Mercurial > hg > old > magoroku_racing
view car.cc.orig @ 122:5219bf3d5e71
title_draw
author | e085768 |
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date | Mon, 27 Jun 2011 19:44:46 +0900 |
parents | 411ba68e9cf8 |
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/* Car.c */ #include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include "libps2.h" #include "ps2util.h" #include "field.h" #include "car.h" #include "mytype.h" #include "quotanion.h" #include "game.h" #include "stdbool.h" #define DEFAULT_SET (EFFECT_TEXTURE_USE | EFFECT_ALPHABLEND_UNUSE | EFFECT_SHADING_FLAT) #define BUFSIZE 256 /* 初期位置と初期方向 */ static FVECTOR location = {0, 0, 0, 1}; static FVECTOR direction = {0, 0, 1, 1}; extern FILE* main_fp; static CarPtr car_create(int car_id, char *filename, char *texname, float speed_accel, float speed_max, float rot, float brake) { CarPtr car; OBJECT *body; //TEXTURE* tex; void *free_addr; body = ps2util_obj_Create_fromXML(filename); ps2util_obj_Set_effect(body, DEFAULT_SET); if (malloc_align16(&free_addr, &car, sizeof(Car)) == -1) { fprintf(main_fp, "car.c: malloc_align16 error\n"); exit(EXIT_FAILURE); } // car->body = new OBJECT(); car->body = (OBJECT*)malloc(sizeof(OBJECT)); car->body = body; car->next = NULL; car->speed = 0.0; car->speed_accel = speed_accel; car->speed_max = speed_max; car->brake = brake; car->rotation_angle = rot; car->y_angle = 0.0; car->free_addr = free_addr; // car->body = new OBJECT(); // car->body = (OBJECT*)malloc(sizeof(OBJECT)); ps2_vu0_copy_vector(car->direction, direction); ps2_vu0_copy_vector(car->location, location); INIT_VECTOR(car->vertical, 0, -1, 0, 1); INIT_VECTOR(car->body->xyz, 0, 0, 0, 1); INIT_VECTOR(car->body->angle, 0, 0, 0, 1); ps2util_obj_Renew_transMatrix(car->body); ps2util_obj_Set_effect(car->body, DEFAULT_SET); /* if (*texname != 'n') { tex = read_png_file(texname); ps2util_tex_Set(tex); ps2util_obj_Set_texture(car->body, tex); } */ #ifdef DEBUG fprintf(main_fp, "malloc car addr = %x\n", (int)free_addr); #endif return car; } // idは 1 か 2 か 3 で引数取ってこないと落ちるよ // car/car.dat ファイル内に3つしか車のデータ無から static CarPtr car_new_readCSV(FILE *fp, int id) { CarPtr newCar; int car_id; float speed_accel, speed_max, brake, rot; char buff[BUFSIZE], *bufp; char carImg[BUFSIZE], texImg[BUFSIZE]; bool flag; flag = false; while ((bufp = fgets(buff, BUFSIZE, fp)) != NULL) { bufp++; switch (buff[0]) { case 'n': if (flag == false) { sscanf(bufp, " %d\n", &car_id); // car_id = nの後ろの数字一文字 if (id == car_id) { flag = true; } } break; case 't': if (flag == true) { sscanf(bufp, " %s %s %f %f %f %f\n", carImg, texImg, &speed_accel, &speed_max, &rot, &brake); newCar = car_create(id, carImg, texImg, speed_accel, speed_max, rot, brake); return newCar; } break; default: break; } } /* ここまで辿り着いたら読み込み失敗 */ fprintf(main_fp, "error - car_new_readCSV\n"); exit(EXIT_FAILURE); } CarPtr car_init(int id) { printf("car_init()\n"); CarPtr newCar; FILE *fp; const char *filename = "car/car.dat"; printf("car_init()\n"); if (!(fp = fopen(filename, "r"))) { fprintf(main_fp, "error read file %s\n", filename); exit(EXIT_FAILURE); } printf("car_init()\n"); newCar = car_new_readCSV(fp, id); printf("car_init()\n"); fclose(fp); return newCar; } /*--------------------------- carをY軸で回転させる flg: 回転方向 1:右, -1:左 ---------------------------*/ void car_swerve(CarPtr car, int flg) { FMATRIX rot; // float *rot; FVECTOR v; car->y_angle += (float)flg*car->rotation_angle; car->y_angle += (car->y_angle < 0) ? 