d223ca4217
Please, folks, always run a cvs diff and see if changes make sense before committing ...
802 lines
23 KiB
C++
802 lines
23 KiB
C++
#include "global.h" // testing updates
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/*
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-----------------------------------------------------------------------------
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Class: Actor
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Actor.h"
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#include <math.h>
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#include "RageDisplay.h"
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#include "PrefsManager.h"
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#include "RageUtil.h"
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#include "RageMath.h"
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#include "GameConstantsAndTypes.h"
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#include "RageLog.h"
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/* This is Reset instead of Init since many derived classes have Init() functions
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* that shouldn't change the position of the actor. */
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void Actor::Reset()
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{
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m_TweenStates.clear();
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m_TweenInfo.clear();
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m_baseRotation = RageVector3( 0, 0, 0 );
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m_baseScale = RageVector3( 1, 1, 1 );
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m_size = RageVector2( 1, 1 );
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m_start.Init();
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m_current.Init();
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m_HorizAlign = align_center;
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m_VertAlign = align_middle;
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m_Effect = no_effect;
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m_fSecsIntoEffect = 0;
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m_fEffectPeriodSeconds = 1;
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m_vEffectMagnitude = RageVector3(0,0,10);
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m_effectColor1 = RageColor(1,1,1,1);
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m_effectColor2 = RageColor(1,1,1,1);
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m_bShadow = false;
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m_fShadowLength = 4;
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m_bTextureWrapping = false;
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m_bIsAnimating = true;
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m_bBlendAdd = false;
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}
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Actor::Actor()
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{
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Reset();
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m_bFirstUpdate = true;
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}
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void Actor::Draw()
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{
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// call the most-derived versions
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this->BeginDraw();
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this->DrawPrimitives(); // call the most-derived version of DrawPrimitives();
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this->EndDraw();
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}
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void Actor::BeginDraw() // set the world matrix and calculate actor properties
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{
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DISPLAY->PushMatrix(); // we're actually going to do some drawing in this function
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int i;
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m_temp = m_current;
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/* XXX: recheck rotations in here (all in degrees?) */
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//
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// set temporary drawing properties based on Effects
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//
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float fPercentThroughEffect = m_fSecsIntoEffect / m_fEffectPeriodSeconds;
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bool bBlinkOn = fPercentThroughEffect > 0.5f;
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float fPercentBetweenColors = sinf( fPercentThroughEffect * 2 * PI ) / 2 + 0.5f;
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ASSERT( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1 );
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float fOriginalAlpha = m_temp.diffuse[0].a;
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switch( m_Effect )
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{
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case no_effect:
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break;
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case diffuse_blink:
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for(i=0; i<4; i++)
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m_temp.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2;
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break;
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case diffuse_shift:
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for(i=0; i<4; i++)
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m_temp.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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break;
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case glow_blink:
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m_temp.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
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m_temp.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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break;
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case glow_shift:
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m_temp.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
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m_temp.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
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break;
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case rainbow:
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m_temp.diffuse[0] = RageColor(
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cosf( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f,
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cosf( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
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cosf( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f,
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fOriginalAlpha );
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for( i=1; i<4; i++ )
