mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-24 13:45:47 +00:00
Fix some small performance bottlenecks:
- Vector interpolation. Also removed unused interpolation trigger events. - GridRender::onRender() (removed Andrew's hack, use fixed map file!) - make use of glVertex3i() & memchr() in GridRender - very minor misc things
This commit is contained in:
parent
16ae453431
commit
becd31770c
12 changed files with 134 additions and 320 deletions
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@ -9092,9 +9092,8 @@ void Avatar::onUpdate(float dt)
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int hw = collideCircle;
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Vector fix;
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if (dsq->game->collideCircleWithGrid(position, hw, &fix))
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if (dsq->game->collideCircleWithGrid(position, hw))
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{
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if (dsq->game->lastCollideTileType == OT_HURT
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&& dsq->continuity.getWorldType() != WT_SPIRIT
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@ -206,7 +206,6 @@ void CollideEntity::updateMovement(float dt)
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const int hw = collideRadius;
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bool freeRange = false;
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Vector fix;
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if (isv(EV_COLLIDELEVEL,1))
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{
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@ -216,7 +215,7 @@ void CollideEntity::updateMovement(float dt)
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bool doesFreeRange = !isPullable();
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if (doesFreeRange)
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{
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if (dsq->game->collideCircleWithGrid(position, hw, &fix))
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if (dsq->game->collideCircleWithGrid(position, hw))
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{
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// starting in a collision state
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freeRange = true;
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@ -232,7 +231,7 @@ void CollideEntity::updateMovement(float dt)
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{
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if (getState() == STATE_PUSH)
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{
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if (!freeRange && dsq->game->collideCircleWithGrid(position, hw, &fix))
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if (!freeRange && dsq->game->collideCircleWithGrid(position, hw))
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{
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position = lastPosition;
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collided = true;
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@ -241,7 +240,7 @@ void CollideEntity::updateMovement(float dt)
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}
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else
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{
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if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircleWithGrid(position, hw, &fix)))
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if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircleWithGrid(position, hw)))
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{
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position = lastPosition;
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onHitWall();
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@ -11161,7 +11161,7 @@ Vector Game::getClosestPointOnLine(Vector a, Vector b, Vector p)
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return a + V;
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}
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bool Game::collideCircleWithGrid(Vector position, int r, Vector *fill)
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bool Game::collideCircleWithGrid(const Vector& position, int r)
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{
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Vector tile = position;
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TileVector t(tile);
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@ -11226,7 +11226,7 @@ bool Game::collideCircleWithGrid(Vector position, int r, Vector *fill)
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return false;
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}
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bool Game::collideBoxWithGrid(Vector position, int hw, int hh)
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bool Game::collideBoxWithGrid(const Vector& position, int hw, int hh)
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{
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Vector tile = position;
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TileVector t(tile);
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@ -636,7 +636,8 @@ public:
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std::string getSelectedChoice() { return selectedChoice; }
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int getGrid(const TileVector &tile);
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int getGrid(const TileVector &tile) const;
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int getGridRaw(unsigned int x, unsigned int y) const;
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const signed char *getGridColumn(int tileX);
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void setGrid(const TileVector &tile, int v);
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bool isObstructed(const TileVector &tile, int t = -1);
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@ -669,8 +670,8 @@ public:
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void registerSporeDrop(const Vector &pos, int t);
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bool collideBoxWithGrid(Vector position, int w, int h);
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bool collideCircleWithGrid(Vector position, int r, Vector *fill=0);
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bool collideBoxWithGrid(const Vector& position, int w, int h);
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bool collideCircleWithGrid(const Vector& position, int r);
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bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc=0);
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@ -1214,7 +1215,13 @@ extern Game *game;
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// INLINE FUNCTIONS
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inline
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int Game::getGrid(const TileVector &tile)
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int Game::getGridRaw(unsigned int x, unsigned int y) const
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{
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return grid[x][y];
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}
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inline
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int Game::getGrid(const TileVector &tile) const
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{
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if (tile.x < 0 || tile.x >= MAX_GRID || tile.y < 0 || tile.y >= MAX_GRID) return 1;
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return grid[tile.x][tile.y];
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@ -39,6 +39,31 @@ void GridRender::onUpdate(float dt)
