comparison car.cc @ 99:c534f339ee8b

change c++
author e085768
date Thu, 02 Jun 2011 17:51:41 +0900
parents car.c@0b65ca27f113
children e5f2eb98b575
comparison
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98:1033fece71ce 99:c534f339ee8b
1 /* car.c */
2
3 #include <stdio.h>
4 #include <stdlib.h>
5 #include <stdbool.h>
6 #include "libps2.h"
7 #include "ps2util.h"
8 #include "field.h"
9 #include "car.h"
10 #include "mytype.h"
11 #include "quotanion.h"
12 #include "game.h"
13 #include "stdbool.h"
14
15 #define DEFAULT_SET (EFFECT_TEXTURE_USE | EFFECT_ALPHABLEND_UNUSE | EFFECT_SHADING_FLAT)
16 #define BUFSIZE 256
17
18 /* 初期位置と初期方向 */
19 static FVECTOR location = {0, 0, 0, 1};
20 static FVECTOR direction = {0, 0, 1, 1};
21
22 extern FILE* main_fp;
23
24 static CarPtr
25 car_create(int car_id, char *filename, char *texname, float speed_accel,
26 float speed_max, float rot, float brake)
27 {
28 CarPtr car;
29 OBJECT *body;
30 TEXTURE* tex;
31 void *free_addr;
32
33 body = ps2util_obj_Create_fromXML(filename);
34 ps2util_obj_Set_effect(body, DEFAULT_SET);
35
36 if (malloc_align16(&free_addr, &car, sizeof(Car)) == -1) {
37 fprintf(main_fp, "car.c: malloc_align16 error\n");
38 exit(EXIT_FAILURE);
39 }
40 car->body = body;
41 car->next = NULL;
42 car->speed = 0.0;
43 car->speed_accel = speed_accel;
44 car->speed_max = speed_max;
45 car->brake = brake;
46 car->rotation_angle = rot;
47 car->y_angle = 0.0;
48 car->free_addr = free_addr;
49
50 ps2_vu0_copy_vector(car->direction, direction);
51 ps2_vu0_copy_vector(car->location, location);
52 INIT_VECTOR(car->vertical, 0, -1, 0, 1);
53 INIT_VECTOR(car->body->xyz, 0, 0, 0, 1);
54 INIT_VECTOR(car->body->angle, 0, 0, 0, 1);
55
56 ps2util_obj_Renew_transMatrix(car->body);
57 ps2util_obj_Set_effect(car->body, DEFAULT_SET);
58
59 if (*texname != 'n') {
60 tex = read_png_file(texname);
61 ps2util_tex_Set(tex);
62 ps2util_obj_Set_texture(car->body, tex);
63 }
64
65 #ifdef DEBUG
66 fprintf(main_fp, "malloc car addr = %x\n", (int)free_addr);
67 #endif
68
69 return car;
70 }
71
72 static CarPtr
73 car_new_readCSV(FILE *fp, int id)
74 {
75 CarPtr new;
76 int car_id;
77 float speed_accel, speed_max, brake, rot;
78 char buff[BUFSIZE], *bufp;
79 char carImg[BUFSIZE], texImg[BUFSIZE];
80 bool flag;
81
82 flag = false;
83
84 while ((bufp = fgets(buff, BUFSIZE, fp)) != NULL) {
85 bufp++;
86
87 switch (buff[0]) {
88 case 'n':
89 if (flag == false) {
90 sscanf(bufp, " %d\n", &car_id);
91 if (id == car_id) {
92 flag = true;
93 }
94 }
95 break;
96 case 't':
97 if (flag == true) {
98 sscanf(bufp, " %s %s %f %f %f %f\n",
99 carImg, texImg, &speed_accel, &speed_max, &rot, &brake);
100 new = car_create(id, carImg, texImg,
101 speed_accel, speed_max, rot, brake);
102 return new;
103 }
104 break;
105 default:
106 break;
107 }
108 }
109
110 /* ここまで辿り着いたら読み込み失敗 */
111 fprintf(main_fp, "error - car_new_readCSV\n");
112 exit(EXIT_FAILURE);
113 }
114
115 CarPtr car_init(int id)
116 {
117 CarPtr new;
118 FILE *fp;
119 char *filename = "car/car.dat";
120
121 if (!(fp = fopen(filename, "r"))) {
122 fprintf(main_fp, "error read file %s\n", filename);
123 exit(EXIT_FAILURE);
124 }
125 new = car_new_readCSV(fp, id);
126 fclose(fp);
127
128 return new;
129 }
130
131 /*---------------------------
132 carをY軸で回転させる
133 flg: 回転方向 1:右, -1:左
134 ---------------------------*/
135 void
136 car_swerve(CarPtr car, int flg)
137 {
138 FMATRIX rot;
139 FVECTOR v;
140
141 car->y_angle += (float)flg*car->rotation_angle;
142 car->y_angle += (car->y_angle < 0) ? 360.0 : 0;
143 car->y_angle += (car->y_angle > 360.0) ? -360.0 : 0;
144
145 ps2_vu0_unit_matrix(rot);
146 ps2_vu0_rot_matrix_y(rot, rot, degree2radian((float)flg*car->rotation_angle));
