Files
itgmania212121/stepmania/src/Actor.cpp
T
Chris Danford 294144575c speed up editor beat bar drawing (frame rate is not 3x as fast!)
fixed inaccurate 2k/xp video card detection
2003-02-22 00:22:27 +00:00

570 lines
16 KiB
C++

#include "global.h" // testing updates
/*
-----------------------------------------------------------------------------
Class: Actor
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
#include <math.h>
#include "RageDisplay.h"
#include "PrefsManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
Actor::Actor()
{
m_bFirstUpdate = true;
m_iNumTweenStates = 0;
m_baseRotation = RageVector3( 0, 0, 0 );
m_baseScale = RageVector3( 1, 1, 1 );
m_size = RageVector2( 1, 1 );
m_start.Init();
m_current.Init();
m_HorizAlign = align_center;
m_VertAlign = align_middle;
m_Effect = no_effect;
m_fSecsIntoEffect = 0;
m_fEffectPeriodSeconds = 1;
m_fWagRadians = 0.2f;
m_vSpinVelocity = RageVector3(0,0,0);
m_fVibrationDistance = 5.0f;
m_bVisibleThisFrame = false;
m_bShadow = false;
m_fShadowLength = 4;
m_bBlendAdd = false;
}
void Actor::Draw()
{
// call the most-derived versions
this->BeginDraw();
this->DrawPrimitives(); // call the most-derived version of DrawPrimitives();
this->EndDraw();
}
void Actor::BeginDraw() // set the world matrix and calculate actor properties
{
DISPLAY->PushMatrix(); // we're actually going to do some drawing in this function
int i;
m_temp = m_current;
//
// set temporary drawing properties based on Effects
//
bool bBlinkOn = m_fSecsIntoEffect/m_fEffectPeriodSeconds > 0.5f;
float fPercentBetweenColors = sinf( m_fSecsIntoEffect/m_fEffectPeriodSeconds * 2 * PI ) / 2 + 0.5f;
ASSERT( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1 );
float fOriginalAlpha = m_temp.diffuse[0].a;
switch( m_Effect )
{
case no_effect:
break;
case diffuse_blinking:
for(i=0; i<4; i++)
m_temp.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
break;
case diffuse_shift:
for(i=0; i<4; i++)
m_temp.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
break;
case glow_blinking:
m_temp.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_temp.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case glow_shift:
m_temp.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
m_temp.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
break;
case wagging:
m_temp.rotation.z = m_fWagRadians * sinf(
(m_fSecsIntoEffect / m_fEffectPeriodSeconds) // percent through wag
* 2.0f * PI );
break;
case spinning:
// nothing needs to be here
break;
case vibrating:
m_temp.pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
m_temp.pos.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( !m_bVisibleThisFrame )
for(int i=0; i<4; i++)
m_temp.diffuse[i] = RageColor(0,0,0,0); // don't draw the frame
break;
case bouncing:
{
float fPercentThroughBounce = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
float fPercentOffset = sinf( fPercentThroughBounce*PI );
m_temp.pos += m_vectBounce * fPercentOffset;
}
break;
case bobbing:
{
float fPercentThroughBounce = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
float fPercentOffset = sinf( fPercentThroughBounce*PI*2 );
m_temp.pos += m_vectBounce * fPercentOffset;
}
break;
default:
ASSERT(0); // invalid Effect
}
m_temp.scale.x *= m_baseScale.x;
m_temp.scale.y *= m_baseScale.y;
m_temp.scale.z *= m_baseScale.z;
m_temp.rotation.x += m_baseRotation.x;
m_temp.rotation.y += m_baseRotation.y;
m_temp.rotation.z += m_baseRotation.z;
DISPLAY->Translate( m_temp.pos.x, m_temp.pos.y, m_temp.pos.z );
DISPLAY->Scale( m_temp.scale.x, m_temp.scale.y, m_temp.scale.z );
if( m_temp.rotation.x != 0 )
DISPLAY->RotateX( m_temp.rotation.x );
if( m_temp.rotation.y != 0 )
DISPLAY->RotateY( m_temp.rotation.y );
if( m_temp.rotation.z != 0 )
DISPLAY->RotateZ( m_temp.rotation.z );
}
void Actor::EndDraw()
{
DISPLAY->PopMatrix();
}
void Actor::UpdateTweening( float fDeltaTime )
{
// update tweening
if( m_iNumTweenStates == 0 )
return;
// we are performing a tween
TweenState &TS = m_TweenStates[0]; // earliest tween
TweenInfo &TI = m_TweenInfo[0]; // earliest tween
if( TI.m_fTimeLeftInTween == TI.m_fTweenTime ) // we are just beginning this tween
{
// set the start position
m_start = m_current;
}
TI.m_fTimeLeftInTween -= fDeltaTime;
if( TI.m_fTimeLeftInTween <= 0 ) // The tweening is over. Stop the tweening
{
m_current = TS;
// delete the head tween
for( int i=0; i<m_iNumTweenStates-1; i++ )
{
m_TweenStates[i] = m_TweenStates[i+1];
m_TweenInfo[i] = m_TweenInfo[i+1];
}
m_iNumTweenStates--;
}
else // in the middle of tweening. Recalcute the current position.
