diff --git a/3dcam-tri-quads.c b/3dcam-tri-quads.c index ec69998..60ed042 100644 --- a/3dcam-tri-quads.c +++ b/3dcam-tri-quads.c @@ -80,7 +80,7 @@ #define dotProduct(v0, v1) \ (v0).vx * (v1).vx + \ - (v0).vy * (v1).vy + \ + (v0).vy * (v1).vy + \ (v0).vz * (v1).vz // min value @@ -240,24 +240,6 @@ int lerping = 0; short curCamAngle = 0; -// Cam frustum - -//~ VECTOR TL = { -CENTERX, -CENTERY, FOV }; - -//~ VECTOR TR = { CENTERX, -CENTERY, FOV }; - -//~ VECTOR BR = { CENTERX, CENTERY, FOV }; - -//~ VECTOR BL = { -CENTERX, CENTERY, FOV }; - -VECTOR TL = { -HW, -HH, ONE }; - -VECTOR TR = { HW, -HH, ONE }; - -VECTOR BR = { HW, HH, ONE }; - -VECTOR BL = { -HW, HH, ONE }; - // Inverted Cam coordinates for Forward Vector calc VECTOR InvCamPos = {0,0,0,0}; @@ -318,6 +300,10 @@ VECTOR getVectorTo(VECTOR actor, VECTOR target); int alignAxisToVect(VECTOR target, short axis, int factor); +void worldToScreen( VECTOR * worldPos, VECTOR * screenPos ); + +void screenToWorld( VECTOR * screenPos, VECTOR * worldPos ); + // Drawing void transformMesh(MESH * meshes); @@ -352,6 +338,9 @@ void callback(); int main() { + VECTOR sp = {0,0,0}; + VECTOR wp = {0,0,0}; + // FIXME : Poly subdiv //~ DIVPOLYGON4 div4 = { 0 }; @@ -587,13 +576,13 @@ int main() { // Fixed Camera angle if (camMode == 2) { - //~ if (camPtr->tim_data){ + if (camPtr->tim_data){ //~ drawBG(); //~ } - if ( actorPtr->pos2D.vx + actorPtr->body->max.vx / 2 > SCREENXRES ) { + if ( actorPtr->pos2D.vx + actorPtr->body->max.vx / 2 > SCREENXRES ) { //~ if (curCamAngle > 4) { @@ -602,14 +591,16 @@ int main() { //~ } - if (curCamAngle < 5) { + if (curCamAngle < 5) { - curCamAngle++; + curCamAngle++; - camPtr = camAngles[ curCamAngle ]; + camPtr = camAngles[ curCamAngle ]; - LoadTexture(camPtr->tim_data, camPtr->BGtim); + LoadTexture(camPtr->tim_data, camPtr->BGtim); + } + } } @@ -910,6 +901,8 @@ int main() { // } } + worldToScreen(actorPtr->pos, &actorPtr->pos2D); + // Camera setup // position of cam relative to actor @@ -932,8 +925,6 @@ int main() { //~ // Loop on camAngles - //~ for ( int angle = 0 ; angle < sizeof(camAngles)/sizeof(camAngles[0]) - 1 ; angle++ ) { - for ( int mesh = 0 ; mesh < camAngles[curCamAngle]->index; mesh ++ ) { transformMesh(camAngles[curCamAngle]->objects[mesh]); @@ -942,8 +933,6 @@ int main() { } - //~ } - //~ } } @@ -997,7 +986,7 @@ int main() { } - } + } // Find and apply light rotation matrix @@ -1017,19 +1006,17 @@ int main() { //~ FntPrint("CurNode : %x\nIndex: %d", curNode, curNode->siblings->index); + screenToWorld(&sp, &wp); + FntPrint("Time : %d dt :%d\n", VSync(-1) / 60, dt); FntPrint("Actor : %d %d\n", actorPtr->pos2D.vx + actorPtr->body->max.vx / 2, actorPtr->pos2D.vy); - //~ FntPrint("%d %d %d\n", normalizeVector(&TL)); - - //~ FntPrint("%d %d %d\n", normalizeVector(&TR)); - - //~ FntPrint("%d %d %d\n", normalizeVector(&BR)); - - //~ FntPrint("%d %d %d\n", normalizeVector(&BL)); + //~ FntPrint("%d %d\n", actorPtr->pos->vx, actorPtr->pos2D.vx); + //~ FntPrint("%d %d\n", actorPtr->pos->vy, actorPtr->pos2D.vy); + //~ FntPrint("%d %d\n", actorPtr->pos->vz, actorPtr->pos2D.vz); - + FntPrint("%d - %d %d %d\n", sp.vx , wp.vx, wp.vy, wp.vz); FntFlush(-1); @@ -1161,25 +1148,25 @@ void LoadTexture(u_long * tim, TIM_IMAGE * tparam){ // This part is from Lam void transformMesh(MESH * mesh){ - //~ if (*mesh->isRigidBody || *mesh->isStaticBody){ + MATRIX mat; // Apply rotation matrix - RotMatrix_gte(mesh->rot, mesh->mat); + RotMatrix_gte(mesh->rot, &mat); // Apply translation matrix - TransMatrix(mesh->mat, mesh->pos); + TransMatrix(&mat, mesh->pos); // Compose matrix with cam - CompMatrix(&camera.mat, mesh->mat, mesh->mat); + CompMatrix(&camera.mat, &mat, &mat); // Set default rotation and translation matrices - SetRotMatrix(mesh->mat); + SetRotMatrix(&mat); - SetTransMatrix(mesh->mat); + SetTransMatrix(&mat); //~ } }; @@ -1467,10 +1454,10 @@ void drawPoly(MESH * mesh, long * Flag, int atime){ AddPrim(&ot[db][*mesh->OTz-2], poly); } - mesh->pos2D.vx = *(&poly->x0); - mesh->pos2D.vy = *(&poly->x0 + 1); - //~ mesh->pos2D.vy = poly->x0; - //~ FntPrint("%d %d\n", *(&poly->x0), *(&poly->x0 + 1)); + //~ mesh->pos2D.vx = *(&poly->x0); + //~ mesh->pos2D.vy = *(&poly->x0 + 1); + // mesh->pos2D.vy = poly->x0; + // FntPrint("%d %d\n", *(&poly->x0), *(&poly->x0 + 1)); nextpri += sizeof(POLY_GT3); } @@ -1972,6 +1959,75 @@ VECTOR getVectorTo( VECTOR actor, VECTOR target ) { return Ndirection ; }; + + +// From 'psyq/addons/graphics/ZIMEN/CLIP.C' + +void worldToScreen( VECTOR * worldPos, VECTOR * screenPos ) { + + int distToScreen; // corresponds to FOV + + MATRIX curRot; // current rotation matrix + + // Get current matrix and projection */ + + distToScreen = ReadGeomScreen(); + + ReadRotMatrix(&curRot); + + // Get Rotation, Translation coordinates, apply perspective correction + + // Muliply world coordinates vector by current rotation matrix, store in s + + ApplyMatrixLV(&curRot, worldPos, screenPos); + + // Get world translation vectors from rot and add to s.vx, vy, vz + + applyVector(screenPos, curRot.t[0], curRot.t[1], curRot.t[2], +=); + + // Correct perspective + + screenPos -> vz = distToScreen; // Start with vz to avoid division by 0 below + + screenPos -> vx = screenPos -> vx * distToScreen / ( screenPos -> vz ); + + screenPos -> vy = screenPos -> vy * distToScreen / ( screenPos -> vz ); + +}; + +void screenToWorld( VECTOR * screenPos, VECTOR * worldPos ) { + + int distToScreen; // corresponds to FOV + + MATRIX curRot, rotT; // current rotation matrix + + VECTOR curTrans; + + // Get current matrix and projection */ + + distToScreen = ReadGeomScreen(); + + ReadRotMatrix(&curRot); + + PushMatrix(); + + // Get current translation + + curTrans.vx = screenPos->vx - curRot.t[0]; + + curTrans.vy = screenPos->vy - curRot.t[1]; + + curTrans.vz = screenPos->vz - curRot.t[2]; + + TransposeMatrix(&curRot, &rotT); + + // + + ApplyMatrixLV(&rotT, &curTrans, worldPos); + + PopMatrix(); + +}; //~ int alignAxisToVect(VECTOR target, short axis, int factor){ //~ }