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m_temp.diffuse[i] = m_temp.diffuse[0];
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break;
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case wag:
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m_temp.rotation = m_vEffectMagnitude * sinf( fPercentThroughEffect * 2.0f * PI );
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break;
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case spin:
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// nothing needs to be here
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break;
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case vibrate:
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m_temp.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom();
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m_temp.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom();
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m_temp.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom();
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break;
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case bounce:
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{
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float fPercentOffset = sinf( fPercentThroughEffect*PI );
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m_temp.pos += m_vEffectMagnitude * fPercentOffset;
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m_temp.pos.x = roundf( m_temp.pos.x );
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m_temp.pos.y = roundf( m_temp.pos.y );
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m_temp.pos.z = roundf( m_temp.pos.z );
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}
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break;
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case bob:
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{
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float fPercentOffset = sinf( fPercentThroughEffect*PI*2 );
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m_temp.pos += m_vEffectMagnitude * fPercentOffset;
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m_temp.pos.x = roundf( m_temp.pos.x );
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m_temp.pos.y = roundf( m_temp.pos.y );
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m_temp.pos.z = roundf( m_temp.pos.z );
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}
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break;
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case pulse:
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{
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float fMinZoom = m_vEffectMagnitude[0];
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float fMaxZoom = m_vEffectMagnitude[1];
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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_temp.scale = RageVector3( fZoom, fZoom, fZoom );
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}
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break;
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default:
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ASSERT(0); // invalid Effect
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}
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m_temp.scale.x *= m_baseScale.x;
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m_temp.scale.y *= m_baseScale.y;
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m_temp.scale.z *= m_baseScale.z;
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m_temp.rotation.x += m_baseRotation.x;
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m_temp.rotation.y += m_baseRotation.y;
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m_temp.rotation.z += m_baseRotation.z;
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DISPLAY->Translate( m_temp.pos.x, m_temp.pos.y, m_temp.pos.z );
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DISPLAY->Scale( m_temp.scale.x, m_temp.scale.y, m_temp.scale.z );
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/* The only time rotation and quat should normally be used simultaneously
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* is for m_baseRotation. */
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if( m_temp.rotation.x != 0 )
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DISPLAY->RotateX( m_temp.rotation.x );
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if( m_temp.rotation.y != 0 )
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DISPLAY->RotateY( m_temp.rotation.y );
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if( m_temp.rotation.z != 0 )
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DISPLAY->RotateZ( m_temp.rotation.z );
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if( m_temp.quat.x != 0 || m_temp.quat.y != 0 || m_temp.quat.z != 0 || m_temp.quat.w != 1 )
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{
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RageMatrix mat;
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RageMatrixFromQuat( &mat, m_temp.quat );
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DISPLAY->MultMatrix(mat);
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}
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}
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void Actor::EndDraw()
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{
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DISPLAY->PopMatrix();
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}
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void Actor::UpdateTweening( float fDeltaTime )
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{
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// update tweening
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if( m_TweenStates.empty() )
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return;
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// we are performing a tween
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TweenState &TS = m_TweenStates[0]; // earliest tween
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TweenInfo &TI = m_TweenInfo[0]; // earliest tween
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if( TI.m_fTimeLeftInTween == TI.m_fTweenTime ) // we are just beginning this tween
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{
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// set the start position
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m_start = m_current;
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}
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TI.m_fTimeLeftInTween -= fDeltaTime;
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if( TI.m_fTimeLeftInTween <= 0 ) // The tweening is over. Stop the tweening
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{
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m_current = TS;
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// delete the head tween
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m_TweenStates.erase( m_TweenStates.begin() );
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m_TweenInfo.erase( m_TweenInfo.begin() );
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}
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else // in the middle of tweening. Recalcute the current position.
