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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "HeadSpin.h"
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#include "plFadeOpacityMod.h"
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#include "plFadeOpacityLay.h"
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#include "plMessage/plRenderMsg.h"
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#include "plMessage/plMatRefMsg.h"
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#include "plSurface/hsGMaterial.h"
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#include "plDrawable/plVisLOSMgr.h"
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#include "plDrawable/plAccessGeometry.h"
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#include "plDrawable/plAccessSpan.h"
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#include "plDrawable/plDrawableSpans.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plDrawInterface.h"
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#include "plScene/plVisMgr.h"
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#include "plgDispatch.h"
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#include "plPipeline.h"
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#include "hsBounds.h"
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#include "hsTimer.h"
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#include "hsResMgr.h"
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/*
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curr = (t - t0) / fadeUp;
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curr = 1. - (t - t0) / fadeDown;
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switch from fadeUp to fadeDown
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curr = 1 - (t - t0) / fadeDown;
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t - t0 = (1 - curr) * fadeDown
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t0 = t - (1 - curr) * fadeDown;
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switch from fadeDown to fadeUp
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curr = (t - t0) / fadeUp;
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curr * fadeUp = t - t0;
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t0 = t - curr * fadeUp;
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*/
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bool plFadeOpacityMod::fLOSCheckDisabled = false;
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const float kDefFadeUp(5.f);
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const float kDefFadeDown(1.f);
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plFadeOpacityMod::plFadeOpacityMod()
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: fFadeUp(kDefFadeUp),
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fFadeDown(kDefFadeDown),
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fOpCurrent(1.f),
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fStart(0),
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fFade(kImmediate),
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fLastEye(0.f, 0.f, 0.f),
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fSetup(false)
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{
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}
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plFadeOpacityMod::~plFadeOpacityMod()
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{
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}
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bool plFadeOpacityMod::MsgReceive(plMessage* msg)
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{
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plRenderMsg* rend = plRenderMsg::ConvertNoRef(msg);
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if( rend )
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{
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IOnRenderMsg(rend);
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return true;
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}
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return plSingleModifier::MsgReceive(msg);
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}
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void plFadeOpacityMod::SetKey(plKey k)
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{
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hsKeyedObject::SetKey(k);
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if( k )
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{
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plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
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}
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}
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void plFadeOpacityMod::Read(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Read(s, mgr);
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fFadeUp = s->ReadLEScalar();
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fFadeDown = s->ReadLEScalar();
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}
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void plFadeOpacityMod::Write(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Write(s, mgr);
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s->WriteLEScalar(fFadeUp);
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s->WriteLEScalar(fFadeDown);
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}
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void plFadeOpacityMod::SetTarget(plSceneObject* so)
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{
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plSingleModifier::SetTarget(so);
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fSetup = false;
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}
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bool plFadeOpacityMod::IShouldCheck(plPipeline* pipe)
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{
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if (pipe->TestVisibleWorld(GetTarget()))
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return true;
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fFade = kImmediate;
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return false;
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}
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void plFadeOpacityMod::IOnRenderMsg(plRenderMsg* rend)
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{
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// Okay, are we set up enough to proceed?
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if( !IReady() )
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return;
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// Okay, we're going to check.
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bool hit = false;
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if( !fLOSCheckDisabled )
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{
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// Should we check to see if we're visible before anything else?
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if( !IShouldCheck(rend->Pipeline()) )
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return;
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hsPoint3 eyePos = rend->Pipeline()->GetViewPositionWorld();
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hsPoint3 ourPos = IGetOurPos();
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if( fFade != kImmediate )
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{
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// If we've moved more than 3 feet in a frame, we'll consider this a
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// camera cut. In that case, don't fade up or down, just go there.
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const float kCutMagSquared = 3.f * 3.f;
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if( hsVector3(&eyePos, &fLastEye).MagnitudeSquared() > kCutMagSquared )
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fFade = kImmediate;
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}
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fLastEye = eyePos;
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// Cast the ray from eye to us.
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plVisHit hitInfo;
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hit = plVisLOSMgr::Instance()->Check(eyePos, ourPos, hitInfo);
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}
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// If the ray made it, fade us up
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// Else fade us down.
