Mercurial > hg > Members > kono > tree_dandy2
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 */