae_pos, sp_rot, ae_rot, sp_zoom, ae_zoom);
|
||||
}
|
||||
|
||||
void NoteColumnRenderer::DrawPrimitives()
|
||||
{
|
||||
m_render_args->spline= &m_spline;
|
||||
m_render_args->receptor_t= m_receptor_t;
|
||||
m_render_args->beats_per_t= m_beats_per_t;
|
||||
m_render_args->first_beat= NoteRowToBeat(m_render_args->first_row);
|
||||
m_render_args->last_beat= NoteRowToBeat(m_render_args->last_row);
|
||||
m_column_render_args.song_beat= m_field_render_args->player_state->GetDisplayedPosition().m_fSongBeatVisible;
|
||||
m_column_render_args.pos_handler= &m_pos_handler;
|
||||
m_column_render_args.rot_handler= &m_rot_handler;
|
||||
m_column_render_args.zoom_handler= &m_zoom_handler;
|
||||
m_field_render_args->first_beat= NoteRowToBeat(m_field_render_args->first_row);
|
||||
m_field_render_args->last_beat= NoteRowToBeat(m_field_render_args->last_row);
|
||||
bool any_upcoming= false;
|
||||
// Build lists of holds and taps for each player number, then pass those
|
||||
// lists to the displays to draw.
|
||||
@@ -1101,8 +1413,8 @@ void NoteColumnRenderer::DrawPrimitives()
|
||||
vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
|
||||
vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
|
||||
NoteData::TrackMap::const_iterator begin, end;
|
||||
m_render_args->note_data->GetTapNoteRangeInclusive(m_column,
|
||||
m_render_args->first_row, m_render_args->last_row+1, begin, end);
|
||||
m_field_render_args->note_data->GetTapNoteRangeInclusive(m_column,
|
||||
m_field_render_args->first_row, m_field_render_args->last_row+1, begin, end);
|
||||
for(; begin != end; ++begin)
|
||||
{
|
||||
TapNote const& tn= begin->second;
|
||||
@@ -1133,7 +1445,7 @@ void NoteColumnRenderer::DrawPrimitives()
|
||||
#define DTS_INNER(pn, tap_set, draw_func, disp) \
|
||||
if(!tap_set[pn].empty()) \
|
||||
{ \
|
||||
any_upcoming|= disp->draw_func(*m_render_args, m_column, tap_set[pn]); \
|
||||
any_upcoming|= disp->draw_func(*m_field_render_args, m_column_render_args, tap_set[pn]); \
|
||||
}
|
||||
#define DRAW_TAP_SET(tap_set, draw_func) \
|
||||
FOREACH_PlayerNumber(pn) \
|
||||
@@ -1146,12 +1458,12 @@ void NoteColumnRenderer::DrawPrimitives()
|
||||
DTS_INNER(PLAYER_INVALID, taps, DrawTapsInRange, m_displays[PLAYER_INVALID]);
|
||||
#undef DTS_INNER
|
||||
#undef DRAW_TAP_SET
|
||||
m_render_args->receptor_row->SetNoteUpcoming(m_column, any_upcoming);
|
||||
m_field_render_args->receptor_row->SetNoteUpcoming(m_column, any_upcoming);
|
||||
}
|
||||
|
||||
#include "LuaBinding.h"
|
||||
|
||||
struct LunaNoteColumnRenderer : Luna<NoteColumnRenderer>
|
||||
struct LunaNCSplineHandler : Luna<NCSplineHandler>
|
||||
{
|
||||
static int get_spline(T* p, lua_State* L)
|
||||
{
|
||||
@@ -1166,22 +1478,66 @@ struct LunaNoteColumnRenderer : Luna<NoteColumnRenderer>
|
||||
p->member= FArg(1); \
|
||||
COMMON_RETURN_SELF; \
|
||||
}
|
||||
#define SET_B(member, name) \
|
||||
static int name(T* p, lua_State* L) \
|
||||
{ \
|
||||
p->member= BArg(1); \
|
||||
COMMON_RETURN_SELF; \
|
||||
}
|
||||
SET_T(m_receptor_t, set_receptor_t);
|
||||
SET_T(m_beats_per_t, set_beats_per_t);
|
||||
SET_B(m_subtract_song_beat_from_curr, set_subtract_song_beat);
|
||||
#undef SET_T
|
||||
#undef SET_B
|
||||
static int set_spline_mode(T* p, lua_State* L)
|
||||
{
|
||||
p->m_spline_mode= Enum::Check<NoteColumnSplineMode>(L, 1);
|
||||
COMMON_RETURN_SELF;
|
||||
}
|
||||
DEFINE_METHOD(get_spline_mode, m_spline_mode);
|
||||
DEFINE_METHOD(get_subtract_song_beat, m_subtract_song_beat_from_curr);
|
||||
|
||||
LunaNCSplineHandler()
|
||||
{
|
||||
ADD_METHOD(get_spline);
|
||||
ADD_METHOD(get_beats_per_t);
|
||||
ADD_METHOD(set_beats_per_t);
|
||||
ADD_METHOD(get_receptor_t);
|
||||
ADD_METHOD(set_receptor_t);
|
||||
ADD_METHOD(get_spline_mode);
|
||||
ADD_METHOD(set_spline_mode);
|
||||
ADD_METHOD(get_subtract_song_beat);
|
||||
ADD_METHOD(set_subtract_song_beat);
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_CLASS(NCSplineHandler);
|
||||
|
||||
struct LunaNoteColumnRenderer : Luna<NoteColumnRenderer>
|
||||
{
|
||||
#define GET_HANDLER(member, name) \
|
||||
static int name(T* p, lua_State* L) \
|
||||
{ \
|
||||
p->member.PushSelf(L); \
|
||||
return 1; \
|
||||
}
|
||||
GET_HANDLER(m_pos_handler, get_pos_handler);
|
||||
GET_HANDLER(m_rot_handler, get_rot_handler);
|
||||
GET_HANDLER(m_zoom_handler, get_zoom_handler);
|
||||
#undef GET_HANDLER
|
||||
|
||||
LunaNoteColumnRenderer()
|
||||
{
|
||||
ADD_METHOD(get_spline);
|
||||
ADD_METHOD(get_receptor_t);
|
||||
ADD_METHOD(get_beats_per_t);
|
||||
ADD_METHOD(set_receptor_t);
|
||||
ADD_METHOD(set_beats_per_t);
|
||||
ADD_METHOD(get_pos_handler);
|
||||
ADD_METHOD(get_rot_handler);
|
||||
ADD_METHOD(get_zoom_handler);
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_DERIVED_CLASS(NoteColumnRenderer, Actor)
|
||||
|
||||
/*
|
||||
* NoteColumnRenderer and associated spline stuff (c) Eric Reese 2014-2015
|
||||
* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
|
||||
* All rights reserved.
|
||||
*
|
||||
|
||||
Reference in New Issue
Block a user