ModelRendererSimulator.cpp from Scorched 3D at Krugle
Show ModelRendererSimulator.cpp syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#include <graph/ModelRendererSimulator.h>
#include <graph/ModelRenderer.h>
#include <3dsparse/Model.h>
#include <stdlib.h>
ModelRendererSimulator::ModelRendererSimulator(ModelRenderer *renderer) :
renderer_(renderer)
{
currentFrame_ = (float) renderer_->getModel()->getStartFrame();
if (renderer_->getModel()->getTotalFrames() > 1)
{
currentFrame_ = (float) (rand() % renderer_->getModel()->getTotalFrames());
}
}
ModelRendererSimulator::~ModelRendererSimulator()
{
}
void ModelRendererSimulator::drawBottomAligned(float distance, float fade)
{
renderer_->drawBottomAligned(currentFrame_, distance, fade);
}
void ModelRendererSimulator::draw(float distance, float fade)
{
renderer_->draw(currentFrame_, distance, fade);
}
void ModelRendererSimulator::simulate(float frameTime)
{
currentFrame_ += frameTime;
}
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