{
const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
// distort the percentage if appropriate
float fPercentAlongPath = 0.f;
switch( TI.m_TweenType )
{
case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
case TWEEN_BIAS_BEGIN: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break;
case TWEEN_BIAS_END: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break;
case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - sinf( 1.1f + fPercentThroughTween*(PI-1.1f) ) / 0.89f; break;
case TWEEN_BOUNCE_END: fPercentAlongPath = sinf( 1.1f + (1-fPercentThroughTween)*(PI-1.1f) ) / 0.89f; break;
case TWEEN_SPRING: fPercentAlongPath = 1 - cosf( fPercentThroughTween*PI*2.5f )/(1+fPercentThroughTween*3); break;
default: ASSERT(0);
}
m_current.pos = m_start.pos + (TS.pos - m_start.pos )*fPercentAlongPath;
m_current.scale = m_start.scale + (TS.scale - m_start.scale )*fPercentAlongPath;
m_current.rotation = m_start.rotation+ (TS.rotation - m_start.rotation)*fPercentAlongPath;
for(int i=0; i<4; i++)
m_current.diffuse[i]= m_start.diffuse[i]*(1.0f-fPercentAlongPath) + TS.diffuse[i]*(fPercentAlongPath);
m_current.glow = m_start.glow *(1.0f-fPercentAlongPath) + TS.glow *(fPercentAlongPath);
}
}
bool Actor::IsFirstUpdate()
{
return m_bFirstUpdate;
}
void Actor::Update( float fDeltaTime )
{
// LOG->Trace( "Actor::Update( %f )", fDeltaTime );
// update effect
switch( m_Effect )
{
case no_effect:
break;
case diffuse_blinking:
case diffuse_shift:
case glow_blinking:
case glow_shift:
case wagging:
case bouncing:
case bobbing:
m_fSecsIntoEffect += fDeltaTime;
while( m_fSecsIntoEffect >= m_fEffectPeriodSeconds )
m_fSecsIntoEffect -= m_fEffectPeriodSeconds;
break;
case spinning:
m_current.rotation += m_vSpinVelocity;
if( m_current.rotation.x > 1000*PI*2 ) m_current.rotation.x -= 1000*PI*2;
if( m_current.rotation.y > 1000*PI*2 ) m_current.rotation.y -= 1000*PI*2;
if( m_current.rotation.z > 1000*PI*2 ) m_current.rotation.z -= 1000*PI*2;
break;
case vibrating:
break;
case flickering:
break;
}
UpdateTweening( fDeltaTime );
if( m_bFirstUpdate )
m_bFirstUpdate = false;
}
void Actor::BeginTweening( float time, TweenType tt )
{
ASSERT( time >= 0 );
// HACK to keep from out of bounds access..
if( m_iNumTweenStates == MAX_TWEEN_STATES )
{
for( int i=0; i<m_iNumTweenStates-1; i++ )
{
m_TweenStates[i] = m_TweenStates[i+1];
m_TweenInfo[i] = m_TweenInfo[i+1];
}
}
// add a new TweenState to the tail, and initialize it
m_iNumTweenStates++;
TweenState &TS = m_TweenStates[m_iNumTweenStates-1]; // latest
TweenInfo &TI = m_TweenInfo[m_iNumTweenStates-1]; // latest
if( m_iNumTweenStates >= 2 ) // if there was already a TS on the stack
{
// initialize the new TS from the last TS in the list
TS = m_TweenStates[m_iNumTweenStates-2];
}
else
{
// This new TS is the only TS.
// Set our tween starting and ending values to the current position.
