view SgoexCerium.cc @ 34:b65f6fc9c84f

position is correct now.
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Sat, 21 May 2011 20:44:24 +0900
parents 9a5300cedb14
children 3b92a4b17049
line wrap: on
line source


#include "matrix_calc.h"
#include "TaskManager.h"
#include "SceneGraph.h"
#include "Application.h"

#include "SgoexCerium.h"

extern Viewer *droot;

static SceneGraphPtr root;

void
flip()
{
    CameraPtr camera = droot->sgroot->getCamera();

    droot->sgroot->flip();
    droot->sgroot->lightCalc();

    root = droot->createSceneGraph();
    //root->xyz[0] = screen_w/2;
    //root->xyz[1] = screen_h/2;;
    root->xyz[0] = 0;
    root->xyz[1] = 0;
    root->xyz[2] = 30.0f;

    /*親の回転、座標から、子の回転、座標を算出*/
    get_matrix(root->matrix, root->angle, root->xyz, camera->matrix);
    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
    get_matrix(root->real_matrix, root->angle, root->xyz, camera->real_matrix);

    droot->setSceneData(root);
}


SpriteTable sptable[DEFOBJ];


void
DefSpriteEx(int number, short middlex, short middley)
{
    sptable[number].mx = middlex;
    sptable[number].my = middley;
}


void
DefSprite(int number, const char *name, float w, float h, int color, OBJECT *obj)
{
    SpriteTable *m = &sptable[number];
    m->w = w;
    m->h = h;
    m->color = (color & 32);
    m->mx = w / 2;
    m->my = h / 2;
    m->tex_w = power_of_two(m->w);
    m->tex_h = power_of_two(m->h);
    m->texture = (int *)name;

}

static float my_scale = 5;

void
PutSprite(int zorder, short x, short y, int number)
{
    SpriteTable *m = &sptable[number];
    char *name = (char *) m->texture;
if (!name) {
    printf("PutSprite %d unknown\n",number);
    return;
}
    SceneGraphPtr object = droot->createSceneGraph(name);
    //object->c_xyz[0] = m->mx;
    //object->c_xyz[1] = m->my;
    root->addChild(object);

    object->xyz[0] -= object->c_xyz[0]*my_scale;
    object->xyz[1] -= object->c_xyz[1]*my_scale;
    object->xyz[2] -= object->c_xyz[2];

    object->xyz[0] += x+m->mx;
    object->xyz[1] += y+m->my;
    object->xyz[2] += zorder * 0.01;

    float scale[] = {my_scale,my_scale,1};
    //float c_xyz[] = {0,0,0};
    //scale_matrix(object->matrix, scale, c_xyz);

    /*親の回転、座標から、子の回転、座標を算出*/
    get_matrix_scale(object->matrix, object->angle, object->xyz, scale, root->matrix);

    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
    // get_matrix(object->real_matrix, object->angle, object->xyz, root->real_matrix);
}

void
PutSpriteEx(int number, int x, int y, float scalex, float scaley, float angle)
{
 if (1) {
    PutSprite(1, x, y, number);
    return;
 }

    SpriteTable *m = &sptable[number];
    char *name = (char *) m->texture;
if (!name) {
    printf("PutSpriteEx %d unknown\n",number);
    return;
}
    SceneGraphPtr object = droot->createSceneGraph(name);
    root->addChild(object);

    float scale[] = {my_scale*scalex*4,my_scale*scaley*4,1};

    /*親の回転、座標から、子の回転、座標を算出*/
    object->xyz[0] = x - object->c_xyz[0] * my_scale - m->w*my_scale;
    object->xyz[1] = y - object->c_xyz[1] * my_scale - m->h*my_scale;
    object->xyz[2] = number * 0.01;
    //object->c_xyz[0] = m->mx;
    //object->c_xyz[1] = m->my;
    object->angle[3] = angle * (3.1415926*2/4096);
    get_matrix(object->matrix, object->angle, object->xyz, root->matrix);
    float c_xyz[] = {0,0,0};
    scale_matrix(object->matrix, scale, c_xyz);
    /*法線用の行列。Cameraの行列を抜いている(Cameraのコンストラクタで、単位行列にしている)*/
    // get_matrix(object->real_matrix, object->angle, object->xyz, root->real_matrix);
}


struct SGO_PAD pad[2];


/* コントローラ状態の読み込み */
void Pad(SDL_Joystick *joy)
{
    Sint16 axis;

