diff SgoexCerium.cc @ 32:8abcc221bbac

sgoex separation
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Sat, 21 May 2011 15:15:26 +0900
parents
children 9a5300cedb14
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SgoexCerium.cc	Sat May 21 15:15:26 2011 +0900
@@ -0,0 +1,335 @@
+#include "Dandy.h"
+#include "matrix_calc.h"
+#include "SgoexCerium.h"
+
+static SceneGraphPtr root;
+
+void
+flip()
+{
+    CameraPtr camera = droot->sgroot->getCamera();
+
+    droot->sgroot->flip();
+    droot->sgroot->lightCalc();
+
+    root = droot->createSceneGraph();
+    //root->xyz[0] = screen_w/2;
+    //root->xyz[1] = screen_h/2;;
+    root->xyz[0] = 0;
+    root->xyz[1] = 0;
+    root->xyz[2] = 30.0f;
+
+    /*親の回転、座標から、子の回転、座標を算出*/
+    get_matrix(root->matrix, root->angle, root->xyz, camera->matrix);
+    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
+    get_matrix(root->real_matrix, root->angle, root->xyz, camera->real_matrix);
+
+    droot->setSceneData(root);
+}
+
+
+SpriteTable sptable[DEFOBJ];
+
+
+void
+DefSpriteEx(int number, short middlex, short middley)
+{
+    sptable[number].mx = middlex;
+    sptable[number].my = middley;
+}
+
+
+void
+DefSprite(int number, const char *name, float w, float h, int color, OBJECT *obj)
+{
+    SpriteTable *m = &sptable[number];
+    m->w = w;
+    m->h = h;
+    m->color = (color & 32);
+    m->mx = w / 2;
+    m->my = h / 2;
+    m->tex_w = power_of_two(m->w);
+    m->tex_h = power_of_two(m->h);
+    m->texture = (int *)name;
+
+}
+
+static float my_scale = 5;
+
+void
+PutSprite(int zorder, short x, short y, int number)
+{
+    SpriteTable *m = &sptable[number];
+    char *name = (char *) m->texture;
+if (!name) {
+    printf("PutSprite %d unknown\n",number);
+    return;
+}
+    SceneGraphPtr object = droot->createSceneGraph(name);
+    //object->c_xyz[0] = m->mx;
+    //object->c_xyz[1] = m->my;
+    root->addChild(object);
+
+    object->xyz[0] = x - object->c_xyz[0]*my_scale;
+    object->xyz[1] = y - object->c_xyz[1]*my_scale;
+    object->xyz[2] = zorder * 0.01;
+
+    /*親の回転、座標から、子の回転、座標を算出*/
+    get_matrix(object->matrix, object->angle, object->xyz, root->matrix);
+
+    float scale[] = {my_scale,my_scale,1};
+    float c_xyz[] = {0,0,0};
+    scale_matrix(object->matrix, scale, c_xyz);
+    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
+    get_matrix(object->real_matrix, object->angle, object->xyz, root->real_matrix);
+}
+
+void
+PutSpriteEx(int number, int x, int y, float scalex, float scaley, float angle)
+{
+ if (1) {
+    PutSprite(1, x, y, number);
+    return;
+ }
+
+    SpriteTable *m = &sptable[number];
+    char *name = (char *) m->texture;
+if (!name) {
+    printf("PutSpriteEx %d unknown\n",number);
+    return;
+}
+    SceneGraphPtr object = droot->createSceneGraph(name);
+    root->addChild(object);
+
+    float scale[] = {my_scale*scalex*4,my_scale*scaley*4,1};
+
+    /*親の回転、座標から、子の回転、座標を算出*/
+    object->xyz[0] = x - object->c_xyz[0] * my_scale - m->w*my_scale;
+    object->xyz[1] = y - object->c_xyz[1] * my_scale - m->h*my_scale;
+    object->xyz[2] = number * 0.01;
+    //object->c_xyz[0] = m->mx;
+    //object->c_xyz[1] = m->my;
+    object->angle[3] = angle * (3.1415926*2/4096);
+    get_matrix(object->matrix, object->angle, object->xyz, root->matrix);
+    float c_xyz[] = {0,0,0};
+    scale_matrix(object->matrix, scale, c_xyz);
+    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
+    get_matrix(object->real_matrix, object->angle, object->xyz, root->real_matrix);
+}
+
+
+struct SGO_PAD pad[2];
+
+