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if (obsType != OT_BLACK) { blendEnabled = true; }
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}
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inline static void doRenderGrid(int x, int startCol, int endCol)
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{
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const int drawx1 = x*TILE_SIZE;
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const int drawx2 = (x+1)*TILE_SIZE;
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const int drawy1 = startCol*TILE_SIZE;
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const int drawy2 = (endCol+1)*TILE_SIZE;
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#ifdef BBGE_BUILD_OPENGL
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glBegin(GL_QUADS);
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glVertex3i(drawx1, drawy2, 0.0f);
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glVertex3i(drawx2, drawy2, 0.0f);
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glVertex3i(drawx2, drawy1, 0.0f);
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glVertex3i(drawx1, drawy1, 0.0f);
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glEnd();
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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core->blitD3DVerts(0,
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drawx1, drawy1,
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drawx2, drawy1,
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drawx2, drawy2,
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drawx1, drawy2);
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#endif
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}
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void GridRender::onRender()
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{
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switch(obsType)
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@ -59,7 +84,7 @@ void GridRender::onRender()
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break;
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}
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const int obsType = int(this->obsType);
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int obsType = this->obsType;
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Vector camPos = core->cameraPos;
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camPos.x -= core->getVirtualOffX() * (core->invGlobalScale);
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const TileVector ct(camPos);
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@ -77,57 +102,43 @@ void GridRender::onRender()
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startY = 0;
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if (endY >= MAX_GRID)
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endY = MAX_GRID-1;
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for (int x = startX; x <= endX; x++)
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for (int x = startX; x <= endX; ++x)
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{
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const signed char *gridColumn = dsq->game->getGridColumn(x);
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int startCol = -1, endCol;
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for (int y = startY; y <= endY; y++)
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int startCol = -1, y;
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// fast-forward to next drawable byte
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if(const signed char *next = (const signed char*)memchr(gridColumn + startY, obsType, endY - startY + 1)) // find next byte with correct obs type
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{
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int v = gridColumn[y];
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// HACK: Don't draw the leftmost or rightmost column of
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// black tiles (otherwise they "leak out" around the
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// edges of the Sun Temple). --achurch
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if (v == OT_BLACK && ((dsq->game->getGridColumn(x-1))[y] != OT_BLACK || (dsq->game->getGridColumn(x+1))[y] != OT_BLACK))
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v = OT_EMPTY;
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y = next - gridColumn; // will get incremented right away, which is okay, because we alrady set startCol
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startCol = y;
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}
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else
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continue; // nothing do draw in this column
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if (v == obsType && startCol == -1)
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for ( ; y < endY; ++y)
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{
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if (gridColumn[y] != obsType)
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{
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startCol = y;
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}
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else if ((v != obsType || y == endY) && startCol != -1)
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{
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endCol = y;
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if (v != obsType)
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endCol--;
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const float drawx1 = x*TILE_SIZE;
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const float drawx2 = (x+1)*TILE_SIZE;
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const float drawy1 = startCol*TILE_SIZE;
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const float drawy2 = (endCol+1)*TILE_SIZE;
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#ifdef BBGE_BUILD_OPENGL
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glBegin(GL_QUADS);
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glVertex3f(drawx1, drawy2, 0.0f);
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glVertex3f(drawx2, drawy2, 0.0f);
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glVertex3f(drawx2, drawy1, 0.0f);
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glVertex3f(drawx1, drawy1, 0.0f);
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glEnd();
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#endif
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#ifdef BBGE_BUILD_DIRECTX
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core->blitD3DVerts(0,
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drawx1, drawy1,
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drawx2, drawy1,
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drawx2, drawy2,
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drawx1, drawy2);
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#endif
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startCol = -1;
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doRenderGrid(x, startCol, y - 1);
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// fast-forward to next drawable byte
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if(const signed char *next = (const signed char*)memchr(gridColumn + y, obsType, endY - y)) // find next byte with correct obs type
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{
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y = next - gridColumn; // will get incremented right away, which is okay, because we alrady set startCol
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startCol = y;
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}
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else