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if( !hit )
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IFadeUp();
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else
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IFadeDown();
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ISetOpacity();
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}
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bool plFadeOpacityMod::IReady()
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{
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plSceneObject* so = GetTarget();
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if( !so )
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return false;
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if( !so->GetDrawInterface() )
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return false;
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if( !fSetup )
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ISetup(so);
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if( !fFadeLays.GetCount() )
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return false;
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return true;
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}
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hsPoint3 plFadeOpacityMod::IGetOurPos()
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{
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hsAssert(GetTarget(), "Weed out target-less earlier");
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if( HasFlag(kBoundsCenter) )
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{
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return GetTarget()->GetDrawInterface()->GetWorldBounds().GetCenter();
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}
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else
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{
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return GetTarget()->GetLocalToWorld().GetTranslate();
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}
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}
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void plFadeOpacityMod::ICalcOpacity()
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{
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double t = hsTimer::GetSysSeconds();
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switch( fFade )
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{
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case kFadeUp:
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fOpCurrent = (float)(t - fStart);
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if( fOpCurrent > fFadeUp )
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{
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fOpCurrent = 1.f;
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fFade = kUp;
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}
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else
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{
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fOpCurrent /= fFadeUp;
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}
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break;
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case kFadeDown:
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fOpCurrent = (float)(t - fStart);
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if( fOpCurrent > fFadeDown )
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{
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fOpCurrent = 0.f;
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fFade = kDown;
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}
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else
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{
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fOpCurrent = 1.f - fOpCurrent / fFadeDown;
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}
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break;
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case kUp:
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case kDown:
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break;
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case kImmediate:
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default:
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hsAssert(false, "Invalid state");
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break;
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};
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}
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void plFadeOpacityMod::ISetOpacity()
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{
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ICalcOpacity();
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const int num = fFadeLays.GetCount();
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int i;
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for( i = 0; i < num; i++ )
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fFadeLays[i]->SetOpacity(fOpCurrent);
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}
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void plFadeOpacityMod::IFadeUp()
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{
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const double t = hsTimer::GetSysSeconds();
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switch( fFade )
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{
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case kImmediate:
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fOpCurrent = 1.f;
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fFade = kUp;
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break;
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case kFadeDown:
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{
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fStart = t - fOpCurrent * fFadeUp;
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fFade = kFadeUp;
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}
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break;
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case kDown:
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{
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fStart = t;
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fFade = kFadeUp;
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}
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break;
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case kUp:
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case kFadeUp:
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break;
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default:
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hsAssert(false, "Bad State");
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break;
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};
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}
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void plFadeOpacityMod::IFadeDown()
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{
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const double t = hsTimer::GetSysSeconds();
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switch( fFade )
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{
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case kImmediate:
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fOpCurrent = 0.f;
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fFade = kDown;
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break;
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case kFadeUp:
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{
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fStart = t - (1.f - fOpCurrent) * fFadeDown;
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fFade = kFadeDown;
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}
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break;
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case kUp:
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{
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fStart = t;
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fFade = kFadeDown;
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}
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case kFadeDown:
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case kDown:
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break;
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default:
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hsAssert(false, "Bad State");
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break;
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};
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}
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void plFadeOpacityMod::ISetup(plSceneObject* so)
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{
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fFadeLays.Reset();
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if( !so )
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return;
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const plDrawInterface* di = so->GetDrawInterface();
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if( !di )
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return;
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hsTArray<plAccessSpan> src;
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plAccessGeometry::Instance()->OpenRO(di, src, false);
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int i;
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for( i = 0; i < src.GetCount(); i++ )
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{
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hsGMaterial* mat = src[i].GetMaterial();
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int j;
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for( j = 0; j < mat->GetNumLayers(); j++ )
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{
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plLayerInterface* lay = mat->GetLayer(j);
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if( !j || !(lay->GetZFlags() & hsGMatState::kZNoZWrite) || (lay->GetMiscFlags() & hsGMatState::kMiscRestartPassHere) )
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{
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plFadeOpacityLay* fade = new plFadeOpacityLay();
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hsgResMgr::ResMgr()->NewKey(lay->GetKey()->GetName(), fade, lay->GetKey()->GetUoid().GetLocation());
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fade->AttachViaNotify(lay);
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// We should add a ref or something here if we're going to hold on to this (even though we created and "own" it).
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fFadeLays.Append(fade);
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plMatRefMsg* msg = new plMatRefMsg(mat->GetKey(), plRefMsg::kOnReplace, i, plMatRefMsg::kLayer);
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msg->SetOldRef(lay);
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hsgResMgr::ResMgr()->SendRef(fade, msg, plRefFlags::kActiveRef);
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plGenRefMsg* toMe = new plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefFadeLay);
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hsgResMgr::ResMgr()->SendRef(fade, toMe, plRefFlags::kPassiveRef);
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}
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}
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}
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plAccessGeometry::Instance()->Close(src);
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fSetup = true;
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fFade = kImmediate;
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}
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