Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Code/RPGMaker: Difference between revisions

From ZeroWiki
imported>ppparkje
No edit summary
(Repair batch-0001 pages from live compare)
 
(One intermediate revision by one other user not shown)
Line 18: Line 18:
 
 
  // making background plane
  // making background plane
  float[] coordinates = { // position of vertices
  float[] coordinates = { // position of vertices
  0.0f, 0.0f, 0.0f,
  0.0f, 0.0f, 0.0f,
  m_width, 0.0f, 0.0f,
  m_width, 0.0f, 0.0f,
Line 25: Line 25:
  };
  };
   
   
  float[] uvs = { // how uv mapped?
  float[] uvs = { // how uv mapped?
  0.0f, 0.0f,  
  0.0f, 0.0f,  
  1.0f, 0.0f,  
  1.0f, 0.0f,  
Line 32: Line 32:
  };
  };
 
 
  int[] indices = { // index of each coordinate
  int[] indices = { // index of each coordinate
  0, 2, 1,
  0, 2, 1,
  1, 2, 3
  1, 2, 3
Line 92: Line 92:
  float z = -10f;
  float z = -10f;
 
 
  float[] coords = {
  float[] coords = {
  x1, y1, z, // up left
  x1, y1, z, // up left
  x1, y2, z, // bottom left
  x1, y2, z, // bottom left
Line 99: Line 99:
  };
  };
 
 
  float[] uvs = {
  float[] uvs = {
  0f, 0f,
  0f, 0f,
  0f, 1f,
  0f, 1f,
Line 106: Line 106:
  };
  };
 
 
  int[] indices = {
  int[] indices = {
  0, 1, 2,
  0, 1, 2,
  2, 1, 3
  2, 1, 3
Line 145: Line 145:
  normal.scale(width/2.0f);
  normal.scale(width/2.0f);
 
 
  float[] coords = {
  float[] coords = {
  (vStart.x + normal.x), (vStart.y + normal.y), z,
  (vStart.x + normal.x), (vStart.y + normal.y), z,
  (vStart.x - normal.x), (vStart.y - normal.y), z,
  (vStart.x - normal.x), (vStart.y - normal.y), z,
Line 152: Line 152:
  };
  };
 
 
  float[] uvs = {
  float[] uvs = {
  0f, 0f,
  0f, 0f,
  0f, 1f,
  0f, 1f,
Line 159: Line 159:
  };
  };
 
 
  int[] indices = {
  int[] indices = {
  0, 2, 1,
  0, 2, 1,
  1, 2, 3
  1, 2, 3
Line 214: Line 214:
   end
   end
   
   
   def [] *args
   def [] *args
     x=0
     x=0
     y=0
     y=0
     z=0
     z=0
     if args.length > 0
     if args.length > 0
       x = args[0]
       x = args[0]
     end
     end
     if args.length > 1
     if args.length > 1
       y = args[1]
       y = args[1]
     end
     end
     if args.length > 2
     if args.length > 2
       z = args[2]
       z = args[2]
     end   
     end   
     return @array[[x, y, z]]
     return @array[[x, y, z]]
   end
   end
    
    
   def []= *args
   def []= *args
     value = args[args.size-1]
     value = args[args.size-1]
     args.delete_at(args.size-1)
     args.delete_at(args.size-1)
      
      
Line 238: Line 238:
     z=0
     z=0
     if args.length > 0
     if args.length > 0
       x = args[0]
       x = args[0]
     end
     end
     if args.length > 1
     if args.length > 1
       y = args[1]
       y = args[1]
     end
     end
     if args.length > 2
     if args.length > 2
       z = args[2]
       z = args[2]
     end
     end
   
   
     @array[[x, y, z]] = value
     @array[[x, y, z]] = value
   end
   end
    
    
Line 257: Line 257:
     #puts table.inspect
     #puts table.inspect
      
      
     obj = Table.new(header[1], header[2], header[3])
     obj = Table.new(header[1], header[2], header[3])
      
      
     i=-1
     i=-1
Line 263: Line 263:
       for y in 0 ... obj.ysize
       for y in 0 ... obj.ysize
         for x in 0 ... obj.xsize
         for x in 0 ... obj.xsize
           obj[x, y, z] = table[i = i+1]
           obj[x, y, z] = table[i = i+1]
           #puts "array put #{table[i]}"
           #puts "array put #{table[i]}"
         end
         end
       end
       end
Line 291: Line 291:
   