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{
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const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime);
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// distort the percentage if appropriate
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float fPercentAlongPath = 0.f;
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switch( TI.m_TweenType )
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{
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case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
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case TWEEN_ACCELERATE: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break;
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case TWEEN_DECELERATE: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break;
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case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - sinf( 1.1f + fPercentThroughTween*(PI-1.1f) ) / 0.89f; break;
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case TWEEN_BOUNCE_END: fPercentAlongPath = sinf( 1.1f + (1-fPercentThroughTween)*(PI-1.1f) ) / 0.89f; break;
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case TWEEN_SPRING: fPercentAlongPath = 1 - cosf( fPercentThroughTween*PI*2.5f )/(1+fPercentThroughTween*3); break;
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default: ASSERT(0);
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}
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TweenState::MakeWeightedAverage( m_current, m_start, TS, fPercentAlongPath );
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}
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}
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bool Actor::IsFirstUpdate()
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{
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return m_bFirstUpdate;
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}
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void Actor::Update( float fDeltaTime )
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{
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// LOG->Trace( "Actor::Update( %f )", fDeltaTime );
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// update effect
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switch( m_Effect )
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{
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case no_effect:
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break;
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case diffuse_blink:
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case diffuse_shift:
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case glow_blink:
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case glow_shift:
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case rainbow:
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case wag:
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case bounce:
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case bob:
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case pulse:
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m_fSecsIntoEffect += fDeltaTime;
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while( m_fSecsIntoEffect >= m_fEffectPeriodSeconds )
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m_fSecsIntoEffect -= m_fEffectPeriodSeconds;
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break;
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case spin:
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m_current.rotation += fDeltaTime*m_vEffectMagnitude;
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if( m_current.rotation.x > 360 ) m_current.rotation.x -= 360;
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if( m_current.rotation.y > 360 ) m_current.rotation.y -= 360;
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if( m_current.rotation.z > 360 ) m_current.rotation.z -= 360;
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if( m_current.rotation.x < -360 ) m_current.rotation.x += 360;
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if( m_current.rotation.y < -360 ) m_current.rotation.y += 360;
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if( m_current.rotation.z < -360 ) m_current.rotation.z += 360;
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break;
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case vibrate:
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break;
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}
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UpdateTweening( fDeltaTime );
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if( m_bFirstUpdate )
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m_bFirstUpdate = false;
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}
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void Actor::BeginTweening( float time, TweenType tt )
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{
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ASSERT( time >= 0 );
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time = max( time, 0 );
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ASSERT( m_TweenStates.size() < 50 ); // there's no reason for the number of tweens to ever go this large
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// add a new TweenState to the tail, and initialize it
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m_TweenStates.resize( m_TweenStates.size()+1 );
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m_TweenInfo.resize( m_TweenInfo.size()+1 );
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ASSERT( m_TweenStates.size() == m_TweenInfo.size() );
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TweenState &TS = m_TweenStates.back(); // latest
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TweenInfo &TI = m_TweenInfo.back(); // latest
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if( m_TweenStates.size() >= 2 ) // if there was already a TS on the stack
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{
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// initialize the new TS from the last TS in the list
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TS = m_TweenStates[m_TweenStates.size()-2];
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}
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else
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{
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// This new TS is the only TS.
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// Set our tween starting and ending values to the current position.
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TS = m_current;
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}
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TI.m_TweenType = tt;
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TI.m_fTweenTime = time;
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TI.m_fTimeLeftInTween = time;
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}
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void Actor::StopTweening()
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{
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m_TweenStates.clear();
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m_TweenInfo.clear();
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ASSERT( m_TweenStates.empty() );
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ASSERT( m_TweenInfo.empty() );
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}
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void Actor::ScaleTo( const RectI &rect, StretchType st )
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{
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// width and height of rectangle
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float rect_width = (float) rect.GetWidth();
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float rect_height = (float) rect.GetHeight();
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if( rect_width < 0 ) SetRotationY( 180 );
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if( rect_height < 0 ) SetRotationX( 180 );
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// center of the rectangle
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float rect_cx = rect.left + rect_width/2;
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float rect_cy = rect.top + rect_height/2;
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// zoom fActor needed to scale the Actor to fill the rectangle
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float fNewZoomX = fabsf(rect_width / m_size.x);
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float fNewZoomY = fabsf(rect_height / m_size.y);
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float fNewZoom = 0.f;
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switch( st )
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{
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case cover:
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fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomX : fNewZoomY; // use larger zoom
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break;
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case fit_inside:
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fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomY : fNewZoomX; // use smaller zoom