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break;
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}
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}
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if (y == endY)
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{
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doRenderGrid(x, startCol, y);
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}
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}
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}
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SongLineRender::SongLineRender()
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{
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followCamera = 1;
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@ -46,11 +46,7 @@ void Segmented::destroySegments(float life)
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for (int i = 0; i < segments.size(); i++)
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{
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segments[i]->setLife(life);
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segments[i]->setDecayRate(1.0);
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//segments[i]->setLife(1.0);
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//segments[i]->setDecayRate(1.0/life);
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//segments[i]->setDecayRate(1.0/life);
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segments[i]->setDecayRate(1.0f);
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segments[i]->fadeAlphaWithLife = true;
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}
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segments.clear();
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@ -84,7 +80,7 @@ void Segmented::updateSegment(int i, const Vector &diff)
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float angle;
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MathFunctions::calculateAngleBetweenVectorsInDegrees(Vector(0,0,0), diff, angle);
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segments[i]->rotation.interpolateTo(Vector(0,0,angle), 0.2);
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segments[i]->rotation.interpolateTo(Vector(0,0,angle), 0.2f);
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}
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void Segmented::updateAlpha(float a)
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void Segmented::updateSegments(const Vector &position, bool reverse)
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{
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/*
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if (lastPositions.empty())
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{
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for (int i = 0; i < segments.size(); i++)
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{
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segments[i]->position = position;
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}
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lastPositions.resize(numSegments);
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for (int i = 0; i < numSegments; i++)
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{
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lastPositions.push_back(position);
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}
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}
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*/
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const int top = segments.size()-1;
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Vector lastPosition = position;
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const Vector *lastPosition = &position;
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if (!reverse)
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{
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for (int i = 0; i <= top; i++)
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{
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const Vector diff = lastPosition - segments[i]->position;
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const Vector diff = *lastPosition - segments[i]->position;
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updateSegment(i, diff);
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lastPosition = segments[i]->position;
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lastPosition = &segments[i]->position;
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}
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}
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else
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{
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for (int i = top; i >= 0; i--)
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{
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const Vector diff = lastPosition - segments[i]->position;
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const Vector diff = *lastPosition - segments[i]->position;
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updateSegment(i, diff);
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lastPosition = segments[i]->position;
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lastPosition = &segments[i]->position;
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}
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}
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/*
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for (int i = lastPositions.size()-1; i > 0; i--)
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{
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lastPositions[i] = lastPositions[i-1];
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}
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lastPositions[0] = position;
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*/
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}
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@ -37,14 +37,19 @@ public:
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TileVector() : x(0),y(0) {}
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Vector worldVector() const
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inline Vector worldVector() const
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{
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return worldVector(x, y);
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}
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inline static Vector worldVector(int x, int y)
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{
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return Vector(x*TILE_SIZE+TILE_SIZE/2, y*TILE_SIZE+TILE_SIZE/2);
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}
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bool isZero() const
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inline bool isZero() const
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{
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return (x==0 && y==0);
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return !(x | y);
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}
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int x,y;
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@ -94,6 +94,7 @@ GL_FUNC(void,glTexCoord2f,(GLfloat s, GLfloat t),(s,t),)
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GL_FUNC(void,glTexCoord2d,(GLdouble s, GLdouble t),(s,t),)
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GL_FUNC(void,glVertex2f,(GLfloat x, GLfloat y),(x,y),)
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GL_FUNC(void,glVertex3f,(GLfloat x, GLfloat y, GLfloat z),(x,y,z),)
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GL_FUNC(void,glVertex3i,(GLint x, GLint y, GLint z),(x,y,z),)
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// stuff GLU needs...
