use scaled frame width instead of frame width

This commit is contained in:
AJ Kelly
2010-08-22 17:02:12 -05:00
parent 2e7bb5457c
commit de93972352
2 changed files with 14 additions and 15 deletions
+8 -9
View File
@@ -449,8 +449,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;
// if we're rotating, we need to modify the X and Z coords for the outer edges.
const float fRotOffsetX = fFrameWidth/2 * RageFastCos(fRotationY);
const float fRotOffsetZ = fFrameWidth/2 * RageFastSin(fRotationY);
const float fRotOffsetX = (fScaledFrameWidth/2) * RageFastCos(fRotationY);
const float fRotOffsetZ = (fScaledFrameWidth/2) * RageFastSin(fRotationY);
//const float fXLeft = fX - (fScaledFrameWidth/2);
const float fXLeft = fX - fRotOffsetX;
@@ -458,6 +458,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
//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 fDistFromTop = fY - fYTop;
@@ -471,7 +472,7 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
bAllAreTransparent = false;
queue.v[0].p = RageVector3(fXLeft, fY, fZLeft); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
queue.v[1].p = RageVector3(fXCenter, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
queue.v[1].p = RageVector3(fXCenter, fY, fZCenter); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
queue.v[2].p = RageVector3(fXRight, fY, fZRight); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
queue.v+=3;
@@ -679,13 +680,11 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor glow = RageColor(1,1,1,fGlow);
float fRotationX = 0;
float fRotationY = 0;
float fRotationZ = 0;
float fRotationX = 0, fRotationY = 0, fRotationZ = 0;
fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, tn.type == tn.hold_head );
if( tn.type != tn.hold_head )
fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );