Files
itgmania212121/stepmania/src/Actor.cpp
T
Glenn Maynard d223ca4217 Remove a header and a variable that are never used.
Please, folks, always run a cvs diff and see if changes make sense
before committing ...
2003-05-12 00:58:29 +00:00

802 lines
23 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 "RageMath.h"
#include "GameConstantsAndTypes.h"
#include "RageLog.h"
/* This is Reset instead of Init since many derived classes have Init() functions
* that shouldn't change the position of the actor. */
void Actor::Reset()
{
m_TweenStates.clear();
m_TweenInfo.clear();
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_vEffectMagnitude = RageVector3(0,0,10);
m_effectColor1 = RageColor(1,1,1,1);
m_effectColor2 = RageColor(1,1,1,1);
m_bShadow = false;
m_fShadowLength = 4;
m_bTextureWrapping = false;
m_bIsAnimating = true;
m_bBlendAdd = false;
}
Actor::Actor()
{
Reset();
m_bFirstUpdate = true;
}
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;
/* XXX: recheck rotations in here (all in degrees?) */
//
// set temporary drawing properties based on Effects
//
float fPercentThroughEffect = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
bool bBlinkOn = fPercentThroughEffect > 0.5f;
float fPercentBetweenColors = sinf( fPercentThroughEffect * 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_blink:
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_blink:
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 rainbow:
m_temp.diffuse[0] = RageColor(
cosf( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f,
cosf( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
cosf( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
fOriginalAlpha );
for( i=1; i<4; i++ )
m_temp.diffuse[i] = m_temp.diffuse[0];
break;
case wag:
m_temp.rotation = m_vEffectMagnitude * sinf( fPercentThroughEffect * 2.0f * PI );
break;
case spin:
// nothing needs to be here
break;
case vibrate:
m_temp.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
m_temp.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
m_temp.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
break;
case bounce:
{
float fPercentOffset = sinf( fPercentThroughEffect*PI );
m_temp.pos += m_vEffectMagnitude * fPercentOffset;
m_temp.pos.x = roundf( m_temp.pos.x );
m_temp.pos.y = roundf( m_temp.pos.y );
m_temp.pos.z = roundf( m_temp.pos.z );
}
break;
case bob:
{
float fPercentOffset = sinf( fPercentThroughEffect*PI*2 );
m_temp.pos += m_vEffectMagnitude * fPercentOffset;
m_temp.pos.x = roundf( m_temp.pos.x );
m_temp.pos.y = roundf( m_temp.pos.y );
m_temp.pos.z = roundf( m_temp.pos.z );
}
break;
case pulse:
{
float fMinZoom = m_vEffectMagnitude[0];
float fMaxZoom = m_vEffectMagnitude[1];
float fPercentOffset = sinf( fPercentThroughEffect*PI );
float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom );
m_temp.scale = RageVector3( fZoom, fZoom, fZoom );
}
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 );
/* The only time rotation and quat should normally be used simultaneously
* is for m_baseRotation. */
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 );
if( m_temp.quat.x != 0 || m_temp.quat.y != 0 || m_temp.quat.z != 0 || m_temp.quat.w != 1 )
{
RageMatrix mat;
RageMatrixFromQuat( &mat, m_temp.quat );
DISPLAY->MultMatrix(mat);
}
}
void Actor::EndDraw()
{
DISPLAY->PopMatrix();
}
void Actor::UpdateTweening( float fDeltaTime )
{
// update tweening
if( m_TweenStates.empty() )
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
m_TweenStates.erase( m_TweenStates.begin() );
m_TweenInfo.erase( m_TweenInfo.begin() );
}
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_ACCELERATE: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break;
case TWEEN_DECELERATE: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-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);
}
TweenState::MakeWeightedAverage( m_current, m_start, TS, 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_blink:
case diffuse_shift:
case glow_blink:
case glow_shift:
case rainbow:
case wag:
case bounce:
case bob:
case pulse:
m_fSecsIntoEffect += fDeltaTime;
while( m_fSecsIntoEffect >= m_fEffectPeriodSeconds )
m_fSecsIntoEffect -= m_fEffectPeriodSeconds;
break;
case spin:
m_current.rotation += fDeltaTime*m_vEffectMagnitude;
if( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
if( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
if( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
if( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
if( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
if( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
break;
case vibrate:
break;
}
UpdateTweening( fDeltaTime );
if( m_bFirstUpdate )
m_bFirstUpdate = false;
}
void Actor::BeginTweening( float time, TweenType tt )
{
ASSERT( time >= 0 );
time = max( time, 0 );
ASSERT( m_TweenStates.size() < 50 ); // there's no reason for the number of tweens to ever go this large
// add a new TweenState to the tail, and initialize it
m_TweenStates.resize( m_TweenStates.size()+1 );
m_TweenInfo.resize( m_TweenInfo.size()+1 );
ASSERT( m_TweenStates.size() == m_TweenInfo.size() );
TweenState &TS = m_TweenStates.back(); // latest
TweenInfo &TI = m_TweenInfo.back(); // latest
if( m_TweenStates.size() >= 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_TweenStates.size()-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_TweenStates.clear();
m_TweenInfo.clear();
ASSERT( m_TweenStates.empty() );
ASSERT( m_TweenInfo.empty() );
}
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( 180 );
if( rect_height < 0 ) SetRotationX( 180 );
// 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::SetHorizAlign( CString s )
{
s.MakeLower();
if (s=="left") m_HorizAlign = align_left;
else if(s=="center") m_HorizAlign = align_center;
else if(s=="right") m_HorizAlign = align_right;
else ASSERT(0);
}
void Actor::SetVertAlign( CString s )
{
s.MakeLower();
if (s=="top") m_VertAlign = align_top;
else if(s=="middle") m_VertAlign = align_middle;
else if(s=="bottom") m_VertAlign = align_bottom;
else ASSERT(0);
}
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 );
}
// effect "macros"
void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != diffuse_blink )
{
m_Effect = diffuse_blink;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
m_effectColor2 = c2;
}
void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != diffuse_shift )
{
m_Effect = diffuse_shift;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
m_effectColor2 = c2;
}
void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != glow_blink )
{
m_Effect = glow_blink;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
m_effectColor2 = c2;
}
void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != glow_shift )
{
m_Effect = glow_shift;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
m_effectColor2 = c2;
}
void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
{
m_Effect = rainbow;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
{
m_Effect = wag;
m_fEffectPeriodSeconds = fPeriod;
m_vEffectMagnitude = vect;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
{
m_Effect = bounce;
m_fEffectPeriodSeconds = fPeriod;
m_vEffectMagnitude = vect;
m_fSecsIntoEffect = 0;
}
void Actor::SetEffectBob( float fPeriod, RageVector3 vect )
{
if( m_Effect!=bob || m_fEffectPeriodSeconds!=fPeriod )
{
m_Effect = bob;
m_fEffectPeriodSeconds = fPeriod;
m_fSecsIntoEffect = 0;
}
m_vEffectMagnitude = vect;
}
void Actor::SetEffectSpin( RageVector3 vect )
{
m_Effect = spin;
m_vEffectMagnitude = vect;
}
void Actor::SetEffectVibrate( RageVector3 vect )
{
m_Effect = vibrate;
m_vEffectMagnitude = vect;
}
void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom )
{
m_Effect = pulse;
m_fEffectPeriodSeconds = fPeriod;
m_vEffectMagnitude[0] = fMinZoom;
m_vEffectMagnitude[1] = fMaxZoom;
}
void Actor::SetShadowLength( float fLength )
{
if( fLength==0 )
m_bShadow = false;
else
{
m_fShadowLength = fLength;
m_bShadow = true;
}
}
void Actor::Fade( float fSleepSeconds, CString sFadeString, float fFadeSeconds, bool bFadingOff )
{
sFadeString.MakeLower();
sFadeString.Replace( ' ', ',' );
TweenState original = m_current;
TweenState mod = m_current;
CStringArray asBits;
