view ps2util.cc~ @ 122:5219bf3d5e71

title_draw
author e085768
date Mon, 27 Jun 2011 19:44:46 +0900
parents f2e2460b4011
children
line wrap: on
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/* ps2util.c */

#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h> 
#include "libps2.h"
#include "ps2util.h"
#include "name_dictionary.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(const 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
}

// ベクトル v1 をベクトル v2 にコピーする
void ps2_vu0_copy_vector(FVECTOR directionA, FVECTOR directionB)
{
  memcpy(directionA, directionB, sizeof(FVECTOR));
}


void ps2util_obj_Renew_transMatrix(OBJECT *car){
  //none
}



/*
  ps2 内の texture.c から
*/
/*
TEXTURE* read_png_file(const char *texname)
{
  printf("trace\n");  
  //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(OBJECT* tex)
{
  return -1;
}

int ps2util_sprite_Create(ps2utilSprite *Sp, OBJECT *sprite_tex)
{
  return -1;
}


void ps2util_obj_Set_texture(OBJECT* car_body, OBJECT *tex)
{
  //none
}


// 与えられた行列を単位行列に変換する
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;
}

/*
Y軸を中心とした行列の回転 
回転角 rx より X 軸を中心とした回転マトリックスを求めて、マトリックス m1 に左側から乗算して、その結果をマトリックス m0 に与える。 
X 軸だけでなく Y 軸、Z 軸を中心とした関数もある。また3ついっんに回転させる関数もある。
*/
void ps2_vu0_rot_matrix_y(FMATRIX result, FMATRIX m, float radian)
//void ps2_vu0_rot_matrix_y(float *result, float *mm, float radian)
{
  // 回転行列を作ってかけてやれば良い

  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] = sinf(radian);
  m[2][2] = sinf(radian);
  m[0][2] = -cosf(radian);
  m[2][0] = cosf(radian);
  
  FMATRIX m1;// = m;
  memcpy(&m1, m, sizeof(FMATRIX));

  ps2_vu0_mul_matrix(result, m1, m);
}

// ベクトルの計算
// マトリックス m にベクトル  を右から乗算して result に与える
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];
}

// ベクトル v1 の各要素とベクトル v2 の各要素を各々加算してv0に与える
// v0 = v1+v2
void ps2_vu0_add_vector(FVECTOR result, FVECTOR v0, FVECTOR v1)
{
  result[0] = v0[0] + v1[0];
  result[1] = v0[1] + v1[1];
  result[2] = v0[2] + v1[2];
  //  result[3] = v0[3] + v1[3];
  result[3] = v0[3];
}

// 外積
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;
}

// 内積
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 result, FMATRIX m0, FMATRIX m1)
{
  result[0][0] = m0[0][0] * m1[0][0] + m0[0][1] * m1[1][0] + m0[0][2] * m1[2][0] + m0[0][3] * m1[3][0];
  result[0][1] = m0[0][0] * m1[0][1] + m0[0][1] * m1[1][1] + m0[0][2] * m1[2][1] + m0[0][3] * m1[3][1];
  result[0][2] = m0[0][0] * m1[0][2] + m0[0][1] * m1[1][2] + m0[0][2] * m1[2][2] + m0[0][3] * m1[3][2];
  result[0][3] = m0[0][0] * m1[0][3] + m0[0][1] * m1[1][3] + m0[0][2] * m1[2][3] + m0[0][3] * m1[3][3];

  result[1][0] = m0[1][0] * m1[0][0] + m0[1][1] * m1[1][0] + m0[1][2] * m1[2][0] + m0[1][3] * m1[3][0];
  result[1][1] = m0[1][0] * m1[0][1] + m0[1][1] * m1[1][1] + m0[1][2] * m1[2][1] + m0[1][3] * m1[3][1];
  result[1][2] = m0[1][0] * m1[0][2] + m0[1][1] * m1[1][2] + m0[1][2] * m1[2][2] + m0[1][3] * m1[3][2];
  result[1][3] = m0[1][0] * m1[0][3] + m0[1][1] * m1[1][3] + m0[1][2] * m1[2][3] + m0[1][3] * m1[3][3];

  result[2][0] = m0[2][0] * m1[0][0] + m0[2][1] * m1[1][0] + m0[2][2] * m1[2][0] + m0[2][3] * m1[3][0];
  result[2][1] = m0[2][0] * m1[0][1] + m0[2][1] * m1[1][1] + m0[2][2] * m1[2][1] + m0[2][3] * m1[3][1];
  result[2][2] = m0[2][0] * m1[0][2] + m0[2][1] * m1[1][2] + m0[2][2] * m1[2][2] + m0[2][3] * m1[3][2];
  result[2][3] = m0[2][0] * m1[0][3] + m0[2][1] * m1[1][3] + m0[2][2] * m1[2][3] + m0[2][3] * m1[3][3];

  result[3][0] = m0[3][0] * m1[0][0] + m0[3][1] * m1[1][0] + m0[3][2] * m1[2][0] + m0[3][3] * m1[3][0];
  result[3][1] = m0[3][0] * m1[0][1] + m0[3][1] * m1[1][1] + m0[3][2] * m1[2][1] + m0[3][3] * m1[3][1];
  result[3][2] = m0[3][0] * m1[0][2] + m0[3][1] * m1[1][2] + m0[3][2] * m1[2][2] + m0[3][3] * m1[3][2];
  result[3][3] = m0[3][0] * m1[0][3] + m0[3][1] * m1[1][3] + m0[3][2] * m1[2][3] + m0[3][3] * m1[3][3];
}



void ps2_vu0_copy_matrix(FMATRIX transfer, FMATRIX pose)
{
  memcpy(transfer, pose, sizeof(FMATRIX));
}

void ps2util_obj_Free(OBJECT* obj)
{
  free(obj);
}



void ps2_vu0_sub_vector(FVECTOR result, FVECTOR v0, FVECTOR v1)
{
  result[0] = v0[0] - v1[0];
  result[1] = v0[1] - v1[1];
  result[2] = v0[2] - v1[2];
  result[3] = v0[3];// - v1[3];
}



void ps2_vu0_normalize(FVECTOR result, FVECTOR v)
{
  // 大きさで割ってるだけって
  float d = sqrtf(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
}

extern SceneGraphPtr root;

//scenegra
void ps2util_obj_Draw(OBJECT *object)
{
  root->addChild(object); // 画像の数数えとく
  //get_matrix(
  //treeDandy のputSprite を持ってくればいいか?
}


void  ps2util_sprite_Destroy(ps2utilSprite *title_sprite )
{
  //none
}


//putSprite で置き換え?
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。
*/
#define SPRITE_HAS_4VERTEXIS 4

#define PS2_GS_XYZ3 1 // なにかわからん定数だから適当に作りました

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;
}


/*
  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);
}


/*
void ps2util_tex_Exclude( TEXTURE* t )
{
  //const char *test = "test";
}
*/

void ps2util_sprite_Draw()
{
  printf("ps2util_sprite_Draw()\n");
}

void ps2util_graphic_Finish()
{
  printf("ps2util_graphic_Finish()\n");
}


// title.cに書いてた
void ps2util_sprite_Use_alpha( ps2utilSprite *title )
{
  printf("ps2util_sprite_Use_alpha()\n");
}