view CollidoscopeApp/src/Chunk.cpp @ 0:02467299402e

First import CollidoscopeApp for Raspberry Pi JackDevice Teensy code for Collidoscope
author Fiore Martin <f.martin@qmul.ac.uk>
date Thu, 30 Jun 2016 14:50:06 +0200
parents
children 75b744078d66
line wrap: on
line source
#include "Chunk.h"
#include "DrawInfo.h"


#include "cinder/gl/gl.h"


Chunk::Chunk( size_t index ) :
    mIndex( index ),
    mAudioTop(0.0f),
    mAudioBottom(0.0f)
    {}


void update( const DrawInfo& di )
{

}

void Chunk::update( const DrawInfo &di )
{
    using namespace ci;
    /* if resetting animate the chunks to shrink to 0 size */
    if ( mResetting ){
        if ( mAnimate > 0.0f ){
            mAnimate -= 0.1f;
            if ( mAnimate <= 0.0f ){
                mAnimate = 0.0f;
                mResetting = false;
                mAudioTop = 0.0f;
                mAudioBottom = 0.0f;
            }
        }
    }
    /* animate makes the chunks pop nicely when they are created */
    else if ( mAnimate < 1.0f ){
        mAnimate += 0.3333f; // in three (namely 1/0.333) steps
        if ( mAnimate > 1.0f ){ // clip to one
            mAnimate = 1.0f;
        }
    }

    mX = di.flipX( 1 + (mIndex * (2 + kWidth)) ); // FIXME this should happen only once when resized 
}

void Chunk::draw( const DrawInfo& di, ci::gl::BatchRef &batch ){
    using namespace ci;
	
    gl::pushModelMatrix();

    const float chunkHeight = mAnimate * mAudioTop * di.getMaxChunkHeight();

    // place the chunk in the right position brigns back the y of chunkHeight/2 so
    // so that after scaling the wave is still centered at the wave center 
    gl::translate( mX, di.getWaveCenterY() - ( chunkHeight / 2 ) - 1 );

    // FIXME todo use max between top and bottom
    // scale according to audio amplitude 
    gl::scale( 1.0f, chunkHeight );
    batch->draw();
    
    
    gl::popModelMatrix();
}


void Chunk::drawBar( const DrawInfo& di, ci::gl::BatchRef &batch ){
	using namespace ci;

    gl::pushModelMatrix();

    const float barHeight = di.getSelectionBarHeight();

    gl::translate( mX, di.getWaveCenterY() - ( barHeight / 2 ) - 1 );
    gl::scale( 1.0f, barHeight );

    batch->draw();

    gl::popModelMatrix();
}


const float Chunk::kWidth = 7.0f;
const float Chunk::kHalfWidth = 3.5f;