コード例 #1
0
ファイル: HexMapTest.cpp プロジェクト: ralphtrickey/Hex-Map
CIwVec3 HexMapTest::getWorldCoords(int x, int y) {
// Generate a ray pointing to the view plane from the camera
	CIwVec3 dir(x - IwGxGetScreenWidth()/2, 
		y - IwGxGetScreenHeight()/2, 
		IwGxGetPerspMul());
	CIwVec3 origin = s_viewMatrix.t;
    
	// Rotate into camera space
	dir = s_viewMatrix.RotateVec(dir);

//		dir.NormaliseSlow();
	CIwVec3 inter = getIntersectionNew(origin, dir);
	inter = inter - s_ModelMatrix.t;
	iwfixed z = IW_FIXED_FROM_FLOAT(1.0f/zoom);
	inter.x = IW_FIXED_MUL(inter.x, z);
	inter.y = IW_FIXED_MUL(inter.y, z);
	inter.z = IW_FIXED_MUL(inter.z, z);

	CIwMat rotationMat = CIwMat::g_Identity;
	rotationMat.SetRotZ(IW_ANGLE_FROM_DEGREES(-rotation), true, true);
	inter = rotationMat.RotateVec(inter);
	return inter;
}
コード例 #2
0
ファイル: HexMapTest.cpp プロジェクト: ralphtrickey/Hex-Map
//-----------------------------------------------------------------------------
bool HexMapTest::Update()
{
	int16 sprite1_pos_x,sprite1_pos_y;
	int16 sprite2_pos_x,sprite2_pos_y;
	if (mouse_mode == MOUSE_MODE_CHECKING)
		mouse_mode  = MOUSE_MODE_DOWN;

	// UI processing
	if (((s3ePointerGetState(S3E_POINTER_BUTTON_SELECT) & S3E_POINTER_STATE_PRESSED)) && mouse_mode == MOUSE_MODE_IDLE)
		mouse_mode = MOUSE_MODE_IDLE;
	if ((s3ePointerGetState(S3E_POINTER_BUTTON_SELECT) & S3E_POINTER_STATE_RELEASED))
		mouse_mode = MOUSE_MODE_CHECKING;

//	UpdateKey();

	IwGxSetViewMatrix(&s_viewMatrix);

    // Generate a ray pointing to the view plane from the camera
    CIwVec3 dir(s3ePointerGetX() - IwGxGetScreenWidth()/2, 
        s3ePointerGetY() - IwGxGetScreenHeight()/2, 
        IwGxGetPerspMul());
    
    // Rotate into camera space
    dir = s_viewMatrix.RotateVec(dir);