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GL_FUNC(void,glGetIntegerv,(GLenum pname, GLint *params),(pname,params),)
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@ -297,7 +297,7 @@ Vector RenderObject::getInvRotPosition(const Vector &vec)
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}
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void RenderObject::matrixChain()
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{
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{
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if (parent)
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parent->matrixChain();
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@ -1256,35 +1256,8 @@ void RenderObject::onUpdate(float dt)
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// left that above for safety since I'm not certain. --achurch
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if (isHidden()) return;
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/*
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width.update(dt);
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height.update(dt);
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*/
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/*
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if (!parent && !children.empty() && shareAlphaWithChildren)
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{
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propogateAlpha();
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}
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*/
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/*
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if (flipTimer.updateCheck(dt))
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{
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if (flipState == 0)
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{
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_fh = !_fh;
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flipState = 1;
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}
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}
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*/
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if (!velocity.isZero())
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position += velocity * dt;
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if (!gravity.isZero())
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velocity += gravity * dt;
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position += velocity * dt;
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velocity += gravity * dt;
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position.update(dt);
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velocity.update(dt);
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scale.update(dt);
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@ -221,7 +221,7 @@ public:
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inline Vector getFollowCameraPosition() const;
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void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
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RenderObject *getParent() const {return parent;}
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inline RenderObject *getParent() const {return parent;}
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void applyBlendType();
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void fhTo(bool fh);
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void addDeathNotify(RenderObject *r);
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192
BBGE/Vector.cpp
192
BBGE/Vector.cpp
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@ -268,19 +268,6 @@ void VectorPath::append(const VectorPath &path)
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pathNodes.push_back(path.pathNodes[i]);
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}
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void VectorPath::subdivide()
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{
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/*
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std::vector<VectorPathNode> copy = pathNodes;
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pathNodes.clear();
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for (int i = 0; i < copy.size(); i++)
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{
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if (i < 4)
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pathNodes.push_back(i);
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}
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*/
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}
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void VectorPath::cut(int n)
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{
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std::vector<VectorPathNode> copy = pathNodes;
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@ -302,7 +289,7 @@ void VectorPath::removeNode(int t)
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}
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}
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Vector VectorPath::getValue(float percent)
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Vector VectorPath::getValue(float usePercent)
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{
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if (pathNodes.empty())