    SDL_JoystickUpdate();
  
    if(SDL_JoystickGetButton(joy,PS2_CROSS)==SDL_PRESSED)
	pad[0].k0++;
    else
	pad[0].k0=0;
  
    if(SDL_JoystickGetButton(joy,PS2_CIRCLE)==SDL_PRESSED)
	pad[0].k1++;
    else
	pad[0].k1=0;
  
    if(SDL_JoystickGetButton(joy,PS2_SQUARE)==SDL_PRESSED)
	pad[0].k3++;
    else
	pad[0].k3=0;
  
    if(SDL_JoystickGetButton(joy,PS2_TRIANGLE)==SDL_PRESSED)
	pad[0].k4++;
    else
	pad[0].k4=0;
  
    if(SDL_JoystickGetButton(joy,PS2_L1)==SDL_PRESSED)
	pad[0].l1++;
    else
	pad[0].l1=0;
  
    if(SDL_JoystickGetButton(joy,PS2_R1)==SDL_PRESSED)
	pad[0].r1++;
    else
	pad[0].r1=0;
  
    if(SDL_JoystickGetButton(joy,PS2_L2)==SDL_PRESSED)
	pad[0].l2++;
    else
	pad[0].l2=0;
  
    if(SDL_JoystickGetButton(joy,PS2_R2)==SDL_PRESSED)
	pad[0].r2++;
    else
	pad[0].r2=0;
  
    if(SDL_JoystickGetButton(joy,PS2_START)==SDL_PRESSED)
	pad[0].st++;
    else
	pad[0].st=0;
  
    if(SDL_JoystickGetButton(joy,PS2_SELECT)==SDL_PRESSED)
	pad[0].se++;
    else
	pad[0].se=0;
  
    if(SDL_JoystickGetButton(joy,PS2_L3)==SDL_PRESSED)
	pad[0].l3++;
    else
	pad[0].l3=0;
  
    if(SDL_JoystickGetButton(joy,PS2_R3)==SDL_PRESSED)
	pad[0].r3++;
    else
	pad[0].r3=0;
    //x
    axis=SDL_JoystickGetAxis(joy,0);
    if(axis>=3200){
	pad[0].left=0;
	pad[0].right++;
    }
    else if(axis<=-3200){
	pad[0].right=0;
	pad[0].left++;
    }
    else {
	pad[0].right=0;
	pad[0].left=0;
    }
    //y
    axis=SDL_JoystickGetAxis(joy,1);
    if(axis>=3200){
	pad[0].up=0;
	pad[0].down++;
    }
    else if(axis<=-3200){
	pad[0].down=0;
	pad[0].up++;
    }
    else {
	pad[0].down=0;
	pad[0].up=0;
    }

    if ((pad[0].l1 != 0) && (pad[0].r1 != 0) &&
	(pad[0].l2 != 0) && (pad[0].r2 != 0) &&
	(pad[0].st != 0) && (pad[0].se != 0)) {
	pad[0].quit = 1;
    } else {
	pad[0].quit = 0;
    }
	
}


void keybord()
{
    SDL_PumpEvents();
    Uint8 *keys = SDL_GetKeyState(NULL);

    if (keys[SDLK_UP]) {
	pad[0].up++;
    } else {
	pad[0].up = 0;
    }
    if (keys[SDLK_DOWN]) {
	pad[0].down++;
    } else {
	pad[0].down = 0;
    }

    if (keys[SDLK_RIGHT]) {
	pad[0].right++;
    } else {
	pad[0].right = 0;
    }

    if (keys[SDLK_LEFT]) {
	pad[0].left++;
    } else {
	pad[0].left = 0;
    }

    if (keys[SDLK_a]) {
	pad[0].k0++;
    } else {
	pad[0].k0 = 0;
    }

    if (keys[SDLK_z]) {
	pad[0].k1++;
    } else {
	pad[0].k1 = 0;
    }

    if (keys[SDLK_s]) {
	pad[0].k3++;
    } else {
	pad[0].k3 = 0;
    }
    
    if (keys[SDLK_x]) {
	pad[0].k4++;
    } else {
	pad[0].k4 = 0;
    }

    if (keys[SDLK_r]) {
	pad[0].r2++;
    } else {
	pad[0].r2 = 0;
    }

    if (keys[SDLK_e]) {
	pad[0].r1++;
    } else {
	pad[0].r1 = 0;
    }

    if (keys[SDLK_w]) {
	pad[0].l1++;
    } else {
	pad[0].l1 = 0;
    }

    if (keys[SDLK_q]) {
	pad[0].l2++;
    } else {
	pad[0].l2 = 0;
    }

    // START ボタンは Return が似合う気がする
    //if(keys[SDLK_1])
    if (keys[SDLK_RETURN]) {
	pad[0].st++;
    } else {
	pad[0].st = 0;
    }

    if (keys[SDLK_2]) {
	pad[0].se++;
    } else {
	pad[0].se = 0;
    }

    if (keys[SDLK_ESCAPE]) {
	SDL_Quit();
	exit(1);
	//pad[0].st = 1;
	//pad[0].se = 1;
    }

    if (keys[SDLK_0]) {
	pad[0].quit = 1;
    } else {
	pad[0].quit = 0;
    }
}


/* end */