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root / CollidoscopeApp / src / Chunk.cpp @ 3:7fb593d53361
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#include "Chunk.h" |
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#include "DrawInfo.h" |
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#include "cinder/gl/gl.h" |
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Chunk::Chunk( size_t index ) : |
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mIndex( index ), |
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mAudioTop(0.0f), |
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mAudioBottom(0.0f) |
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{}
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void update( const DrawInfo& di ) |
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{
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} |
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void Chunk::update( const DrawInfo &di ) |
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{
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using namespace ci; |
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/* if resetting animate the chunks to shrink to 0 size */
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if ( mResetting ){
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if ( mAnimate > 0.0f ){ |
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mAnimate -= 0.1f; |
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if ( mAnimate <= 0.0f ){ |
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mAnimate = 0.0f; |
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mResetting = false;
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mAudioTop = 0.0f; |
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mAudioBottom = 0.0f; |
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} |
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} |
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} |
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/* animate makes the chunks pop nicely when they are created */
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else if ( mAnimate < 1.0f ){ |
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mAnimate += 0.3333f; // in three (namely 1/0.333) steps |
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if ( mAnimate > 1.0f ){ // clip to one |
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mAnimate = 1.0f; |
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} |
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} |
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mX = di.flipX( 1 + (mIndex * (2 + kWidth)) ); // FIXME this should happen only once when resized |
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} |
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void Chunk::draw( const DrawInfo& di, ci::gl::BatchRef &batch ){ |
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using namespace ci; |
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gl::pushModelMatrix(); |
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const float chunkHeight = mAnimate * mAudioTop * di.getMaxChunkHeight(); |
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// place the chunk in the right position brigns back the y of chunkHeight/2 so
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// so that after scaling the wave is still centered at the wave center
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gl::translate( mX, di.getWaveCenterY() - ( chunkHeight / 2 ) - 1 ); |
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// FIXME todo use max between top and bottom
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// scale according to audio amplitude
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gl::scale( 1.0f, chunkHeight ); |
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batch->draw(); |
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gl::popModelMatrix(); |
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} |
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void Chunk::drawBar( const DrawInfo& di, ci::gl::BatchRef &batch ){ |
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using namespace ci; |
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gl::pushModelMatrix(); |
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const float barHeight = di.getSelectionBarHeight(); |
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gl::translate( mX, di.getWaveCenterY() - ( barHeight / 2 ) - 1 ); |
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gl::scale( 1.0f, barHeight ); |
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batch->draw(); |
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gl::popModelMatrix(); |
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} |
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const float Chunk::kWidth = 7.0f; |
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const float Chunk::kHalfWidth = 3.5f; |