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{
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@ -310,11 +297,9 @@ Vector VectorPath::getValue(float percent)
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return Vector(0,0,0);
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}
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float usePercent = percent;
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VectorPathNode *from = 0, *target = 0;
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from = &pathNodes[0];
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int i = 0;
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for (i = 0; i < pathNodes.size(); i++)
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VectorPathNode *target = 0;
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VectorPathNode *from = &pathNodes[0];
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for (int i = 0; i < pathNodes.size(); ++i)
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{
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if (pathNodes[i].percent >= usePercent)
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{
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@ -460,28 +445,11 @@ float InterpolatedVector::interpolateTo(Vector vec, float timePeriod, int loopTy
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data->loopType = loopType;
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data->pingPong = pingPong;
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if (!data->trigger)
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{
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if (flag != IS_LOOPING)
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{
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data->startOfInterpolationEvent.call();
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data->endOfInterpolationEvent.set(0);
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}
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data->interpolating = true;
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}
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else
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data->pendingInterpolation = true;
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data->interpolating = true;
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return data->timePeriod;
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}
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void InterpolatedVector::setInterpolationTrigger(InterpolatedVector *trigger, bool triggerFlag)
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{
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InterpolatedVectorData *data = ensureData();
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data->trigger = trigger;
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data->triggerFlag = triggerFlag;
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}
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void InterpolatedVector::stop()
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{
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if (data)
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@ -498,34 +466,8 @@ void InterpolatedVector::startPath(float time, float ease)
|
|||
data->followingPath = true;
|
||||
data->loopType = 0;
|
||||
data->pingPong = false;
|
||||
data->speedPath = false;
|
||||
data->endOfPathEvent.set(0);
|
||||
// get the right values to start off with
|
||||
updatePath(0);
|
||||
data->timeSpeedEase = ease;
|
||||
if (ease > 0)
|
||||
{
|
||||
data->timeSpeedMultiplier = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
data->timeSpeedMultiplier = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void InterpolatedVector::startSpeedPath(float speed)
|
||||
{
|
||||
InterpolatedVectorData *data = ensureData();
|
||||
|
||||
data->ease = false;
|
||||
data->currentPathNode = 0;
|
||||
data->pathTimer = 0;
|
||||
data->pathSpeed = speed;
|
||||
data->followingPath = true;
|
||||
data->loopType = 0;
|
||||
data->pingPong = false;
|
||||
data->speedPath = true;
|
||||
updatePath(0);
|
||||
}
|
||||
|
||||
void InterpolatedVector::stopPath()
|
||||
|
@ -543,109 +485,46 @@ void InterpolatedVector::resumePath()
|
|||
void InterpolatedVector::updatePath(float dt)
|
||||
{
|
||||
InterpolatedVectorData *data = ensureData();
|
||||
|
||||
if (!data->speedPath)
|
||||
if (data->pathTimer > data->pathTime)
|
||||
{
|
||||
if (data->pathTimer > data->pathTime)
|
||||
Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
|
||||
this->x = value.x;
|
||||
this->y = value.y;
|
||||
this->z = value.z;
|
||||
if (data->loopType != 0)
|
||||
{
|
||||
Vector value = data->path.getPathNode(data->path.getNumPathNodes()-1)->value;
|
||||
this->x = value.x;
|
||||
this->y = value.y;
|
||||
this->z = value.z;
|
||||
if (data->loopType != 0)
|
||||
{
|
||||
if (data->loopType > 0)
|
||||
data->loopType -= 1;
|
||||
if (data->loopType > 0)
|
||||
data->loopType -= 1;
|
||||
|
||||
int oldLoopType = data->loopType;
|
||||
|
||||
if (data->pingPong)
|
||||
{
|
||||
// flip path
|
||||
data->path.flip();
|
||||
startPath(data->pathTime);
|
||||
data->loopType = oldLoopType;
|
||||
}
|
||||
else
|
||||
{
|
||||
startPath(data->pathTime);
|
||||
data->loopType = oldLoopType;
|
||||
}
|
||||
int oldLoopType = data->loopType;
|
||||
|
||||
if (data->pingPong)
|
||||
{
|
||||
// flip path
|
||||
data->path.flip();
|
||||
startPath(data->pathTime);
|
||||
data->loopType = oldLoopType;
|
||||
}
|
||||
else
|
||||
{
|
||||
stopPath();
|
||||
data->endOfPathEvent.call();
