Mercurial > hg > old > magoroku_racing.bad
view ps2util.c @ 95:b0249b856488
change_ps2util
author | Atuto SHIROMA <e095729@ie.u-ryukyu.ac.jp> |
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date | Thu, 26 May 2011 18:13:40 +0900 |
parents | cb6c6de125dc |
children | 0b65ca27f113 |
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#include <stdio.h> #include <stdlib.h> #include "libps2.h" #include "ps2util.h" /* たぶん、本当は読み込んだ xml file から情報を取得するとかそんなんだと思う どんな処理か分からないので、とりあえず、初期化している。 */ OBJECT *ps2util_obj_Create_fromXML(char *filename) { OBJECT *body; /* body->xyz = {0,0,0,0}; body->angle = {0,0,0,0}; body->transfer = { {0,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,0} }; body->*name = filename; body->*free_me = NULL; */ return body; } void ps2util_obj_Set_effect(OBJECT *body, int def) { //none } void ps2_vu0_copy_vector(FVECTOR directionA, FVECTOR directionB) { //none } void ps2util_obj_Renew_transMatrix(OBJECT *car){ //none } /* ps2 内の texture.c から */ TEXTURE* read_png_file(char *texname) { //とりあえず戻り値を返してエラーをどうにか TEXTURE* tex; return tex; } int ps2util_tex_Set(TEXTURE* tex) { return -1; } int ps2util_sprite_Create(ps2utilSprite sp, TEXTURE *sprite_tex) { return -1; } void ps2util_obj_Set_texture(OBJECT* car_body, TEXTURE *tex) { //none } void ps2_vu0_unit_matrix(FMATRIX m) { m[0][1] = m[0][2] = m[0][3] = 0; m[1][0] = m[1][2] = m[1][3] = 0; m[2][0] = m[2][1] = m[2][3] = 0; m[3][0] = m[3][1] = m[3][2] = 0; m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0; } void ps2_vu0_rot_matrix_y(FMATRIX result, FMATRIX m, float radian) { FMATRIX rot; m[0][1] = m[0][2] = m[0][3] = 0; m[1][0] = m[1][2] = m[1][3] = 0; m[2][0] = m[2][1] = m[2][3] = 0; m[3][0] = m[3][1] = m[3][2] = 0; m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0; m[0][0] = fsign(radian); m[2][2] = fsign(radian); m[0][2] = -fcos(radian); m[2][0] = fcos(radian); FMATRIX m1 = m; ps2_vu0_mul_matrix(result, m1, m); } void ps2_vu0_apply_matrix(FVECTOR result, FMATRIX m, FVECTOR v) { result[0] = m[0][0] * v[0] + m[0][1] * v[1] + m[0][2] * v[2] + m[0][3] * v[3] ; result[1] = m[1][0] * v[0] + m[1][1] * v[1] + m[1][2] * v[2] + m[1][3] * v[3] ; result[2] = m[2][0] * v[0] + m[2][1] * v[1] + m[2][2] * v[2] + m[2][3] * v[3] ; result[3] = m[3][0] * v[0] + m[3][1] * v[1] + m[3][2] * v[2] + m[3][3] * v[3] ; } void ps2_vu0_scale_vector(FVECTOR mov, FVECTOR car_direction, float car_speed) { mov[0] = car_direction[0] * car_speed ; mov[1] = car_direction[1] * car_speed ; mov[2] = car_direction[2] * car_speed ; mov[3] = car_direction[3]; } void ps2_vu0_add_vector(FVECTOR car_location1, FVECTOR car_location2,FVECTOR mov) { //none } void ps2_vu0_outer_product(FVECTOR result, FVECTOR v0, FVECTOR v1) { result[0] = v0[1] * v1[2] - v0[2] * v1[1] ; result[1] = v0[0] * v1[2] - v0[2] * v1[0] ; result[2] = v0[0] * v1[1] - v0[1] * v1[0] ; result[3] = 1; } float ps2_vu0_inner_product(FVECTOR v0, FVECTOR v1) { return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2]; } void ps2_vu0_mul_matrix(FMATRIX pose1, FMATRIX yrot, FMATRIX pose2) { //none } void ps2_vu0_copy_matrix(FMATRIX from, FMATRIX to) { to = from; } void ps2util_tex_Exclude(TEXTURE* t) { //none } void ps2util_obj_Free(OBJECT* obj) { free(obj); } void ps2_vu0_sub_vector(FVECTOR o0, FVECTOR p, FVECTOR p0) { //none } void ps2_vu0_normalize(FVECTOR result, FVECTOR v) { float d = fsqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); result[0] = v[0] / d; result[1] = v[1] / d; result[2] = v[2] / d; result[3] = 1; } void xml_free(PolygonInfo xml) { //none } void ps2util_obj_Draw(OBJECT *object) { //none } void gSprite_Init() { //none } void ps2util_sprite_Destroy(ps2utilSprite *title_sprite ) { //none } void ps2util_sprite_Set_basicAttribute(ps2utilSprite *p, unsigned short x, unsigned short y, unsigned short sptable_tw1, unsigned short sptable_th1, unsigned short sptable_tx, unsigned short sptable_ty, unsigned short sptable_tw2, unsigned short sptable_th2, int sprite_prio_foreground) { //none } void ps2util_sprite_Request(ps2utilSprite *p) { //none } void ps2util_sprite_Unuse_alpha(ps2utilSprite *sp) { //none } void ps2util_graphic_Init() { //none } /* ps2 依存関係の sprite.c より引用。 */ inline void sprite_disappear( SPRITE* sprite ) { int i; GsSpritePacket* packet = sprite->gs_packet; for (i=0; i<SPRITE_HAS_4VERTEXIS; i++) packet->primData[i].xyz_addr = PS2_GS_XYZ3; } /* からの関数 ps2 依存関係にあったけど、( name_dictionary.c ) の中のもの だけど、他にも持ってくるものが増えるので、とりあえず、からの関数に */ void delete_name_dictionary(const char *string) { /* int number; NAME_DIC *dic_ptr; if (string == NULL) return; number = hash_func(string,NAME_HASH_SIZE); for (dic_ptr=name_hash+number;dic_ptr->name;dic_ptr=name_hash+number) { if (!strcmp(string,dic_ptr->name)) { dic_ptr->ref_num--; if (dic_ptr->ref_num == 0) { free(dic_ptr->name); dic_ptr->name = NULL; } return; } else { number += REHASH_NUM; if (number > NAME_HASH_SIZE) number -= NAME_HASH_SIZE; } } */ } /* ps2 依存関係から持ってきた。 テクスチャに割り振ったメモリの解放処理? 元ファイル:texture.c */ void free_texture(TEXTURE *tex) { if (tex == NULL) return; delete_name_dictionary(tex->name); free(tex->free_texenv); free(tex->free_image); free(tex); } /* ps2 依存関係内の、texture.c から拝借 この malloc によるメモリ取得をあちこちで行っているっぽい cerium にある。 */ int malloc_align16(void *free, void *aligned, int size) { char *index; unsigned int *f=(unsigned int *)free,*a=(unsigned int *)aligned; if (free == NULL || aligned == NULL || size <= 0) return(-1); index = (char *)malloc(size + ALIGN_16BYTE); if (index == NULL) { return(-1); } *f = *a = (unsigned long int)index; if (((unsigned long int)index % ALIGN_16BYTE) != 0) { index += ALIGN_16BYTE - ((unsigned long int)index % ALIGN_16BYTE); *a = (unsigned long int)index; } return(0); }