TS = m_current;
}
TI.m_TweenType = tt;
TI.m_fTweenTime = time;
TI.m_fTimeLeftInTween = time;
}
void Actor::StopTweening()
{
m_iNumTweenStates = 0;
}
void Actor::SetTweenX( float x ) { LatestTween().pos.x = x; }
void Actor::SetTweenY( float y ) { LatestTween().pos.y = y; }
void Actor::SetTweenZ( float z ) { LatestTween().pos.z = z; }
void Actor::SetTweenXY( float x, float y ) { LatestTween().pos.x = x; LatestTween().pos.y = y; }
void Actor::SetTweenZoom( float zoom ) { LatestTween().scale.x = zoom; LatestTween().scale.y = zoom; }
void Actor::SetTweenZoomX( float zoom ) { LatestTween().scale.x = zoom; }
void Actor::SetTweenZoomY( float zoom ) { LatestTween().scale.y = zoom; }
void Actor::SetTweenZoomToWidth( float zoom ) { SetTweenZoomX( zoom/GetUnzoomedWidth() ); }
void Actor::SetTweenZoomToHeight( float zoom ) { SetTweenZoomX( zoom/GetUnzoomedHeight() ); }
void Actor::SetTweenRotationX( float r ) { LatestTween().rotation.x = r; }
void Actor::SetTweenRotationY( float r ) { LatestTween().rotation.y = r; }
void Actor::SetTweenRotationZ( float r ) { LatestTween().rotation.z = r; }
void Actor::SetTweenDiffuse( RageColor c ) { for(int i=0; i<4; i++) LatestTween().diffuse[i] = c; };
void Actor::SetTweenDiffuseUpperLeft( RageColor c ) { LatestTween().diffuse[0] = c; };
void Actor::SetTweenDiffuseUpperRight( RageColor c ) { LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseLowerLeft( RageColor c ) { LatestTween().diffuse[2] = c; };
void Actor::SetTweenDiffuseLowerRight( RageColor c ) { LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseTopEdge( RageColor c ) { LatestTween().diffuse[0] = LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseRightEdge( RageColor c ) { LatestTween().diffuse[1] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseBottomEdge( RageColor c ) { LatestTween().diffuse[2] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseLeftEdge( RageColor c ) { LatestTween().diffuse[0] = LatestTween().diffuse[2] = c; };
void Actor::SetTweenGlow( RageColor c ) { LatestTween().glow = c; };
Actor::TweenState Actor::GetDestTweenState()
{
if(!m_iNumTweenStates) return m_current;
return LatestTween();
}
void Actor::SetTweenState( const Actor::TweenState &ts )
{
LatestTween() = ts;
}
void Actor::ScaleTo( const RectI &rect, StretchType st )
{
// width and height of rectangle
float rect_width = (float) rect.GetWidth();
float rect_height = (float) rect.GetHeight();
if( rect_width < 0 ) SetRotationY( PI );
if( rect_height < 0 ) SetRotationX( PI );
// center of the rectangle
float rect_cx = rect.left + rect_width/2;
float rect_cy = rect.top + rect_height/2;
// zoom fActor needed to scale the Actor to fill the rectangle
float fNewZoomX = fabsf(rect_width / m_size.x);
float fNewZoomY = fabsf(rect_height / m_size.y);
float fNewZoom = 0.f;
switch( st )
{
case cover:
fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomX : fNewZoomY; // use larger zoom
break;
case fit_inside:
fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomY : fNewZoomX; // use smaller zoom
break;
}
SetXY( rect_cx, rect_cy );
SetZoom( fNewZoom );
}
void Actor::StretchTo( const RectI &r )
{
RectF r2( (float)r.left, (float)r.top, (float)r.right, (float)r.bottom );
StretchTo( r2 );
}
void Actor::StretchTo( const RectF &r )
{
// width and height of rectangle
float width = r.GetWidth();
float height = r.GetHeight();
// center of the rectangle
float cx = r.left + width/2.0f;
float cy = r.top + height/2.0f;
// zoom fActor needed to scale the Actor to fill the rectangle
float fNewZoomX = width / m_size.x;
float fNewZoomY = height / m_size.y;
SetXY( cx, cy );
SetZoomX( fNewZoomX );
SetZoomY( fNewZoomY );
}
// effects
void Actor::SetEffectNone()
{
m_Effect = no_effect;
//m_color = RageColor( 1.0,1.0,1.0,1.0 );
}
void Actor::SetEffectDiffuseBlinking( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
m_Effect = diffuse_blinking;
m_effectColor1 = c1;
