* Implemented nITG's Square modifiers Modifiers added: Square SquareOffset SquarePeriod SquareZ SquareZOffset SquareZPeriod * Implemented nITG's BumpyX Modifiers Also fixes up some tiny bits pertaining to the square modifiers. Modifiers Added: BumpyX BumpyXPeriod BumpyXOffset * Implemented nITG's TornadoZ Modifiers Modifiers Added: TornadoZ TornadoZPeriod TornadoZOffset Another commit is needed to update fallback's metrics * Update fallback's metrics to accommodate TornadoX * Implemented nITG's Parabola Modifiers Modifiers Added: ParabolaX ParabolaY ParabolaZ * Implemented nITG's Sawtooth Modifiers Modifiers Added: Sawtooth SawtoothPeriod SawtoothZ SawtoothZPeriod * Implemented nITG's Zigzag Modifiers Modifiers Added: Zigzag ZigzagPeriod ZigzagOffset ZigzagZ ZigzagZPeriod ZigzagZOffset * Implemented nITG's ModTimer modifiers Modifiers Added: ModTimer (Lua method name is ModTimerSetting (takes enums. Ex: 'ModTimerType_Song'). Can be activated with mod strings 'modtimer(song/beat/game/default)' ) ModTimerOffset ModTimerMult * Remove Log use from ArrowEffects::GetTime() * Accidentally removed a CPY(m_BatteryLives) * Implemented nITG's DrunkZ modifiers Modifiers added: drunkz drunkzspeed drunkzoffset drunkzperiod Another commit is needed to update fallback's metrics * Update fallback's metrics to accommodate DrunkZ * Implemented nITG's BeatY & BeatZ Modifers Modifiers Added: beaty beatyoffset beatyperiod beatymult beatz beatzoffset beatzperiod beatzmult Another commit is needed to update fallback's metrics * Updated fallback's metrics to accommodate ... the new Beat modifiers. * Implemented nITG's Digital Modifiers Modifers Added: digital digitalsteps digitalperiod digitaloffset digitalz digitalzsteps digitalzperiod digitalzoffset * Removed duplicate zbuffer check. * Updated Luadocs with the new modifiers * Removed accidental duplicate Mini from Luadocs * Split up long modifier lines. Hopefully, this makes it a bit easier to read. * Remove accidental commit to root of repo. * Split up long modifier lines Hopefully, this makes it easier to read. * Redid Square functions to not use FastSin This implementation is based off of 5.2's square_wave function from ModValue. * Redid zigzag functions to not use FastSin This implementation is based off of 5.2's triangle_wave function from ModValue. * Moved square & zigzag calculation to RageMath. New RageMath functions: RageSquare RageTriangle * Made Square & Digital have the same period... as Zigzag and Sawtooth. * Deduplicate tornado calculations. * Fixed typo in UpdateTornado, and moved UpdateTornado logic to ArrowEffects::Init because it doesn't depend on anything that changes every frame. Tornado metrics are also loaded in ArrowEffects::Init. * Deduplicated Beat mod update logic. The logic is now placed into a function called UpdateBeat. The m_fBeatFactor members are now a 1D array, similar to m_MaxTornado and m_MinTornado.
125 lines
5.1 KiB
C++
125 lines
5.1 KiB
C++
/* RageMath - vector/matrix math utilities. */
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#ifndef RAGE_MATH_H
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#define RAGE_MATH_H
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#define PI (3.141592653589793f)
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#define DegreeToRadian( degree ) ((degree) * (PI / 180.0f))
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#define RadianToDegree( radian ) ((radian) * (180.0f / PI))
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struct lua_State;
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struct RageVector2;
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struct RageVector3;
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struct RageVector4;
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struct RageMatrix;
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void RageVec3ClearBounds( RageVector3 &mins, RageVector3 &maxs );
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void RageVec3AddToBounds( const RageVector3 &p, RageVector3 &mins, RageVector3 &maxs );
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void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV );
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void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV );
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void VectorFloatNormalize(vector<float>& v);
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void RageVec3Cross(RageVector3* ret, RageVector3 const* a, RageVector3 const* b);
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void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
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void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
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void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
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void RageMatrixIdentity( RageMatrix* pOut );
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// pOut = pB * pA
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void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB );
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void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z );
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void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z );
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void RageMatrixSkewX( RageMatrix* pOut, float fAmount );
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void RageMatrixSkewY( RageMatrix* pOut, float fAmount );
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void RageMatrixTranslate( RageMatrix* pOut, float fTransX, float fTransY, float fTransZ );
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void RageMatrixScale( RageMatrix* pOut, float fScaleX, float fScaleY, float fScaleZ );
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void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationXYZ( RageMatrix* pOut, float rX, float rY, float rZ );
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void RageAARotate(RageVector3* inret, RageVector3 const* axis, float angle);
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void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
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void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );
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void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q );
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void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t);
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RageVector4 RageQuatFromH(float theta);
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RageVector4 RageQuatFromP(float theta);
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RageVector4 RageQuatFromR(float theta);
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void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB );
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RageMatrix RageLookAt(
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float eyex, float eyey, float eyez,
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float centerx, float centery, float centerz,
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float upx, float upy, float upz );
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void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles );
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void RageMatrixTranspose( RageMatrix* pOut, const RageMatrix* pIn );
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float RageFastSin( float x ) CONST_FUNCTION;
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float RageFastCos( float x ) CONST_FUNCTION;
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float RageSquare( float x) CONST_FUNCTION;
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float RageTriangle( float x) CONST_FUNCTION;
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class RageQuadratic
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{
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public:
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void SetFromBezier( float fC1, float fC2, float fC3, float fC4 );
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void GetBezier( float &fC1, float &fC2, float &fC3, float &fC4 ) const;
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void SetFromCubic( float fX1, float fX2, float fX3, float fX4 );
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float Evaluate( float fT ) const;
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float GetSlope( float fT ) const;
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/* Equivalent to Evaluate(0.0f) and Evaluate(1.0f), but faster: */
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float GetBezierStart() const { return m_fD; }
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float GetBezierEnd() const { return m_fA + m_fB + m_fC + m_fD; }
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void PushSelf(lua_State* L);
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private:
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float m_fA, m_fB, m_fC, m_fD;
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};
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class RageBezier2D
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{
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public:
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void SetFromBezier( float fC1X, float fC2X, float fC3X, float fC4X,
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float fC1Y, float fC2Y, float fC3Y, float fC4Y );
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void Evaluate( float fT, float *pX, float *pY ) const;
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float EvaluateYFromX( float fX ) const;
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RageQuadratic& get_x() { return m_X; }
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RageQuadratic& get_y() { return m_Y; }
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void PushSelf(lua_State* L);
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private:
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RageQuadratic m_X;
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RageQuadratic m_Y;
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};
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#endif
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/*
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* Copyright (c) 2001-2006 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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