view camera.c @ 90:8edae89a3877

compile on Mac OS X
author Atuto SHIROMA <e095729@ie.u-ryukyu.ac.jp>
date Thu, 19 May 2011 16:41:21 +0900
parents ce9ef7dcf2f0
children cb6c6de125dc
line wrap: on
line source

#include <stdlib.h>
//#include "libps2.h"
//#include "ps2util.h"
#include "car.h"
#include "game.h"
#include "controler.h"

//大域変数、各部で共有
//extern SGO_PAD pad;

//static CAMERA camera, def_camera;


void
camera_init()
{
  /*
 //カメラの初期位置設定
 def_camera.xyz[0] = 0;
 def_camera.xyz[1] =-7;// -3;
 def_camera.xyz[2] =-14; //0;
 def_camera.xyz[3] = 1;

 def_camera.zd[0] = 0;
 def_camera.zd[1] = 2;
 def_camera.zd[2] = 7;
 def_camera.zd[3] = 1;

 def_camera.yd[0] = 0;
 def_camera.yd[1] = 1;
 def_camera.yd[2] = 0;
 def_camera.yd[3] = 1;

 def_camera.angle[0]=-0.2;//0;  //pich
 def_camera.angle[1]=0;     //yoh 
 def_camera.angle[2]=0;     //roll
 def_camera.angle[3]=0;

 //def_cameraをcameraにコピー
 memcpy( &camera, &def_camera, sizeof(CAMERA));
 set_
camera(&def_camera);
  */
}


/**
 * pose: カメラの対象物(obj)の座標行列
 * カメラがobjについていくように(そのような動きに見せるため)
 * カメラの位置ベクトル、視点ベクトルを更新
 */
void
camera_update(Game *game)//FMATRIX pose)
{
 
  //    FVECTOR location, eyes, vertical, angle;
    //    int type = game.camera_type;

  //    ps2_vu0_apply_matrix(location, pose, def_camera.xyz);
  //    ps2_vu0_apply_matrix(eyes, pose, def_camera.zd);
  //    ps2_vu0_apply_matrix(vertical, pose, def_camera.yd);

  /**When the car bends, the angle of the camera is changed**/
    //if(pad.left>0  && game.jiki->speed !=0){
    if(game->jiki->speed !=0){
      /*      if(def_camera.angle[1]<=0.2){
	def_camera.angle[1]+=0.02;
	}*/
    }
    //else if(pad.right>0 && game.jiki->speed !=0){
    else if(game->jiki->speed !=0){
      /*      if(def_camera.angle[1]>=-0.2){
	def_camera.angle[1]-=0.02;
	}*/
    }
    else {
      /*      if(def_camera.angle[1]<-0.01){
	def_camera.angle[1]+=0.02;
      }
      else if(def_camera.angle[1]>0.01){
	def_camera.angle[1]-=0.02;
	}*/
    } 
    /*    ps2_vu0_apply_matrix(angle, pose, def_camera.angle);
    ps2_vu0_copy_vector(camera.xyz, location);
    ps2_vu0_copy_vector(camera.zd,  eyes);
    ps2_vu0_copy_vector(camera.yd,  vertical);
    ps2_vu0_copy_vector(camera.angle, angle);
    set_camera(&camera);*/

}