	// Update pointer system
	g_Input.Update();
	if (g_Input.finger1IsDown()) {
		if (g_Input.overThreshold()) {
			if (!g_Input.finger1Continuing()) {
				s_ModelMatrix_initial = s_ModelMatrix;
				CIwVec3 vectCenter = getWorldCoords(0, 0);
				zoom_initial = zoom;
				rotation_initial = rotation;
				screenTranslationX_initial = screenTranslationX;
				screenTranslationY_initial = screenTranslationY;
				if (!g_Input.isMultiTouch()) {
					if (g_Input.finger1MovedTo(sprite1_pos_x, sprite1_pos_y)) {
						if (sprite1_pos_x > int(IwGxGetScreenWidth()) - SCREEN_MARGIN) {
							zooming = true;
						}
						if (sprite1_pos_y > int(IwGxGetScreenHeight()) - SCREEN_MARGIN) {
							rotating = true;
						}
					}
				}
			}
			if (!g_Input.finger2IsDown() && g_Input.finger1MovedTo(sprite1_pos_x, sprite1_pos_y)) {
				if (g_Input.finger1Continuing()) {
					if (zooming) {
						if (sprite1_pos_x > int(IwGxGetScreenWidth()) - SCREEN_MARGIN) {
							int16 dsprite1_pos_x, dsprite1_pos_y;
							if (g_Input.finger1MovementDelta(dsprite1_pos_x, dsprite1_pos_y)) {
								float deltaZoom = 1.0f - 1.0f*(dsprite1_pos_y)/IwGxGetScreenHeight();
								SetZoom(deltaZoom, 8);
							}
						}
					} else if (rotating) {
						if (sprite1_pos_y > int(IwGxGetScreenHeight()) - SCREEN_MARGIN) {
							int16 dsprite1_pos_x, dsprite1_pos_y;
							if (g_Input.finger1MovementDelta(dsprite1_pos_x, dsprite1_pos_y)) {
								float deltaRotation = 360.0f*(dsprite1_pos_x)/IwGxGetScreenWidth();
								SetRotation(deltaRotation);
							}
						}
					} else {
						SetTranslation();
					}
				}
			} else {
				if (g_Input.finger1MovedTo(sprite1_pos_x, sprite1_pos_y)) {
					if (g_Input.finger2MovedTo(sprite2_pos_x, sprite2_pos_y)) {
						if (!g_Input.finger2Continuing()) {
							screenTranslationX_initial = screenTranslationX;
							screenTranslationY_initial = screenTranslationY;
							g_Input.resetInitial(0);
						} else {
							int16 sprite1_pos_x_initial,sprite1_pos_y_initial,sprite2_pos_x_initial,sprite2_pos_y_initial;
							g_Input.finger1Initial(sprite1_pos_x_initial,sprite1_pos_y_initial);
							g_Input.finger2Initial(sprite2_pos_x_initial,sprite2_pos_y_initial);
							int d12x=sprite1_pos_x-sprite2_pos_x;
							int d12y=sprite1_pos_y-sprite2_pos_y;
							int d12x_initial=sprite1_pos_x_initial-sprite2_pos_x_initial;
							int d12y_initial=sprite1_pos_y_initial-sprite2_pos_y_initial;
							int Delta_initial = d12x_initial*d12x_initial+d12y_initial*d12y_initial;
							int Delta = d12x*d12x+d12y*d12y;
							float newZoom = float(sqrt(1.0*Delta)/sqrt(Delta_initial));
							SetZoom(newZoom, 1);
							float oldRotation = float(atan2(float(d12y_initial), float(d12x_initial)));
							float newRotation = float(atan2(float(d12y), float(d12x)));
							SetRotation(180.0f*(oldRotation-newRotation)/PI);
							{
								char string[256];
								//sprintf(string, "`1`a  del %04d, %04d",d1x,d2x);
								//IwGxPrintString(2, 96, string);
								sprintf(string, "`1`a  zoo %5.2f, %5.2f, %5.2f",newZoom,oldRotation,newRotation);
								IwGxPrintString(2, 96, string);
							}
						}
					}
				}
			}
		}
	} else {
		zooming = false;
		rotating = false;
		//		s_ModelMatrix = CIwMat::g_Identity;
	}
	return true;
}
コード例 #3
0
ファイル: GhostCollision.cpp プロジェクト: Mikuz/Ghost-Realm
//-----------------------------------------------------------------------------
int32 GhostCollision::GetFaceUnderCursor(int32 x, int32 y)
{
    //Calculate pos/dir of cursor from camera
    CIwFVec3 pos = IwGxGetViewMatrix().t;
    CIwFVec3 dir(x, y, IwGxGetPerspMul());
    dir.x -= IwGxGetScreenWidth()/2;
    dir.y -= IwGxGetScreenHeight()/2;

    //Extend to the far plane
    dir *= IW_FIXED_DIV(IwGxGetFarZ(), IwGxGetPerspMul());

    //Transform pos/dir into model space
    dir = IwGxGetViewMatrix().RotateVec(dir);
    dir = modelMatrix->TransposeRotateVec(dir);

    //Use more accurate normalise
    dir.Normalise();

    // Scale to touch far plane
    dir *= IwGxGetFarZ();

    pos = modelMatrix->TransposeTransformVec(pos);

    //find first face intersection
    int32 minf = INT32_MAX; //nearest intersection distance
    uint32 nearest = 0; //nearest intersection index

    for (uint32 i = 0; i < m_Points.size(); i += 3)
    {
        CIwFVec3 v1 = (CIwFVec3)GetVert(i);
        CIwFVec3 v2 = (CIwFVec3)GetVert(i+1);
        CIwFVec3 v3 = (CIwFVec3)GetVert(i+2);

        float f = 0;
        if (IwIntersectLineTriNorm(pos, dir, v1, v2, v3, m_Norms[i/3], f)) {
            if (f < minf)
            {
                minf = f;
                nearest = i;
            }
        }

		/*{ // Draw the custom resource. Kills fps but helps debugging.
			CIwMaterial* pMat = IW_GX_ALLOC_MATERIAL();
			pMat->SetColAmbient(0xff0000ff);
			pMat->SetCullMode(CIwMaterial::CULL_NONE);
			IwGxSetMaterial(pMat);

			CIwFVec3* verts = IW_GX_ALLOC(CIwFVec3, 3);
			verts[0] = v1;
			verts[1] = v2;
			verts[2] = v3;
			IwGxSetVertStreamModelSpace(verts, 3);
			IwGxDrawPrims(IW_GX_TRI_LIST, NULL, 3);
		}*/
    }

    if (minf != INT32_MAX)
    {
        return nearest;
    }

    return -1;
}