+/* コントローラ状態の読み込み */
+void Pad(SDL_Joystick *joy)
+{
+    Sint16 axis;
+
+    SDL_JoystickUpdate();
+  
+    if(SDL_JoystickGetButton(joy,PS2_CROSS)==SDL_PRESSED)
+	pad[0].k0++;
+    else
+	pad[0].k0=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_CIRCLE)==SDL_PRESSED)
+	pad[0].k1++;
+    else
+	pad[0].k1=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_SQUARE)==SDL_PRESSED)
+	pad[0].k3++;
+    else
+	pad[0].k3=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_TRIANGLE)==SDL_PRESSED)
+	pad[0].k4++;
+    else
+	pad[0].k4=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_L1)==SDL_PRESSED)
+	pad[0].l1++;
+    else
+	pad[0].l1=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_R1)==SDL_PRESSED)
+	pad[0].r1++;
+    else
+	pad[0].r1=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_L2)==SDL_PRESSED)
+	pad[0].l2++;
+    else
+	pad[0].l2=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_R2)==SDL_PRESSED)
+	pad[0].r2++;
+    else
+	pad[0].r2=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_START)==SDL_PRESSED)
+	pad[0].st++;
+    else
+	pad[0].st=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_SELECT)==SDL_PRESSED)
+	pad[0].se++;
+    else
+	pad[0].se=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_L3)==SDL_PRESSED)
+	pad[0].l3++;
+    else
+	pad[0].l3=0;
+  
+    if(SDL_JoystickGetButton(joy,PS2_R3)==SDL_PRESSED)
+	pad[0].r3++;
+    else
+	pad[0].r3=0;
+    //x
+    axis=SDL_JoystickGetAxis(joy,0);
+    if(axis>=3200){
+	pad[0].left=0;
+	pad[0].right++;
+    }
+    else if(axis<=-3200){
+	pad[0].right=0;
+	pad[0].left++;
+    }
+    else {
+	pad[0].right=0;
+	pad[0].left=0;
+    }
+    //y
+    axis=SDL_JoystickGetAxis(joy,1);
+    if(axis>=3200){
+	pad[0].up=0;
+	pad[0].down++;
+    }
+    else if(axis<=-3200){
+	pad[0].down=0;
+	pad[0].up++;
+    }
+    else {
+	pad[0].down=0;
+	pad[0].up=0;
+    }
+
+    if ((pad[0].l1 != 0) && (pad[0].r1 != 0) &&
+	(pad[0].l2 != 0) && (pad[0].r2 != 0) &&
+	(pad[0].st != 0) && (pad[0].se != 0)) {
+	pad[0].quit = 1;
+    } else {
+	pad[0].quit = 0;
+    }
+	
+}
+
+
+void keybord()
+{
+    SDL_PumpEvents();
+    Uint8 *keys = SDL_GetKeyState(NULL);
+
+    if (keys[SDLK_UP]) {
+	pad[0].up++;
+    } else {
+	pad[0].up = 0;
+    }
+    if (keys[SDLK_DOWN]) {
+	pad[0].down++;
+    } else {
+	pad[0].down = 0;
+    }
+
+    if (keys[SDLK_RIGHT]) {
+	pad[0].right++;
+    } else {
+	pad[0].right = 0;
+    }
+
+    if (keys[SDLK_LEFT]) {
+	pad[0].left++;
+    } else {
+	pad[0].left = 0;
+    }
+
+    if (keys[SDLK_a]) {
+	pad[0].k0++;
+    } else {
+	pad[0].k0 = 0;
+    }
+
+    if (keys[SDLK_z]) {
+	pad[0].k1++;
+    } else {
+	pad[0].k1 = 0;
+    }
+
+    if (keys[SDLK_s]) {
+	pad[0].k3++;
+    } else {
+	pad[0].k3 = 0;
+    }
+    
+    if (keys[SDLK_x]) {
+	pad[0].k4++;
+    } else {
+	pad[0].k4 = 0;
+    }
+
+    if (keys[SDLK_r]) {
+	pad[0].r2++;
+    } else {
+	pad[0].r2 = 0;
+    }
+
+    if (keys[SDLK_e]) {
+	pad[0].r1++;
+    } else {
+	pad[0].r1 = 0;
+    }
+
+    if (keys[SDLK_w]) {
+	pad[0].l1++;
+    } else {
+	pad[0].l1 = 0;
+    }
+
+    if (keys[SDLK_q]) {
+	pad[0].l2++;
+    } else {
+	pad[0].l2 = 0;
+    }
+
+    // START ボタンは Return が似合う気がする
+    //if(keys[SDLK_1])
+    if (keys[SDLK_RETURN]) {
+	pad[0].st++;
+    } else {
+	pad[0].st = 0;
+    }
+
+    if (keys[SDLK_2]) {
+	pad[0].se++;
+    } else {
+	pad[0].se = 0;
+    }
+
+    if (keys[SDLK_ESCAPE]) {
+	SDL_Quit();
+	exit(1);
+	//pad[0].st = 1;
+	//pad[0].se = 1;
+    }
+
+    if (keys[SDLK_0]) {
+	pad[0].quit = 1;
+    } else {
+	pad[0].quit = 0;
+    }
+}
+
+
+/* end */