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1 #include <math.h>
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2 #include "SceneGraphRoot.h"
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3 #include "Camera.h"
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4 #include "sys.h"
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5 #include "Scheduler.h"
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6 #include "show_time.h"
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7 #include "TaskManager.h"
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8
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9 static void
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10 camera_move(SceneGraphPtr _node, int screen_w, int screen_h)
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11 {
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12 Pad *pad = sgroot->getController();
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13 CameraPtr node = (CameraPtr)_node;
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14
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15 #if 0
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16 if (pad->right.isHold()) {
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17 node->xyz[0] += 10.0f;
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18 } else if (pad->left.isHold()) {
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19 node->xyz[0] -= 10.0f;
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20 }
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21
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22 if (pad->up.isPush() || pad->up.isHold()) {
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23 node->xyz[1] -= 2.0f;
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24 } else if (pad->down.isPush() || pad->down.isHold()) {
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25 node->xyz[1] += 2.0f;
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26 }
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27 #endif
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28
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29 /*
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30 * ここに show_dma_wait 表示をいれようか
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31 */
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32
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33 /*
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34 if (pad->r1.isPush()) {
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35 show_time(manager);
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36 }
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37 */
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38
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39 if (pad->r1.isPush() || pad->r1.isHold()) {
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40 node->xyz[2] += 10.0f;
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41 } else if (pad->l1.isPush() || pad->l1.isHold()) {
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42 node->xyz[2] -= 10.0f;
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43 }
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44
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45 if (pad->r2.isHold()) {
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46 if (node->zd[0] <= 1.0f) {
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47 node->zd[0] += 0.02f;
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48 }
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49 if (node->zd[2] >= 0.0f) {
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50 node->zd[2] -= 0.02f;
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51 }
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52 } else if (pad->l2.isHold()) {
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53 if (node->zd[0] > -1.0f) {
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54 node->zd[0] -= -0.02f;
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55 }
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56 if (node->zd[2] >= 0.0f) {
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57 node->zd[2] -= 0.02f;
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58 }
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59 } else {
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60 node->zd[0] = 0.0f;
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61 node->zd[2] = 1.0f;
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62 }
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63
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64 }
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65
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66 static void
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67 camera_collision(SceneGraphPtr node, int screen_w, int screen_h,
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68 SceneGraphPtr tree)
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69 {
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70 }
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71
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72 /**
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73 * @param w Width of screen
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74 * @param h Height of screen
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75 */
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76 Camera::Camera(float w, float h)
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77 {
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78 name = (char*)"Camera";
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79
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80
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81 fov = 60.0f;
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82 near = 0.0f;
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83 far = 1000.0f;
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84
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85 zd[0] = 0.0f;
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86 zd[1] = 0.0f;
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87 zd[2] = 1.0f;
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88 zd[3] = 1.0f;
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89
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90 yd[0] = 0.0f;
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91 yd[1] = 1.0f;
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92 yd[2] = 0.0f;
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93 yd[3] = 1.0f;
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94
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95 // Screen の真ん中を初期値とする
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96 xyz[0] = w/2.0f;
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97 xyz[1] = h/2.0f;
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98
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99 // min(w, h) がちょうど一杯見えるような z の位置の計算
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100 xyz[2] = -(((xyz[1] < xyz[0]) ? xyz[1] : xyz[0])/tanf((fov/2.0f)*M_PI/180.0f));
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101 //xyz[2] = -200.0f;
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102 xyz[3] = 1.0f;
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103
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104 m_view = new float[16];
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105 m_pers = new float[16];
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106 m_screen = new float[16];
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107
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108 this->set_move_collision(camera_move, camera_collision);
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109 }
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110
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111 Camera::~Camera(void)
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112 {
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113 delete [] m_view;
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114 delete [] m_pers;
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115 delete [] m_screen;
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116 }
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117
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118 void
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119 Camera::updateView(void)
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120 {
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121 float radx,rady,radz;
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122 float cx[4], cy[4], cz[4], p[4];
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123 float tm[16];
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124
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125 radx = angle[0]*3.14/180;
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126 rady = angle[1]*3.14/180;
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127 radz = angle[2]*3.14/180;
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128
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129 float sinx = sin(radx);
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130 float cosx = cos(radx);
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131 float siny = sin(rady);
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132 float cosy = cos(rady);
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133 float sinz = sin(radz);
