void Framework::update(){ if ( gFirstFrame ){ gFirstFrame = false; gImage = new Image( "background.dds" ); createTexture( &gTexture, gImage->width(), gImage->height(), gImage->data(), gImage->width(), gImage->height() ); SAFE_DELETE( gImage ); } setTexture( gTexture ); double p0[ 2 ] = { 100.0, 100.0 }; double p1[ 2 ] = { 200.0, 120.0 }; double p2[ 2 ] = { 120.0, 200.0 }; double t0[ 2 ] = { 0.0, 0.0 }; double t1[ 2 ] = { 1.0, 0.0 }; double t2[ 2 ] = { 0.0, 1.0 }; drawTriangle2D( p0, p1, p2, t0, t1, t2 ); //終了処理してみようか if ( isEndRequested() ){ destroyTexture( &gTexture ); } }
void drawTriangle(const geo::Vec3& p1_3d, const geo::Vec3& p2_3d, const geo::Vec3& p3_3d, const ProjectionMatrix& P, Result& res) { geo::Vec2i p1_2d = P.project3Dto2D(p1_3d); geo::Vec2i p2_2d = P.project3Dto2D(p2_3d); geo::Vec2i p3_2d = P.project3Dto2D(p3_3d); drawTriangle2D(geo::Vec3f(p1_2d.x, p1_2d.y, 1.0f / -p1_3d.z), geo::Vec3f(p2_2d.x, p2_2d.y, 1.0f / -p2_3d.z), geo::Vec3f(p3_2d.x, p3_2d.y, 1.0f / -p3_3d.z), res); }
void Framework::update(){ if ( !gCircles ){ gCircles = new Circle[ N*N ]; //初期配置 for ( int i = 0; i < N*N; ++i ){ gCircles[ i ].mPosition.set( static_cast< double >( ( ( i % N ) - N/2 ) * 4 ) + 0.001 * i, //ちょっとずらす static_cast< double >( ( ( i / N ) - N/2 ) * 4 ) ); } } //速度初期化 for ( int i = 0;i < N*N; ++i ){ //速度を原点方向で初期化 gCircles[ i ].mVelocity.setMul( gCircles[ i ].mPosition, -0.001 ); } int test; int hit; processCollision( &test, &hit ); //衝突検出関数 //更新 for ( int i = 0;i < N*N; ++i ){ gCircles[ i ].mPosition += gCircles[ i ].mVelocity; //描画 double p[ 4 ][ 2 ]; p[ 0 ][ 0 ] = p[ 1 ][ 0 ] = gCircles[ i ].mPosition.x - 0.5 + 160.0; p[ 2 ][ 0 ] = p[ 3 ][ 0 ] = gCircles[ i ].mPosition.x + 0.5 + 160.0; p[ 0 ][ 1 ] = p[ 2 ][ 1 ] = gCircles[ i ].mPosition.y - 0.5 + 120.0; p[ 1 ][ 1 ] = p[ 3 ][ 1 ] = gCircles[ i ].mPosition.y + 0.5 + 120.0; drawTriangle2D( p[ 0 ], p[ 1 ], p[ 2 ] ); drawTriangle2D( p[ 3 ], p[ 1 ], p[ 2 ] ); } ostringstream oss; oss << frameRate() << " " << test << " " << hit; drawDebugString( 0, 0, oss.str().c_str() ); }
void Framework::update(){ sleep( 16 ); if ( gFirstFrame ){ gFirstFrame = false; gImage = new Image( "background.dds" ); gImageWidth = gImage->width(); gImageHeight = gImage->height(); createTexture( &gTexture, gImageWidth, gImageHeight, gImage->data(), gImageWidth, gImageHeight ); SAFE_DELETE( gImage ); } setTexture( gTexture ); double rotation = static_cast< double >( gCount ); Vector2 scale( sin( rotation ) + 0.5, cos( rotation ) + 0.5 ); //行列作る Matrix23 m; m.setTranslation( Vector2( gImageWidth/2, gImageHeight/2 ) ); if ( gScaleFirst ){ m.rotate( rotation ); m.scale( scale ); }else{ m.scale( scale ); m.rotate( rotation ); } m.translate( Vector2( -gImageWidth/2, -gImageHeight/2 ) ); Vector2 p0( 0.0, 0.0 ); Vector2 p1( 100.0, 0.0 ); Vector2 p2( 0.0, 100.0 ); Vector2 p3( 100.0, 100.0 ); double t0[ 2 ] = { 0.0, 0.0 }; double t1[ 2 ] = { 1.0, 0.0 }; double t2[ 2 ] = { 0.0, 1.0 }; double t3[ 2 ] = { 1.0, 1.0 }; //行列乗算 m.multiply( &p0, p0 ); m.multiply( &p1, p1 ); m.multiply( &p2, p2 ); m.multiply( &p3, p3 ); //描画 //Vector2はそのままは渡せません。 drawTriangle2D( &p0.x, &p1.x, &p2.x, t0, t1, t2 ); //012 drawTriangle2D( &p3.x, &p1.x, &p2.x, t3, t1, t2 ); //312 //スペースで切り替え if ( Input::Manager::instance().keyboard().isTriggered( ' ' ) ){ gScaleFirst = !gScaleFirst; } ++gCount; drawDebugString( 0, 0, "press SPACE to swap ROTATION and SCALING" ); //終了処理してみようか if ( isEndRequested() ){ destroyTexture( &gTexture ); } }