360.0 : 0; car->y_angle += (car->y_angle > 360.0) ? -360.0 : 0; ps2_vu0_unit_matrix(rot); ps2_vu0_rot_matrix_y(rot, rot, degree2radian((float)flg*car->rotation_angle)); ps2_vu0_copy_vector(v, car->direction); ps2_vu0_apply_matrix(car->direction, rot, v); } /*---------------------------- carを加速・減速する (flg == 1) ? 加速 : 減速 ---------------------------*/ void car_accelerate(CarPtr car, int flg) { car->speed += (flg == 1) ? car->speed_accel : -car->brake; car->speed = (car->speed < 0) ? 0 : car->speed; car->speed = (car->speed > car->speed_max) ? car->speed_max : car->speed; } /*--------------------------------- 進行後のcarに対してコース面の内外判定を行い、 : 現在のコース : 現在のコースの次のコース : 現在のコースの前のコース に存在すればTRUEを返す どのコースにも居ない(壁に衝突した)場合は FALSEを返す。 ---------------------------------*/ static bool car_field_check(Game *game ,CarPtr car) { FieldPtr p; FieldPtr f = field_get_actual(); // 現在のコースで衝突・内外判定 p = f; if (col_detect(&p->colface, car->vertical, car->location) == true) { goto FIELD_CHECK_OK; } // 現在のコースの次に隣接するコースで衝突・内外判定 p = f->next; if (col_detect(&p->colface, car->vertical, car->location) == true) { if (field_rap_increment(1)) { game->rap++; } goto FIELD_CHECK_OK; } // 現在のコースの前に隣接するコースで衝突・内外判定 p = f->prev; if (col_detect(&p->colface, car->vertical, car->location) == true) { field_rap_increment(-1); goto FIELD_CHECK_OK; } // どのコース上にも居ない(壁に衝突) return false; FIELD_CHECK_OK: field_set_actual(p); return true; } /*------------------------------ 速度speedと向きdirectionから 進行後の位置locationを求める。 また、進行後の衝突判定も行う。 ------------------------------*/ static void car_move(Game *game,CarPtr car) { FVECTOR mov, prev_location; ps2_vu0_scale_vector(mov, car->direction, car->speed); ps2_vu0_copy_vector(prev_location, car->location); ps2_vu0_add_vector(car->location, car->location, mov); if (car_field_check(game,car) == false) { ps2_vu0_copy_vector(car->location, prev_location); car->speed = car->speed*0.5; } } static void car_axis_rotation(CarPtr car) { FMATRIX pose, yrot, yrotinv; ps2_vu0_unit_matrix(yrot); ps2_vu0_rot_matrix_y(yrot, yrot, -degree2radian(car->y_angle)); ps2_vu0_unit_matrix(yrotinv); ps2_vu0_rot_matrix_y(yrotinv, yrotinv, degree2radian(car->y_angle)); { FVECTOR yd = {0, -1, 0, 1}; FVECTOR rotaxis; FVECTOR q; ps2_vu0_outer_product(rotaxis, car->vertical, yd); { float scale=1/NORM(rotaxis); rotaxis[0] *= scale; rotaxis[1] *= scale; rotaxis[2] *= scale; } quotanion(q, rotaxis, acos(ps2_vu0_inner_product(yd, car->vertical)/(NORM(yd)*NORM(car->vertical)))); quotanion_rotmatrix(pose, q); } ps2_vu0_mul_matrix(pose, yrot, pose); ps2_vu0_mul_matrix(pose, pose, yrotinv); // ps2_vu0_copy_matrix(car->body->transfer, pose); ps2_vu0_copy_matrix((FMATRIX)(car->body->matrix), pose); ps2_vu0_rot_matrix_y((FMATRIX)(car->body->matrix), (FMATRIX)(car->body->matrix) , degree2radian(car->y_angle)); } void car_update( Game *game, CarPtr car ) { // 移動 car_move(game,car); // 摩擦による速度減少 car->speed -= 0.005; car->speed = (car->speed < 0) ? 0 : car->speed; // 傾き car_axis_rotation(car); } void car_destroy(CarPtr p) { /* TEXTURE *t; if ((t = p->body->surfaces->texture)) { //ps2util_tex_Exclude(t); free_texture(t); } */ ps2util_obj_Free(p->body); free(p->free_addr); #ifdef DEBUG fprintf(main_fp, "free car addr = %x\n", (int)p->free_addr); #endif } // 適当に自作 void car_id_update(Game *game, CarPtr jiki) { printf("car_id_update\n"); }