Mercurial > hg > Game > Cerium
diff Renderer/test_render/Camera.cpp @ 283:15bfacccde99 draft
fix test_render
author | e065746@localhost.localdomain |
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date | Fri, 05 Jun 2009 16:49:12 +0900 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Renderer/test_render/Camera.cpp Fri Jun 05 16:49:12 2009 +0900 @@ -0,0 +1,251 @@ +#include <math.h> +#include "SceneGraphRoot.h" +#include "Camera.h" +#include "sys.h" + +static void +camera_move(SceneGraphPtr _node, int screen_w, int screen_h) +{ + Pad *pad = sgroot->getController(); + CameraPtr node = (CameraPtr)_node; + +#if 0 + if (pad->right.isHold()) { + node->xyz[0] += 10.0f; + } else if (pad->left.isHold()) { + node->xyz[0] -= 10.0f; + } + + 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 +camera_collision(SceneGraphPtr node, int screen_w, int screen_h, + SceneGraphPtr tree) +{ +} + +/** + * @param w Width of screen + * @param h Height of screen + */ +Camera::Camera(float w, float h) +{ + name = (char*)"Camera"; + + + fov = 60.0f; + near = 0.0f; + far = 1000.0f; + + zd[0] = 0.0f; + zd[1] = 0.0f; + zd[2] = 1.0f; + zd[3] = 1.0f; + + yd[0] = 0.0f; + yd[1] = 1.0f; + yd[2] = 0.0f; + yd[3] = 1.0f; + + // 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[2] = -200.0f; + xyz[3] = 1.0f; + + m_view = new float[16]; + m_pers = new float[16]; + m_screen = new float[16]; + + this->set_move_collision(camera_move, camera_collision); +} + +Camera::~Camera(void) +{ + delete [] m_view; + delete [] m_pers; + delete [] m_screen; +} + +void +Camera::updateView(void) +{ + float radx,rady,radz; + float cx[4], cy[4], cz[4], p[4]; + float tm[16]; + + radx = angle[0]*3.14/180; + rady = angle[1]*3.14/180; + radz = angle[2]*3.14/180; + + float sinx = sin(radx); + float cosx = cos(radx); + float siny = sin(rady); + float cosy = cos(rady); + float sinz = sin(radz); + float cosz = cos(radz); + + /* View Transform */ + 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, tm, zd); + applyMatrix(cy, tm, yd); + applyMatrix(p, tm, xyz); + + outerProduct(cx, cy, cz); + 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::updatePerspective(float w, float h) +{ + 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; + + m_pers[ 4] = 0.0f; + m_pers[ 5] = sy; + m_pers[ 6] = 0.0f; + m_pers[ 7] = 0.0f; + + m_pers[ 8] = 0.0f; + m_pers[ 9] = 0.0f; + m_pers[10] = sz; + m_pers[11] = 1.0f; + + m_pers[12] = 0.0f; + m_pers[13] = 0.0f; + m_pers[14] = -near*sz; + m_pers[15] = 0.0f; +} + +void +Camera::updateScreen(float _w, float _h) +{ + float w = _w/2.0f; + float h = _h/2.0f; + + m_screen[ 0] = w; + m_screen[ 1] = 0.0f; + m_screen[ 2] = 0.0f; + m_screen[ 3] = 0.0f; + + m_screen[ 4] = 0.0f; + m_screen[ 5] = h; + m_screen[ 6] = 0.0f; + m_screen[ 7] = 0.0f; + + m_screen[ 8] = 0.0f; + m_screen[ 9] = 0.0f; + m_screen[10] = 1.0f; + m_screen[11] = 0.0f; + + 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); +} + +void +Camera::update(float w, float h) +{ +#if 1 + float tmp[16]; + + updateView(); + updatePerspective(w, h); + updateScreen(w, h); + + matrix4x4(tmp, this->m_pers, this->m_screen); + matrix4x4(this->matrix, this->m_view, tmp); +#else + get_matrix(matrix, angle, xyz, NULL); +#endif +}