scale pulse effect by EffectColors for added control
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+10
-4
@@ -182,6 +182,12 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
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float fPercentOffset = sinf( fPercentThroughEffect*PI );
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float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom );
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m_tempState.scale *= fZoom;
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// Use the color as a Vector3 to scale the effect for added control
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RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 );
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m_tempState.scale.x *= c.r;
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m_tempState.scale.y *= c.g;
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m_tempState.scale.z *= c.b;
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}
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break;
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default:
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@@ -868,23 +874,23 @@ void Actor::TweenState::MakeWeightedAverage( TweenState& average_out, const Twee
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void Actor::SetBlendMode( const CString &s )
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{
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if (s.CompareNoCase("normal")==0) SetBlendMode( BLEND_NORMAL );
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else if(s.CompareNoCase("add")==0) SetBlendMode( BLEND_ADD );
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else if(s.CompareNoCase("add")==0) SetBlendMode( BLEND_ADD );
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else if(s.CompareNoCase("noeffect")==0) SetBlendMode( BLEND_NO_EFFECT );
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else ASSERT(0);
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}
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void Actor::SetCullMode( const CString &s )
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{
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if (s.CompareNoCase("back")==0) SetCullMode( CULL_BACK );
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if (s.CompareNoCase("back")==0) SetCullMode( CULL_BACK );
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else if(s.CompareNoCase("front")==0) SetCullMode( CULL_FRONT );
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else if(s.CompareNoCase("none")==0) SetCullMode( CULL_NONE );
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else if(s.CompareNoCase("none")==0) SetCullMode( CULL_NONE );
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else ASSERT(0);
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}
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void Actor::SetZTestMode( const CString &s )
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{
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// for metrics backward compatibility
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if(s.CompareNoCase("off")==0) SetZTestMode( ZTEST_OFF );
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if(s.CompareNoCase("off")==0) SetZTestMode( ZTEST_OFF );
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else if(s.CompareNoCase("writeonpass")==0) SetZTestMode( ZTEST_WRITE_ON_PASS );
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else if(s.CompareNoCase("writeonfail")==0) SetZTestMode( ZTEST_WRITE_ON_FAIL );
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else ASSERT(0);
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@@ -123,7 +123,8 @@ public:
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RageColor operator - ( const RageColor& other ) const { return RageColor( r-other.r, g-other.g, b-other.b, a-other.a ); }
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RageColor operator * ( const RageColor& other ) const { return RageColor( r*other.r, g*other.g, b*other.b, a*other.a ); }
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RageColor operator * ( float f ) const { return RageColor( r*f, g*f, b*f, a*f ); }
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// RageColor operator / ( float f ) const { return RageColor( r/f, g/f, b/f, a/f ); }
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// Divide is useful for using with the SCALE macro
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RageColor operator / ( float f ) const { return RageColor( r/f, g/f, b/f, a/f ); }
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friend RageColor operator * ( float f, const RageColor& other ) { return other*f; } // What is this for? Did I add this? -Chris
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