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break;
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}
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SetXY( rect_cx, rect_cy );
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SetZoom( fNewZoom );
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}
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void Actor::SetHorizAlign( CString s )
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{
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s.MakeLower();
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if (s=="left") m_HorizAlign = align_left;
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else if(s=="center") m_HorizAlign = align_center;
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else if(s=="right") m_HorizAlign = align_right;
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else ASSERT(0);
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}
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void Actor::SetVertAlign( CString s )
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{
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s.MakeLower();
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if (s=="top") m_VertAlign = align_top;
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else if(s=="middle") m_VertAlign = align_middle;
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else if(s=="bottom") m_VertAlign = align_bottom;
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else ASSERT(0);
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}
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void Actor::StretchTo( const RectI &r )
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{
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RectF r2( (float)r.left, (float)r.top, (float)r.right, (float)r.bottom );
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StretchTo( r2 );
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}
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void Actor::StretchTo( const RectF &r )
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{
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// width and height of rectangle
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float width = r.GetWidth();
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float height = r.GetHeight();
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// center of the rectangle
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float cx = r.left + width/2.0f;
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float cy = r.top + height/2.0f;
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// zoom fActor needed to scale the Actor to fill the rectangle
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float fNewZoomX = width / m_size.x;
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float fNewZoomY = height / m_size.y;
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SetXY( cx, cy );
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SetZoomX( fNewZoomX );
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SetZoomY( fNewZoomY );
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}
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// effect "macros"
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void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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if( m_Effect != diffuse_blink )
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{
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m_Effect = diffuse_blink;
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m_fEffectPeriodSeconds = fEffectPeriodSeconds;
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m_fSecsIntoEffect = 0;
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}
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m_effectColor1 = c1;
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m_effectColor2 = c2;
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}
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void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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if( m_Effect != diffuse_shift )
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{
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m_Effect = diffuse_shift;
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m_fEffectPeriodSeconds = fEffectPeriodSeconds;
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m_fSecsIntoEffect = 0;
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}
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m_effectColor1 = c1;
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m_effectColor2 = c2;
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}
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void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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if( m_Effect != glow_blink )
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{
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m_Effect = glow_blink;
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m_fEffectPeriodSeconds = fEffectPeriodSeconds;
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m_fSecsIntoEffect = 0;
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}
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m_effectColor1 = c1;
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m_effectColor2 = c2;
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}
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void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
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{
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if( m_Effect != glow_shift )
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{
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m_Effect = glow_shift;
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m_fEffectPeriodSeconds = fEffectPeriodSeconds;
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m_fSecsIntoEffect = 0;
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}
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m_effectColor1 = c1;
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m_effectColor2 = c2;
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}
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void Actor::SetEffectRainbow( float fEffectPeriodSeconds )
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{
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m_Effect = rainbow;
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m_fEffectPeriodSeconds = fEffectPeriodSeconds;
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m_fSecsIntoEffect = 0;
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}
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void Actor::SetEffectWag( float fPeriod, RageVector3 vect )
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{
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m_Effect = wag;
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m_fEffectPeriodSeconds = fPeriod;
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m_vEffectMagnitude = vect;
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m_fSecsIntoEffect = 0;
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}
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void Actor::SetEffectBounce( float fPeriod, RageVector3 vect )
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{
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m_Effect = bounce;
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m_fEffectPeriodSeconds = fPeriod;
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m_vEffectMagnitude = vect;
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m_fSecsIntoEffect = 0;
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}
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void Actor::SetEffectBob( float fPeriod, RageVector3 vect )
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{
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if( m_Effect!=bob || m_fEffectPeriodSeconds!=fPeriod )
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{
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m_Effect = bob;
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m_fEffectPeriodSeconds = fPeriod;
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m_fSecsIntoEffect = 0;
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}
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m_vEffectMagnitude = vect;
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}
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void Actor::SetEffectSpin( RageVector3 vect )
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{
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m_Effect = spin;
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m_vEffectMagnitude = vect;
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}
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void Actor::SetEffectVibrate( RageVector3 vect )
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{
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m_Effect = vibrate;
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m_vEffectMagnitude = vect;
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}
|
|
|
|
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;
|
|
}
|