Mercurial > hg > Game > Cerium
diff TaskManager/Test/test_render/Camera.cpp @ 221:0b0e0f323742 draft
Cameraの設定、Makefile 修正
author | gongo@gendarme.local |
---|---|
date | Tue, 10 Feb 2009 01:47:12 +0900 |
parents | 335ea3665fcd |
children | 0351818cf0fe |
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--- a/TaskManager/Test/test_render/Camera.cpp Mon Feb 09 21:58:45 2009 +0900 +++ b/TaskManager/Test/test_render/Camera.cpp Tue Feb 10 01:47:12 2009 +0900 @@ -9,31 +9,43 @@ Pad *pad = sgroot->getController(); CameraPtr node = (CameraPtr)_node; - if (pad->r2.isHold()) { - node->angle[1] += 2.0f; - if (node->angle[1] > 360.0f) { - node->angle[1] -= 360.0f; - } - } else if (pad->l2.isHold()) { - node->angle[1] -= 2.0f; - if (node->angle[1] < 0.0f) { - node->angle[1] += 360.0f; - } + if (pad->right.isHold()) { + node->xyz[0] += 10.0f; + } else if (pad->left.isHold()) { + node->xyz[0] -= 10.0f; } -#if 0 if (pad->up.isPush() || pad->up.isHold()) { node->xyz[1] += 2.0f; } else if (pad->down.isPush() || pad->down.isHold()) { node->xyz[1] -= 2.0f; } -#endif if (pad->r1.isPush() || pad->r1.isHold()) { node->xyz[2] += 10.0f; } else if (pad->l1.isPush() || pad->l1.isHold()) { node->xyz[2] -= 10.0f; } + + if (pad->r2.isHold()) { + if (node->zd[0] <= 1.0f) { + node->zd[0] += 0.02f; + } + if (node->zd[2] >= 0.0f) { + node->zd[2] -= 0.02f; + } + } else if (pad->l2.isHold()) { + if (node->zd[0] > -1.0f) { + node->zd[0] -= -0.02f; + } + if (node->zd[2] >= 0.0f) { + node->zd[2] -= 0.02f; + } + } else { + node->zd[0] = 0.0f; + node->zd[2] = 1.0f; + } + } static void @@ -42,7 +54,11 @@ { } -Camera::Camera(void) +/** + * @param w Width of screen + * @param h Height of screen + */ +Camera::Camera(float w, float h) { name = (const char*)"Camera"; @@ -60,21 +76,34 @@ near = 0.0f; far = 1000.0f; - //xyz[0] = 320.0f; - //xyz[1] = 240.0f; - //xyz[2] = -100.0f; - //xyz[3] = 1.0f; + m_view = new float[16]; + m_pers = new float[16]; + m_screen = new float[16]; + + // Screen の真ん中を初期値とする + xyz[0] = w/2.0f; + xyz[1] = h/2.0f; + + // min(w, h) がちょうど一杯見えるような z の位置の計算 + xyz[2] = -(((xyz[1] < xyz[0]) ? xyz[1] : xyz[0])/tanf((fov/2.0f)*M_PI/180.0f)); + xyz[3] = 1.0f; this->set_move_collision(camera_move, camera_collision); } +Camera::~Camera(void) +{ + delete [] m_view; + delete [] m_pers; + delete [] m_screen; +} + void -Camera::createRotMatrix(float *m) +Camera::updateView(void) { float radx,rady,radz; - float cx[4], cy[4], cz[4]; - float p[4]; - float *matrix = new float[16]; + float cx[4], cy[4], cz[4], p[4]; + float tm[16]; radx = angle[0]*3.14/180; rady = angle[1]*3.14/180; @@ -88,145 +117,130 @@ float cosz = cos(radz); /* View Transform */ - matrix[0] = cosz*cosy+sinz*sinx*siny; - matrix[1] = sinz*cosx; - matrix[2] = -cosz*siny+sinz*sinx*cosy; - matrix[3] = 0.0f; - matrix[4] = -sinz*cosy+cosz*sinx*siny; - matrix[5] = cosz*cosx; - matrix[6] = sinz*siny+cosz*sinx*cosy; - matrix[7] = 0.0f; - matrix[8] = cosx*siny; - matrix[9] = -sinx; - matrix[10] = cosx*cosy; - matrix[11] = 0.0f; - matrix[12] = 0.0f; - matrix[13] = 0.0f; - matrix[14] = 0.0f; - matrix[15] = 1.0f; + tm[0] = cosz*cosy+sinz*sinx*siny; + tm[1] = sinz*cosx; + tm[2] = -cosz*siny+sinz*sinx*cosy; + tm[3] = 0.0f; + tm[4] = -sinz*cosy+cosz*sinx*siny; + tm[5] = cosz*cosx; + tm[6] = sinz*siny+cosz*sinx*cosy; + tm[7] = 0.0f; + tm[8] = cosx*siny; + tm[9] = -sinx; + tm[10] = cosx*cosy; + tm[11] = 0.0f; + tm[12] = 0.0f; + tm[13] = 0.0f; + tm[14] = 0.0f; + tm[15] = 1.0f; - applyMatrix(cz, matrix, zd); - applyMatrix(cy, matrix, yd); - applyMatrix(p, matrix, xyz); - - // matrix 使い回すためにクリア - unitMatrix(matrix); + applyMatrix(cz, tm, zd); + applyMatrix(cy, tm, yd); + applyMatrix(p, tm, xyz); outerProduct(cx, cy, cz); - normalize(&matrix[0], cx); - normalize(&matrix[8], cz); - outerProduct(&matrix[4], &matrix[8], &matrix[0]); - transMatrix(matrix, matrix, p); - inversMatrix(m, matrix); + normalize(cx, cx); + normalize(cz, cz); + outerProduct(cy, cz, cx); + + m_view[ 0] = cx[0]; + m_view[ 1] = cy[0]; + m_view[ 2] = cz[0]; + m_view[ 3] = 0.0f; + + m_view[ 4] = cx[1]; + m_view[ 5] = cy[1]; + m_view[ 6] = cz[1]; + m_view[ 7] = 0.0f; + + m_view[ 8] = cx[2]; + m_view[ 9] = cy[2]; + m_view[10] = cz[2]; + m_view[11] = 0.0f; + + m_view[12] = innerProduct(xyz, cx)*(-1); + m_view[13] = innerProduct(xyz, cy)*(-1); + m_view[14] = innerProduct(xyz, cz)*(-1); + m_view[15] = 1.0f; } void -Camera::createViewTransformMatrix(float *view, float *cx, float *cy, float *cz) +Camera::updatePerspective(float w, float h) { - view[ 0] = cx[0]; - view[ 1] = cy[0]; - view[ 2] = cz[0]; - view[ 3] = 0.0f; + float sx, sy, sz; + float aspect = w/h; + + sy = (1.0f/tanf((fov/2.0f)*M_PI/180.0f)); + sx = sy/aspect; + //sz = far/(far+near); + sz = far/(far-near); + + m_pers[ 0] = sx; + m_pers[ 1] = 0.0f; + m_pers[ 2] = 0.0f; + m_pers[ 3] = 0.0f; - view[ 4] = cx[1]; - view[ 5] = cy[1]; - view[ 6] = cz[1]; - view[ 7] = 0.0f; + m_pers[ 4] = 0.0f; + m_pers[ 5] = sy; + m_pers[ 6] = 0.0f; + m_pers[ 7] = 0.0f; - view[ 8] = cx[2]; - view[ 9] = cy[2]; - view[10] = cz[2]; - view[11] = 0.0f; + m_pers[ 8] = 0.0f; + m_pers[ 9] = 0.0f; + m_pers[10] = sz; + m_pers[11] = 1.0f; - view[12] = innerProduct(xyz, cx)*(-1); - view[13] = innerProduct(xyz, cy)*(-1); - view[14] = innerProduct(xyz, cz)*(-1); - view[15] = 1.0f; + m_pers[12] = 0.0f; + m_pers[13] = 0.0f; + m_pers[14] = -near*sz; + m_pers[15] = 0.0f; } void -Camera::createPerspectiveTransformMatrix(float *pm, float aspect) -{ - float sx, sy, sz; - - sy = 1.0f/tanf((fov/2.0f)*M_PI/180.0f); - sx = sy / aspect; - sz = far/(far+near); - - pm[ 0] = sx; - pm[ 1] = 0.0f; - pm[ 2] = 0.0f; - pm[ 3] = 0.0f; - - pm[ 4] = 0.0f; - pm[ 5] = sy; - pm[ 6] = 0.0f; - pm[ 7] = 0.0f; - - pm[ 8] = 0.0f; - pm[ 9] = 0.0f; - pm[10] = sz; - pm[11] = -near*sz; - - pm[12] = 0.0f; - pm[13] = 0.0f; - pm[14] = -1.0f; - pm[15] = 0.0f; -} - -void -Camera::createScreenTransformMatrix(float *sm, float _w, float _h) +Camera::updateScreen(float _w, float _h) { float w = _w/2.0f; float h = _h/2.0f; - float r = far/(far-near); - sm[ 0] = w; - sm[ 1] = 0.0f; - sm[ 2] = 0.0f; - sm[ 3] = 0.0f; + m_screen[ 0] = w; + m_screen[ 1] = 0.0f; + m_screen[ 2] = 0.0f; + m_screen[ 3] = 0.0f; - sm[ 4] = 0.0f; - sm[ 5] = h; - sm[ 6] = 0.0f; - sm[ 7] = 0.0f; + m_screen[ 4] = 0.0f; + m_screen[ 5] = h; + m_screen[ 6] = 0.0f; + m_screen[ 7] = 0.0f; - sm[ 8] = 0.0f; - sm[ 9] = 0.0f; - sm[10] = 1.0f; - sm[11] = 0.0f; + m_screen[ 8] = 0.0f; + m_screen[ 9] = 0.0f; + m_screen[10] = 1.0f; + m_screen[11] = 0.0f; - sm[12] = w; - sm[13] = h; - sm[14] = 0.0f; - sm[15] = 1.0f; + m_screen[12] = w; + m_screen[13] = h; + m_screen[14] = 0.0f; + m_screen[15] = 1.0f; } void Camera::setCamera(float *pose) { - memcpy(xyz, &pose[12], sizeof(float)*4); + //memcpy(xyz, &pose[12], sizeof(float)*4); } void -Camera::update(int w, int h) +Camera::update(float w, float h) { -#if 0 - // うーん。。。 - float view[16]; // view transform matrix - float pers[16]; // perspective transform matrix - float screen[16]; // screen transform matrix +#if 1 float tmp[16]; - // view tansform - createRotMatrix(view); - createPerspectiveTransformMatrix(pers, (float)w/(float)h); - createScreenTransformMatrix(screen, (float)w, (float)h); + updateView(); + updatePerspective(w, h); + updateScreen(w, h); - matrix4x4(tmp, view, pers); - matrix4x4(matrix, tmp, screen); - //matrix4x4(tmp, pers, view); - //matrix4x4(matrix, screen, tmp); + matrix4x4(tmp, this->m_pers, this->m_screen); + matrix4x4(this->matrix, this->m_view, tmp); #else get_matrix(matrix, angle, xyz, NULL); #endif