|
||||
startPath(data->pathTime);
|
||||
data->loopType = oldLoopType;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
data->pathTimer += dt * data->pathTimeMultiplier;
|
||||
|
||||
// ;//dt*data->timeSpeedMultiplier;
|
||||
float perc = data->pathTimer/data->pathTime;
|
||||
Vector value = data->path.getValue(perc);
|
||||
this->x = value.x;
|
||||
this->y = value.y;
|
||||
this->z = value.z;
|
||||
|
||||
|
||||
|
||||
/*
|
||||
std::ostringstream os;
|
||||
os << "nodes: " << data->path.getNumPathNodes() << " pathTimer: " << data->pathTimer << " pathTime: " << data->pathTime << " perc: " << perc << " p(" << x << ", " << y << ")";
|
||||
debugLog(os.str());
|
||||
*/
|
||||
/*
|
||||
float diff = data->pathTime - data->pathTimer;
|
||||
if (data->timeSpeedEase > 0)
|
||||
{
|
||||
float secs = 1.0f/data->timeSpeedEase;
|
||||
if (diff <= secs)
|
||||
{
|
||||
data->timeSpeedMultiplier -= dt*data->timeSpeedEase;
|
||||
if (data->timeSpeedMultiplier < 0.1f)
|
||||
data->timeSpeedMultiplier = 0.1f;
|
||||
}
|
||||
}
|
||||
if (data->timeSpeedMultiplier < 1)
|
||||
{
|
||||
data->timeSpeedMultiplier += dt*data->timeSpeedEase;
|
||||
if (data->timeSpeedMultiplier >= 1)
|
||||
data->timeSpeedMultiplier = 1;
|
||||
}
|
||||
*/
|
||||
|
||||
stopPath();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!isInterpolating())
|
||||
{
|
||||
data->currentPathNode++;
|
||||
VectorPathNode *node = data->path.getPathNode(data->currentPathNode);
|
||||
/*
|
||||
if (node)
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
stopPath();
|
||||
data->endOfPathEvent.call();
|
||||
}
|
||||
*/
|
||||
if (node)
|
||||
{
|
||||
interpolateTo(node->value, (node->value - Vector(this->x, this->y, this->z)).getLength3D()*(1.0f/data->pathSpeed));
|
||||
}
|
||||
else
|
||||
{
|
||||
// handle looping etc
|
||||
stopPath();
|
||||
data->endOfPathEvent.call();
|
||||
}
|
||||
}
|
||||
data->pathTimer += dt * data->pathTimeMultiplier;
|
||||
|
||||
float perc = data->pathTimer/data->pathTime;
|
||||
Vector value = data->path.getValue(perc);
|
||||
this->x = value.x;
|
||||
this->y = value.y;
|
||||
this->z = value.z;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -674,9 +553,9 @@ void InterpolatedVector::doInterpolate(float dt)
|
|||
}
|
||||
*/
|
||||
data->timePassed += dt;
|
||||
if (data->timePassed >= data->timePeriod)
|
||||
if (data->timePassed >= data->timePeriod)
|
||||
{
|
||||
this->x = data->target.x;
|
||||
this->x = data->target.x;
|
||||
this->y = data->target.y;
|
||||
this->z = data->target.z;
|
||||
data->interpolating = false;
|
||||
|
@ -698,11 +577,6 @@ void InterpolatedVector::doInterpolate(float dt)
|
|||
interpolateTo (data->target, data->timePeriod, data->loopType, data->pingPong, data->ease, IS_LOOPING);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
data->endOfInterpolationEvent.call();
|
||||
data->endOfInterpolationEvent.set(0);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
|
|
|
@ -435,7 +435,6 @@ public:
|
|||
void realPercentageCalc();
|
||||
void removeNodes(int startInclusive, int endInclusive);
|
||||
float getSubSectionLength(int startIncl, int endIncl);
|
||||
void subdivide();
|
||||
protected:
|
||||
std::vector <VectorPathNode> pathNodes;
|
||||
};
|
||||
|
@ -446,52 +445,34 @@ struct InterpolatedVectorData
|
|||
{
|
||||
InterpolatedVectorData()
|
||||
{
|
||||
trigger = 0;
|
||||
triggerFlag = false;
|
||||
pendingInterpolation = false;
|
||||
interpolating = false;
|
||||
pingPong = false;
|
||||
loopType = 0;
|
||||
pathTimer = 0;
|
||||
pathTime = 0;
|
||||
pathSpeed = 1;
|
||||
currentPathNode = 0;
|
||||
pathTimeMultiplier = 1;
|
||||
timePassed = 0;
|
||||
timePeriod = 0;
|
||||
timeSpeedMultiplier = 1;
|
||||
timeSpeedEase = 0;
|
||||
//fakeTimePassed = 0;
|
||||
speedPath = false;
|
||||
ease = false;
|
||||
followingPath = false;
|
||||
}
|
||||
|
||||
InterpolatedVector *trigger;
|
||||
bool triggerFlag;
|
||||
bool pendingInterpolation;
|
||||
Vector from;
|
||||
Vector target;
|
||||
|
||||
VectorPath path;
|
||||
|
||||
int loopType;
|
||||
|
||||
float pathTimer, pathTime;
|
||||
float pathSpeed;
|
||||
float pathTimeMultiplier;
|
||||
float timePassed, timePeriod;
|
||||
|
||||
bool interpolating;
|
||||
bool pingPong;
|
||||
int loopType;
|
||||
|
||||
EventPtr endOfInterpolationEvent;
|
||||
EventPtr startOfInterpolationEvent;
|
||||
EventPtr endOfPathEvent;
|
||||
|
||||
VectorPath path;
|
||||
float pathTimer, pathTime;
|
||||
float pathSpeed;
|
||||
int currentPathNode;
|
||||
float pathTimeMultiplier;
|
||||
|
||||
float timePassed, timePeriod;
|
||||
Vector target;
|
||||
Vector from;
|
||||
|
||||
float timeSpeedMultiplier, timeSpeedEase;
|
||||
//float fakeTimePassed;
|
||||
bool speedPath;
|
||||
bool ease;
|
||||
bool followingPath;
|
||||
};
|
||||
|
@ -530,7 +511,6 @@ public:
|
|||
return *this;
|
||||
}
|
||||
|
||||
void setInterpolationTrigger(InterpolatedVector *trigger, bool triggerFlag);
|
||||
enum InterpolateToFlag { NONE=0, IS_LOOPING };
|
||||
float interpolateTo (Vector vec, float timePeriod, int loopType = 0, bool pingPong = false, bool ease = false, InterpolateToFlag flag = NONE);
|
||||
void inline update(float dt)
|
||||
|
@ -538,16 +518,6 @@ public:
|
|||
if (!data)
|
||||
return;
|
||||
|
||||
if (data->pendingInterpolation && data->trigger)
|
||||
{
|
||||
if (data->trigger->isInterpolating() == data->triggerFlag)
|
||||
{
|
||||
data->interpolating = true;
|
||||
data->pendingInterpolation = false;
|
||||
}
|
||||
else
|
||||
return;
|
||||
}
|
||||
if (isFollowingPath())
|
||||
{
|
||||
updatePath(dt);
|
||||
|
|
Loading…
Reference in a new issue