split( sFadeString, ",", asBits );
#define CONTAINS(needle) (find( asBits.begin(), asBits.end(), needle ) != asBits.end())
TweenType tt;
if( CONTAINS("linear") ) tt = TWEEN_LINEAR;
else if( CONTAINS("accelerate") ) tt = bFadingOff ? TWEEN_ACCELERATE : TWEEN_DECELERATE;
else if( CONTAINS("bounce") ) tt = bFadingOff ? TWEEN_BOUNCE_BEGIN : 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")?-360:0);
mod.rotation.y += (CONTAINS("spiny")?-360:0);
mod.rotation.z += (CONTAINS("spinz")?-360:0);
mod.scale.x *= (CONTAINS("foldx")?0:1) * (CONTAINS("zoomx")||CONTAINS("zoom")?3:1);
mod.scale.y *= (CONTAINS("foldy")?0:1) * (CONTAINS("zoomy")||CONTAINS("zoom")?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;
TweenState& start = bFadingOff ? original : mod;
TweenState& end = bFadingOff ? mod : original;
// apply tweens
StopTweening();
if( CONTAINS("ghost") )
{
// start with no glow, no alpha
start.glow.a = 0;
int i;
for( i=0; i<4; i++ )
start.diffuse[i].a = 0;
m_current = start;
TweenState mid;
TweenState::MakeWeightedAverage( mid, start, end, 0.5 );
// tween to full glow, no alpha
mid.glow.a = 1;
for( i=0; i<4; i++ )
mid.diffuse[i].a = 0;
BeginTweening( fFadeSeconds/2, tt );
LatestTween() = mid;
// snap to full alpha
for( i=0; i<4; i++ )
mid.diffuse[i].a = 1;
BeginTweening( 0.0001f, tt );
LatestTween() = mid;
// tween to no glow
mid.glow.a = 0;
BeginTweening( fFadeSeconds/2, tt );
LatestTween() = mid;
}
else
{
m_current = start;
BeginTweening( fSleepSeconds );
BeginTweening( fFadeSeconds, tt );
LatestTween() = end;
}
}
static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
{
iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
if( iIndex < int(sParams.size()) )
return sParams[iIndex];
else
return "";
}
void Actor::AddRotationH( float rot )
{
RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromH(rot) );
}
void Actor::AddRotationP( float rot )
{
RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromP(rot) );
}
void Actor::AddRotationR( float rot )
{
RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
}
void Actor::Command( CString sCommandString )
{
// OPTIMIZATION OPPORTUNITY: sCommandString could be parsed more efficiently.
CStringArray asCommands;
split( sCommandString, ";", asCommands, true );
for( unsigned c=0; c<asCommands.size(); c++ )
{
CStringArray asTokens;
split( asCommands[c], ",", asTokens, true );
for(unsigned d=0; d < asTokens.size(); d++)
{
TrimLeft(asTokens[d]); TrimRight(asTokens[d]);
}
int iMaxIndexAccessed = 0;
#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
#define fParam(i) ((float)atof(sParam(i)))
#define iParam(i) (atoi(sParam(i)))
#define bParam(i) (iParam(i)!=0)
CString& sName = asTokens[0];
sName.MakeLower();
if( sName.size() == 0 )
continue;
// Commands that go in the tweening queue:
if ( sName=="sleep" ) BeginTweening( fParam(1), TWEEN_LINEAR );
else if( sName=="linear" ) BeginTweening( fParam(1), TWEEN_LINEAR );
else if( sName=="accelerate" ) BeginTweening( fParam(1), TWEEN_ACCELERATE );
else if( sName=="decelerate" ) BeginTweening( fParam(1), TWEEN_DECELERATE );
else if( sName=="bouncebegin" ) BeginTweening( fParam(1), TWEEN_BOUNCE_BEGIN );
else if( sName=="bounceend" ) BeginTweening( fParam(1), TWEEN_BOUNCE_END );
else if( sName=="spring" ) BeginTweening( fParam(1), TWEEN_SPRING );
else if( sName=="stoptweening" ) { StopTweening(); BeginTweening( 0.0001f, TWEEN_LINEAR ); }
else if( sName=="x" ) SetX( fParam(1) );
else if( sName=="y" ) SetY( fParam(1) );
else if( sName=="z" ) SetZ( fParam(1) );
else if( sName=="addx" ) SetX( GetX()+fParam(1) );
else if( sName=="addy" ) SetY( GetY()+fParam(1) );
else if( sName=="addz" ) SetZ( GetZ()+fParam(1) );
else if( sName=="zoom" ) SetZoom( fParam(1) );
else if( sName=="zoomx" ) SetZoomX( fParam(1) );
else if( sName=="zoomy" ) SetZoomY( fParam(1) );
// else if( sName=="zoomz" ) SetZoomZ( fParam(1) );
else if( sName=="zoomtowidth" ) ZoomToWidth( fParam(1) );
else if( sName=="zoomtoheight" ) ZoomToHeight( fParam(1) );
