position Scroller items with a Lua function

add ActorFrame::m_bDrawByZPosition
This commit is contained in:
Chris Danford
2005-05-03 09:29:54 +00:00
parent 18e3ad2666
commit 8eaf93a23d
9 changed files with 166 additions and 110 deletions
+101 -71
View File
@@ -7,6 +7,7 @@
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include <sstream>
// lua start
LUA_REGISTER_CLASS( ActorScroller )
@@ -40,11 +41,6 @@ ActorScroller::ActorScroller()
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
m_quadMask.SetHidden( true );
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(
@@ -59,10 +55,25 @@ void ActorScroller::Load(
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_vRotationDegrees = vRotationDegrees;
m_vTranslateTerm0 = vTranslateTerm0;
m_vTranslateTerm1 = vTranslateTerm1;
m_vTranslateTerm2 = vTranslateTerm2;
// Note: Rotation is applied before translation.
// rot = m_vRotationDegrees*itemOffset^1
// trans = m_vTranslateTerm0*itemOffset^0 +
// m_vTranslateTerm1*itemOffset^1 +
// m_vTranslateTerm2*itemOffset^2
ostringstream s;
s <<
"function(self,offset,itemIndex,numItems) " <<
"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
"end";
m_exprTransform.SetFromExpression( s.str() );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
@@ -86,7 +97,11 @@ void ActorScroller::Load2(
m_fNumItemsToDraw = fNumItemsToDraw;
m_fMaskWidth = fItemWidth;
m_fMaskHeight = fItemHeight;
m_vTranslateTerm1 = RageVector3( 0, fItemHeight, 0 );
m_exprTransform.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return %f*fOffsetFromCenter end",fItemHeight)
);
m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
@@ -109,6 +124,19 @@ void ActorScroller::Load2(
m_bLoaded = true;
}
void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
const CString &sExprTransform
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_exprTransform.SetFromExpression( sExprTransform );
m_fQuantizePixels = 0;
m_bLoaded = true;
}
float ActorScroller::GetSecondsForCompleteScrollThrough()
{
float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
@@ -212,25 +240,17 @@ void ActorScroller::Update( float fDeltaTime )
m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 );
}
#define PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) { \
DISPLAY->PushMatrix(); \
if( m_vRotationDegrees.x ) DISPLAY->RotateX( m_vRotationDegrees.x*fPosition ); \
if( m_vRotationDegrees.y ) DISPLAY->RotateY( m_vRotationDegrees.y*fPosition ); \
if( m_vRotationDegrees.z ) DISPLAY->RotateZ( m_vRotationDegrees.z*fPosition ); \
RageVector3 vTranslation = \
m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \
m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \
m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \
if( m_fQuantizePixels > 0 ) { \
vTranslation.x = Quantize( vTranslation.x, m_fQuantizePixels ); \
vTranslation.y = Quantize( vTranslation.y, m_fQuantizePixels ); \
vTranslation.z = Quantize( vTranslation.z, m_fQuantizePixels ); \
} \
DISPLAY->Translate( \
vTranslation.x, \
vTranslation.y, \
vTranslation.z ); \
}
void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
{
m_exprTransform.PushSelf( LUA->L );
ASSERT( !lua_isnil(LUA->L, -1) );
pActor->PushSelf( LUA->L );
LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
LuaHelpers::Push( iItemIndex, LUA->L );
LuaHelpers::Push( iNumItems, LUA->L );
lua_call( LUA->L, 4, 0 ); // 4 args, 0 results
}
void ActorScroller::DrawPrimitives()
{
@@ -238,56 +258,66 @@ void ActorScroller::DrawPrimitives()
if( !m_bLoaded )
{
ActorFrame::DrawPrimitives();
return;
}
if( m_SubActors.empty() )
return;
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
if( m_bUseMask )
{
PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
m_quadMask.Draw();
PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
m_quadMask.Draw();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
else
{
if( m_SubActors.empty() )
return;
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
vector<Actor*> subs;
if( bDelayedDraw )
subs = m_SubActors;
if( m_bUseMask )
{
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenTop )
m_quadMask.Draw();
DISPLAY->PopMatrix();
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenBottom )
m_quadMask.Draw();
DISPLAY->PopMatrix();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
if( bDelayedDraw )
subs.push_back( m_SubActors[iIndex] );
else
{
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
PUSH_AND_TRANSFORM_FOR_ITEM( fPosition )
m_SubActors[iIndex]->Draw();
DISPLAY->PopMatrix();
}
}
if( bDelayedDraw )
{
ActorUtil::SortByZPosition( subs );
FOREACH( Actor*, subs, a )
(*a)->Draw();
}
}