m_effectColor2 = c2;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
m_Effect = diffuse_shift;
m_effectColor1 = c1;
m_effectColor2 = c2;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectGlowBlinking( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
m_Effect = glow_blinking;
m_effectColor1 = c1;
m_effectColor2 = c2;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
m_Effect = glow_shift;
m_effectColor1 = c1;
m_effectColor2 = c2;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectWagging( float fWagRadians, float fWagPeriod )
{
m_Effect = wagging;
m_fWagRadians = fWagRadians;
m_fEffectPeriodSeconds = fWagPeriod;
}
void Actor::SetEffectSpinning( RageVector3 vectRotationVelocity )
{
m_Effect = spinning;
m_vSpinVelocity = vectRotationVelocity;
}
void Actor::SetEffectVibrating( float fVibrationDistance )
{
m_Effect = vibrating;
m_fVibrationDistance = fVibrationDistance;
}
void Actor::SetEffectFlickering()
{
m_Effect = flickering;
}
void Actor::SetEffectBouncing( RageVector3 vectBounce, float fPeriod )
{
m_Effect = bouncing;
m_vectBounce = vectBounce;
m_fEffectPeriodSeconds = fPeriod;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectBobbing( RageVector3 vectBob, float fPeriod )
{
m_Effect = bobbing;
m_vectBounce = vectBob;
m_fEffectPeriodSeconds = fPeriod;
m_fSecsIntoEffect = 0;
}
void GetFadeFlagsFromString( CString sFadeString,
bool& linear, bool& accelerate, bool& bounce, bool& spring,
bool& foldx, bool& foldy, bool& fade, bool& zoombig, bool& zoomsmall, bool& spinx, bool& spiny, bool& spinz, bool& ghost,
bool& left, bool& right, bool& top, bool& bottom )
{
sFadeString.MakeLower();
foldx = -1!=sFadeString.Find("foldx");
foldy = -1!=sFadeString.Find("foldy");
fade = -1!=sFadeString.Find("fade");
zoombig = -1!=sFadeString.Find("zoombig");
zoomsmall = -1!=sFadeString.Find("zoomsmall");
spinx = -1!=sFadeString.Find("spinx");
spiny = -1!=sFadeString.Find("spiny");
spinz = -1!=sFadeString.Find("spinz");
ghost = -1!=sFadeString.Find("ghost");
linear = -1!=sFadeString.Find("linear");
accelerate = -1!=sFadeString.Find("accelerate");
bounce = -1!=sFadeString.Find("bounce");
spring = -1!=sFadeString.Find("spring");
left = -1!=sFadeString.Find("left");
right = -1!=sFadeString.Find("right");
top = -1!=sFadeString.Find("top");
bottom = -1!=sFadeString.Find("bottom");
}
void Actor::Fade( float fSleepSeconds, CString sFadeString, float fFadeSeconds, bool bOnToScreenOrOffOfScreen )
{
sFadeString.MakeLower();
TweenState original = m_current;
TweenState mod = m_current;
#define CONTAINS(needle) (-1!=sFadeString.Find(needle))
TweenType tt;
if( CONTAINS("linear") ) tt = TWEEN_LINEAR;
else if( CONTAINS("accelerate") ) tt = TWEEN_BIAS_BEGIN;
else if( CONTAINS("bounce") ) tt = TWEEN_BOUNCE_END;
else if( CONTAINS("spring") ) tt = TWEEN_SPRING;
else tt = TWEEN_LINEAR;
float fDeltaX = (float)(CONTAINS("left")?-SCREEN_WIDTH:0) + (CONTAINS("right")?+SCREEN_HEIGHT:0);
float fDeltaY = (float)(CONTAINS("top")?-SCREEN_WIDTH:0) + (CONTAINS("bottom")?+SCREEN_HEIGHT:0);
float fDeltaZ = (float)0;
if( CONTAINS("far") )
{
fDeltaX *= 2;
fDeltaY *= 2;
fDeltaZ *= 2;
}
mod.pos.x += fDeltaX;
mod.pos.y += fDeltaY;
mod.pos.z += fDeltaZ;
mod.rotation.x += (CONTAINS("spinx")?-PI*2:0);
mod.rotation.y += (CONTAINS("spiny")?-PI*2:0);
mod.rotation.z += (CONTAINS("spinz")?-PI*2:0);
mod.scale.x *= (CONTAINS("foldx")?0:1) * (CONTAINS("zoomx")?3:1);
mod.scale.y *= (CONTAINS("foldy")?0:1) * (CONTAINS("zoomy")?3:1);
for( int i=0; i<4; i++ )
{
mod.diffuse[i] = GetDiffuse();
mod.diffuse[i].a *= CONTAINS("fade")?0:1;
}
mod.glow = GetGlow();
mod.glow.a *= CONTAINS("glow")?1:0;
StopTweening();
m_current = bOnToScreenOrOffOfScreen ? original : mod;
BeginTweening( fSleepSeconds );
BeginTweening( fFadeSeconds, tt );
LatestTween() = bOnToScreenOrOffOfScreen ? mod : original;
}
float Actor::TweenTime() const
{
float tot = 0;
for(int i = 0; i < m_iNumTweenStates; ++i)
tot += m_TweenInfo[i].m_fTimeLeftInTween;
return tot;
}