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cycler.cpp
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/*
** gl_cycler.cpp
** Implements the cycler for dynamic lights and texture shaders.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 2006 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <math.h>
#include "serializer.h"
#include "cycler.h"
//==========================================================================
//
// This will never be called with a null-def, so don't bother with that case.
//
//==========================================================================
FSerializer &Serialize(FSerializer &arc, const char *key, FCycler &c, FCycler *def)
{
if (arc.BeginObject(key))
{
arc("start", c.m_start, def->m_start)
("end", c.m_end, def->m_end)
("current", c.m_current, def->m_current)
("time", c.m_time, def->m_time)
("cycle", c.m_cycle, def->m_cycle)
("increment", c.m_increment, def->m_increment)
("shouldcycle", c.m_shouldCycle, def->m_shouldCycle)
.Enum("type", c.m_cycleType)
.EndObject();
}
return arc;
}
//==========================================================================
//
//
//
//==========================================================================
FCycler::FCycler()
{
m_cycle = 0.;
m_cycleType = CYCLE_Linear;
m_shouldCycle = false;
m_start = m_current = 0.;
m_end = 0.;
m_increment = true;
}
//==========================================================================
//
//
//
//==========================================================================
void FCycler::SetParams(double start, double end, double cycle, bool update)
{
if (!update || cycle != m_cycle)
{
m_cycle = cycle;
m_time = 0.;
m_increment = true;
m_current = start;
}
else
{
// When updating and keeping the same cycle, scale the current light size to the new dimensions.
double fact = (m_current - m_start) / (m_end - m_start);
m_current = start + fact *(end - start);
}
m_start = start;
m_end = end;
}
//==========================================================================
//
//
//
//==========================================================================
void FCycler::Update(double diff)
{
double mult, angle;
double step = m_end - m_start;
if (!m_shouldCycle)
{
return;
}
m_time += diff;
if (m_time >= m_cycle)
{
m_time = m_cycle;
}
mult = m_time / m_cycle;
switch (m_cycleType)
{
case CYCLE_Linear:
if (m_increment)
{
m_current = m_start + (step * mult);
}
else
{
m_current = m_end - (step * mult);
}
break;
case CYCLE_Sin:
angle = double(M_PI * 2. * mult);
mult = g_sin(angle);
mult = (mult + 1.) / 2.;
m_current = m_start + (step * mult);
break;
case CYCLE_Cos:
angle = double(M_PI * 2. * mult);
mult = g_cos(angle);
mult = (mult + 1.) / 2.;
m_current = m_start + (step * mult);
break;
case CYCLE_SawTooth:
m_current = m_start + (step * mult);
break;
case CYCLE_Square:
if (m_increment)
{
m_current = m_start;
}
else
{
m_current = m_end;
}
break;
}
if (m_time == m_cycle)
{
m_time = 0.;
m_increment = !m_increment;
}
}