147 ps2_vu0_copy_vector(v, car->direction);
148 ps2_vu0_apply_matrix(car->direction, rot, v);
149 }
150
151 /*----------------------------
152 carを加速・減速する
153 (flg == 1) ? 加速 : 減速
154 ---------------------------*/
155 void
156 car_accelerate(CarPtr car, int flg)
157 {
158 car->speed += (flg == 1) ? car->speed_accel : -car->brake;
159 car->speed = (car->speed < 0) ? 0 : car->speed;
160 car->speed = (car->speed > car->speed_max) ? car->speed_max : car->speed;
161 }
162
163
164 /*---------------------------------
165 進行後のcarに対してコース面の内外判定を行い、
166 : 現在のコース
167 : 現在のコースの次のコース
168 : 現在のコースの前のコース
169 に存在すればTRUEを返す
170 どのコースにも居ない(壁に衝突した)場合は
171 FALSEを返す。
172 ---------------------------------*/
173 static bool
174 car_field_check(Game *game ,CarPtr car)
175 {
176 FieldPtr p;
177 FieldPtr f = field_get_actual();
178
179 // 現在のコースで衝突・内外判定
180 p = f;
181 if (col_detect(&p->colface, car->vertical, car->location) == true) {
182 goto FIELD_CHECK_OK;
183 }
184
185 // 現在のコースの次に隣接するコースで衝突・内外判定
186 p = f->next;
187 if (col_detect(&p->colface, car->vertical, car->location) == true) {
188 if (field_rap_increment(1)) {
189 game->rap++;
190 }
191 goto FIELD_CHECK_OK;
192 }
193
194 // 現在のコースの前に隣接するコースで衝突・内外判定
195 p = f->prev;
196 if (col_detect(&p->colface, car->vertical, car->location) == true) {
197 field_rap_increment(-1);
198 goto FIELD_CHECK_OK;
199 }
200
201 // どのコース上にも居ない(壁に衝突)
202 return false;
203
204 FIELD_CHECK_OK:
205 field_set_actual(p);
206 return true;
207 }
208
209
210 /*------------------------------
211 速度speedと向きdirectionから
212 進行後の位置locationを求める。
213 また、進行後の衝突判定も行う。
214 ------------------------------*/
215 static void
216 car_move(Game *game,CarPtr car)
217 {
218 FVECTOR mov, prev_location;
219
220 ps2_vu0_scale_vector(mov, car->direction, car->speed);
221 ps2_vu0_copy_vector(prev_location, car->location);
222 ps2_vu0_add_vector(car->location, car->location, mov);
223
224 if (car_field_check(game,car) == false) {
225 ps2_vu0_copy_vector(car->location, prev_location);
226 car->speed = car->speed*0.5;
227 }
228 }
229
230
231 static void
232 car_axis_rotation(CarPtr car)
233 {
234 FMATRIX pose, yrot, yrotinv;
235
236 ps2_vu0_unit_matrix(yrot);
237 ps2_vu0_rot_matrix_y(yrot, yrot, -degree2radian(car->y_angle));
238 ps2_vu0_unit_matrix(yrotinv);
239 ps2_vu0_rot_matrix_y(yrotinv, yrotinv, degree2radian(car->y_angle));
240
241 {
242 FVECTOR yd = {0, -1, 0, 1};
243 FVECTOR rotaxis;
244 FVECTOR q;
245
246 ps2_vu0_outer_product(rotaxis, car->vertical, yd);
247 {
248 float scale=1/NORM(rotaxis);
249 rotaxis[0] *= scale;
250 rotaxis[1] *= scale;
251 rotaxis[2] *= scale;
252 }
253
254 quotanion(q, rotaxis, acos(ps2_vu0_inner_product(yd, car->vertical)/(NORM(yd)*NORM(car->vertical))));
255 quotanion_rotmatrix(pose, q);
256 }
257
258 ps2_vu0_mul_matrix(pose, yrot, pose);
259 ps2_vu0_mul_matrix(pose, pose, yrotinv);
260 ps2_vu0_copy_matrix(car->body->transfer, pose);
261 ps2_vu0_rot_matrix_y(car->body->transfer, car->body->transfer, degree2radian(car->y_angle));
262 }
263
264 void car_update( Game *game, CarPtr car )
265 {
266 // 移動
267 car_move(game,car);
268
269 // 摩擦による速度減少
270 car->speed -= 0.005;
271 car->speed = (car->speed < 0) ? 0 : car->speed;
272
273 // 傾き
274 car_axis_rotation(car);
275 }
276
277
278 void
279 car_destroy(CarPtr p)
280 {
281 TEXTURE *t;
282
283 if ((t = p->body->surfaces->texture)) {
284 ps2util_tex_Exclude(t);
285 free_texture(t);
286 }
287 ps2util_obj_Free(p->body);
288 free(p->free_addr);
289
290 #ifdef DEBUG
291 fprintf(main_fp, "free car addr = %x\n", (int)p->free_addr);
292 #endif
293 }
294
295 // 適当に自作
296 void car_id_update(Game *game, CarPtr jiki)
297 {
298 printf("car_id_update\n");
299 }