void Framework::update(){ double p0[ 2 ] = { 100.0, 100.0 }; double p1[ 2 ] = { 200.0, 120.0 }; double p2[ 2 ] = { 120.0, 200.0 }; drawTriangle2D( p0, p1, p2 ); }
void renderDepth(const WorldModel& wm, const ProjectionMatrix& P, const geo::Pose3D& sensor_pose, Result& res) { // Parameters double near_clip_z = -0.1; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - const std::vector<Triangle>& triangles = wm.triangles(); const std::vector<geo::Vec3>& vertices = wm.vertices(); // transform points std::vector<geo::Vec3> vertices_t(vertices.size()); std::vector<geo::Vec2i> vertices_proj(vertices.size()); geo::Pose3D sensor_pose_inv = sensor_pose.inverse(); for(unsigned int i = 0; i < vertices.size(); ++i) { vertices_t[i] = sensor_pose_inv * vertices[i]; vertices_proj[i] = P.project3Dto2D(vertices_t[i]); } for(const auto& t : triangles) { const geo::Vec3& p1_3d = vertices_t[t.i1]; const geo::Vec3& p2_3d = vertices_t[t.i2]; const geo::Vec3& p3_3d = vertices_t[t.i3]; res.triangleHook(t, p1_3d, p2_3d, p3_3d); int n_verts_in = 0; bool v1_in = false; bool v2_in = false; bool v3_in = false; const geo::Vec3* vIn[3]; if (p1_3d.z < near_clip_z) { ++n_verts_in; v1_in = true; } if (p2_3d.z < near_clip_z) { ++n_verts_in; v2_in = true; } if (p3_3d.z < near_clip_z) { ++n_verts_in; v3_in = true; } if (n_verts_in == 1) { if (v1_in) { vIn[0] = &(p1_3d); vIn[1] = &(p2_3d); vIn[2] = &(p3_3d); } if (v2_in) { vIn[0] = &(p2_3d); vIn[1] = &(p3_3d); vIn[2] = &(p1_3d); } if (v3_in) { vIn[0] = &(p3_3d); vIn[1] = &(p1_3d); vIn[2] = &(p2_3d); } //Parametric line stuff // p = v0 + v01*t geo::Vec3 v01 = *vIn[1] - *vIn[0]; float t1 = ((near_clip_z - (*vIn[0]).z) / v01.z ); geo::Vec3 new2(vIn[0]->x + v01.x * t1, vIn[0]->y + v01.y * t1, near_clip_z); // Second vert point geo::Vec3 v02 = *vIn[2] - *vIn[0]; float t2 = ((near_clip_z - (*vIn[0]).z) / v02.z); geo::Vec3 new3(vIn[0]->x + v02.x * t2, vIn[0]->y + v02.y * t2, near_clip_z); drawTriangle(*vIn[0], new2, new3, P, res); } else if (n_verts_in == 2) { if (!v1_in) { vIn[0]=&(p2_3d); vIn[1]=&(p3_3d); vIn[2]=&(p1_3d); } if (!v2_in) { vIn[0]=&(p3_3d); vIn[1]=&(p1_3d); vIn[2]=&(p2_3d); } if (!v3_in) { vIn[0]=&(p1_3d); vIn[1]=&(p2_3d); vIn[2]=&(p3_3d); } //Parametric line stuff // p = v0 + v01*t geo::Vec3 v01 = *vIn[2] - *vIn[0]; float t1 = ((near_clip_z - (*vIn[0]).z)/v01.z ); geo::Vec3 new2((*vIn[0]).x + v01.x * t1,(*vIn[0]).y + v01.y * t1, near_clip_z); // Second point geo::Vec3 v02 = *vIn[2] - *vIn[1]; float t2 = ((near_clip_z - (*vIn[1]).z)/v02.z); geo::Vec3 new3((*vIn[1]).x + v02.x * t2, (*vIn[1]).y + v02.y * t2, near_clip_z); drawTriangle(*vIn[0], *vIn[1], new2, P, res); drawTriangle(new2, *vIn[1], new3, P, res); } else if (n_verts_in == 3) { const geo::Vec2i& p1_2d = vertices_proj[t.i1]; const geo::Vec2i& p2_2d = vertices_proj[t.i2]; const geo::Vec2i& p3_2d = vertices_proj[t.i3]; drawTriangle2D(geo::Vec3f(p1_2d.x, p1_2d.y, 1.0f / -p1_3d.z), geo::Vec3f(p2_2d.x, p2_2d.y, 1.0f / -p2_3d.z), geo::Vec3f(p3_2d.x, p3_2d.y, 1.0f / -p3_3d.z), res); } } }