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134 float cosz = cos(radz);
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135
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136 /* View Transform */
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137 tm[0] = cosz*cosy+sinz*sinx*siny;
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138 tm[1] = sinz*cosx;
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139 tm[2] = -cosz*siny+sinz*sinx*cosy;
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140 tm[3] = 0.0f;
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141 tm[4] = -sinz*cosy+cosz*sinx*siny;
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142 tm[5] = cosz*cosx;
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143 tm[6] = sinz*siny+cosz*sinx*cosy;
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144 tm[7] = 0.0f;
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145 tm[8] = cosx*siny;
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146 tm[9] = -sinx;
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147 tm[10] = cosx*cosy;
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148 tm[11] = 0.0f;
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149 tm[12] = 0.0f;
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150 tm[13] = 0.0f;
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151 tm[14] = 0.0f;
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152 tm[15] = 1.0f;
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153
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154 applyMatrix(cz, tm, zd);
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155 applyMatrix(cy, tm, yd);
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156 applyMatrix(p, tm, xyz);
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157
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158 outerProduct(cx, cy, cz);
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159 normalize(cx, cx);
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160 normalize(cz, cz);
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161 outerProduct(cy, cz, cx);
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162
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163 m_view[ 0] = cx[0];
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164 m_view[ 1] = cy[0];
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165 m_view[ 2] = cz[0];
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166 m_view[ 3] = 0.0f;
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167
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168 m_view[ 4] = cx[1];
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169 m_view[ 5] = cy[1];
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170 m_view[ 6] = cz[1];
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171 m_view[ 7] = 0.0f;
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172 m_view[ 8] = cx[2];
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173 m_view[ 9] = cy[2];
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174 m_view[10] = cz[2];
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175 m_view[11] = 0.0f;
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176
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177 m_view[12] = innerProduct(xyz, cx)*(-1);
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178 m_view[13] = innerProduct(xyz, cy)*(-1);
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179 m_view[14] = innerProduct(xyz, cz)*(-1);
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180 m_view[15] = 1.0f;
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181 }
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182
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183 void
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184 Camera::updatePerspective(float w, float h)
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185 {
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186 float sx, sy, sz;
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187 float aspect = w/h;
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188
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189 sy = (1.0f/tanf((fov/2.0f)*M_PI/180.0f));
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190 sx = sy/aspect;
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191 //sz = far/(far+near);
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192 sz = far/(far-near);
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193
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194 m_pers[ 0] = sx;
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195 m_pers[ 1] = 0.0f;
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196 m_pers[ 2] = 0.0f;
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197 m_pers[ 3] = 0.0f;
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198
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199 m_pers[ 4] = 0.0f;
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200 m_pers[ 5] = sy;
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201 m_pers[ 6] = 0.0f;
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202 m_pers[ 7] = 0.0f;
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203
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204 m_pers[ 8] = 0.0f;
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205 m_pers[ 9] = 0.0f;
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206 m_pers[10] = sz;
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207 m_pers[11] = 1.0f;
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208
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209 m_pers[12] = 0.0f;
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210 m_pers[13] = 0.0f;
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211 m_pers[14] = -near*sz;
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212 m_pers[15] = 0.0f;
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213 }
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214
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215 void
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216 Camera::updateScreen(float _w, float _h)
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217 {
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218 float w = _w/2.0f;
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219 float h = _h/2.0f;
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220
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221 m_screen[ 0] = w;
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222 m_screen[ 1] = 0.0f;
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223 m_screen[ 2] = 0.0f;
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224 m_screen[ 3] = 0.0f;
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225
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226 m_screen[ 4] = 0.0f;
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227 m_screen[ 5] = h;
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228 m_screen[ 6] = 0.0f;
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229 m_screen[ 7] = 0.0f;
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230
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231 m_screen[ 8] = 0.0f;
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232 m_screen[ 9] = 0.0f;
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233 m_screen[10] = 1.0f;
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234 m_screen[11] = 0.0f;
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235
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236 m_screen[12] = w;
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237 m_screen[13] = h;
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238 m_screen[14] = 0.0f;
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239 m_screen[15] = 1.0f;
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240 }
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241
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242 void
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243 Camera::setCamera(float *pose)
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244 {
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245 //memcpy(xyz, &pose[12], sizeof(float)*4);
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246 }
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247
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248 void
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249 Camera::update(float w, float h)
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250 {
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251 #if 1
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252 float tmp[16];
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253
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254 updateView();
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255 updatePerspective(w, h);
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256 updateScreen(w, h);
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257
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258 matrix4x4(tmp, this->m_pers, this->m_screen);
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259 matrix4x4(this->matrix, this->m_view, tmp);
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260 #else
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261 get_matrix(matrix, angle, xyz, NULL);
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262 #endif
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263 }
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