else if( sName=="diffuse" ) SetDiffuse( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="diffuseleftedge" ) SetDiffuseLeftEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="diffuserightedge" ) SetDiffuseRightEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="diffusetopedge" ) SetDiffuseTopEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="diffusebottomedge" ) SetDiffuseBottomEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
/* Add left/right/top/bottom for alpha if needed. */
else if( sName=="diffusealpha" ) { for(int i = 0; i < 4; ++i) { RageColor c = GetDiffuses( i ); c.a = fParam(1); SetDiffuses( i, c ); } }
else if( sName=="glow" ) SetGlow( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="glowmode" ) {
if(!sParam(1).CompareNoCase("whiten"))
SetGlowMode( GLOW_WHITEN );
else if(!sParam(1).CompareNoCase("brighten"))
SetGlowMode( GLOW_BRIGHTEN );
else ASSERT(0);
}
else if( sName=="rotationx" ) SetRotationX( fParam(1) );
else if( sName=="rotationy" ) SetRotationY( fParam(1) );
else if( sName=="rotationz" ) SetRotationZ( fParam(1) );
else if( sName=="heading" ) AddRotationH( fParam(1) );
else if( sName=="pitch" ) AddRotationP( fParam(1) );
else if( sName=="roll" ) AddRotationR( fParam(1) );
else if( sName=="shadowlength" ) SetShadowLength( fParam(1) );
else if( sName=="horizalign" ) SetHorizAlign( sParam(1) );
else if( sName=="vertalign" ) SetVertAlign( sParam(1) );
else if( sName=="diffuseblink" ) SetEffectDiffuseBlink();
else if( sName=="diffuseshift" ) SetEffectDiffuseShift();
else if( sName=="glowblink" ) SetEffectGlowBlink();
else if( sName=="glowshift" ) SetEffectGlowShift();
else if( sName=="rainbow" ) SetEffectRainbow();
else if( sName=="wag" ) SetEffectWag();
else if( sName=="bounce" ) SetEffectBounce();
else if( sName=="bob" ) SetEffectBob();
else if( sName=="pulse" ) SetEffectPulse();
else if( sName=="spin" ) SetEffectSpin();
else if( sName=="vibrate" ) SetEffectVibrate();
else if( sName=="stopeffect" ) SetEffectNone();
else if( sName=="effectcolor1" ) SetEffectColor1( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="effectperiod" ) SetEffectPeriod( fParam(1) );
else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) );
else if( sName=="scaletocover" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToCover(R); }
// Commands that take effect immediately (ignoring the tweening queue):
else if( sName=="animate" ) EnableAnimation( bParam(1) );
else if( sName=="texturewrapping" ) EnableTextureWrapping( bParam(1) );
else if( sName=="additiveblend" ) EnableAdditiveBlend( bParam(1) );
else
{
CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.c_str(), sCommandString.c_str() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "Actor::Command", MB_OK);
#endif
}
if( iMaxIndexAccessed != (int)asTokens.size()-1 )
{
CString sError = ssprintf( "Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).c_str(), iMaxIndexAccessed+1, (int)asTokens.size() );
LOG->Warn( sError );
#if defined(WIN32) // XXX arch?
if( DISPLAY->IsWindowed() )
MessageBox(NULL, sError, "Actor::Command", MB_OK);
#endif
}
}
}
float Actor::GetCommandLength( CString command )
{
Actor temp;
temp.Command(command);
return temp.GetTweenTimeLeft();
}
float Actor::GetTweenTimeLeft() const
{
float tot = 0;
for( unsigned i=0; i<m_TweenInfo.size(); ++i )
tot += m_TweenInfo[i].m_fTimeLeftInTween;
return tot;
}
void Actor::TweenState::Init()
{
pos = RageVector3( 0, 0, 0 );
rotation = RageVector3( 0, 0, 0 );
quat = RageVector4( 0, 0, 0, 1 );
scale = RageVector3( 1, 1, 1 );
for(int i=0; i<4; i++)
diffuse[i] = RageColor( 1, 1, 1, 1 );
glow = RageColor( 1, 1, 1, 0 );
glowmode = GLOW_WHITEN;
}
void Actor::TweenState::MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween )
{
average_out.pos = ts1.pos + (ts2.pos - ts1.pos )*fPercentBetween;
average_out.scale = ts1.scale + (ts2.scale - ts1.scale )*fPercentBetween;
average_out.rotation = ts1.rotation+ (ts2.rotation - ts1.rotation)*fPercentBetween;
RageQuatSlerp(&average_out.quat, ts1.quat, ts2.quat, fPercentBetween);
for(int i=0; i<4; i++)
average_out.diffuse[i] = ts1.diffuse[i]+ (ts2.diffuse[i] - ts1.diffuse[i])*fPercentBetween;
average_out.glow = ts1.glow + (ts2.glow - ts1.glow )*fPercentBetween;
}