#include "global.h" // testing updates /* ----------------------------------------------------------------------------- Class: ActorScroller Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ActorScroller.h" #include "ActorCollision.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 fSecondsPerItem, int iNumItemsToDraw, const RageVector3 &vRotationDegrees, const RageVector3 &vTranslateTerm0, const RageVector3 &vTranslateTerm1, const RageVector3 &vTranslateTerm2 ) { 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 ); if( m_fHibernateSecondsLeft > 0 ) return; // early abort fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem ); } void ActorScroller::DrawPrimitives() { // Optimization: If we weren't loaded, then fall back to the ActorFrame logic if( !m_bLoaded ) { ActorFrame::DrawPrimitives(); } else { int iFirstItemToDraw = (int)roundf( m_fCurrentItem - m_iNumItemsToDraw/2.f ); for( int i=iFirstItemToDraw; i= (int)m_SubActors.size() ) continue; // skip float fItemOffset = i - m_fCurrentItem; DISPLAY->PushMatrix(); 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(); DISPLAY->PopMatrix(); } } }