   
  class Color
  class Color
 
  attr_reader :object
 
   def initialize red, green, blue, alpha=255
   def initialize red, green, blue, alpha=255
     @color = AA::Color.new(red, green, blue, alpha)
     @object = AA::Color.new(red, green, blue, alpha)
   end
   end
    
    
   def set red, green, blue, alpha=255
   def set red, green, blue, alpha=255
     @color = AA::Color.new(red, green, blue, alpha)
     @object = AA::Color.new(red, green, blue, alpha)
   end
   end
   
   
   def red
   def red
     return @color.getRed
     return @object.getRed
   end
   end
   def green
   def green
     return @color.getGreen
     return @object.getGreen
   end
   end
   def blue
   def blue
     return @color.getBlue
     return @object.getBlue
   end
   end
   def alpha
   def alpha
     return @color.getAlpha
     return @object.getAlpha
   end
   end
    
    
Line 315: Line 318:
     # convert to floting point value
     # convert to floting point value
     value = args.unpack("d4")
     value = args.unpack("d4")
     @color = AA::Color.new(value[0].to_i, value[1].to_i, value[2].to_i, value[3].to_i)
     return  Color.new(value[0].to_i, value[1].to_i, value[2].to_i, value[3].to_i)
  end
 
  def to_i
    return (red | (green << 8) | (blue << 16) | (alpha << 24))
   end
   end
    
    
   def red= r
   def red= r
     if r > 255
     r = adjust_value(r, 0, 255)
      r = 255
    elsif r < 0
      r = 0
    end
     set(r, green, blue, alpha)
     set(r, green, blue, alpha)
   end
   end
    
    
   def green= g
   def green= g
     if g > 255
     g = adjust_value(g, 0, 255)
      g = 255
    elsif g < 0
      g = 0
    end
     set(red, g, blue, alpha)
     set(red, g, blue, alpha)
   end
   end
    
    
   def blue= b
   def blue= b
     if b > 255
     b = adjust_value(b, 0, 255)
      b = 255
    elsif b < 0
      b = 0
    end
     set(red, green, b, alpha)
     set(red, green, b, alpha)
   end
   end
    
    
   def alpha= a
   def alpha= a
     if a > 255
     a = adjust_value(a, 0, 255)
      a = 255
    elsif a < 0
      a = 0
    end
     set(red, green, blue, a)
     set(red, green, blue, a)
   end
   end
  end
  end

Latest revision as of 23:56, 26 March 2026

Orthogonal projection coordinate system 만들기

	public void onSurfaceChanged(GL10 gl, int width, int height) {
		
		this.m_width = width;
		this.m_height = height;
		
		if(buffer == null) {
			
			Util.LOGD("make framebuffer");
			world = new World();
			m_cam = world.getCamera();
			
			// light mass
			world.setAmbientLight(0xff, 0xff, 0xff);
			
			// making background plane
			float[] coordinates = { // position of vertices
				0.0f, 0.0f, 0.0f,
				m_width, 0.0f, 0.0f,
				0.0f, m_height, 0.0f,
				m_width, m_height, 0.0f
			};

			float[] uvs = { // how uv mapped?
				0.0f, 0.0f, 
				1.0f, 0.0f, 
				0.0f, 1.0f, 
				1.0f, 1.0f
			};
			
			int[] indices = { // index of each coordinate
				0, 2, 1,
				1, 2, 3
			};

			// make plane
			Object3D plane = new Object3D(coordinates, uvs, indices, RMObject2D.getTextureIDByColor(Color.white));
			plane.build();
			Util.LOGD("center: " + plane.getTransformedCenter());
			world.addObject(plane);
			
			// FOV settings
			m_cam.setFOVLimits(0.1f, 2.0f);
			m_cam.setFOV(0.1f);
			
			// set up camera
			// z = (width/2) / tan(fov/2)
			m_cam.setPosition(m_width/2, m_height/2, (float) -(m_width/2/Math.tan(m_cam.getFOV()/2.0f)));
			m_cam.lookAt(plane.getTransformedCenter());
			fixCubePosition();
			
			// configuration to view far object
			Config.farPlane = Math.abs(m_cam.getPosition().z) + 1000f;
		}
		
		// make framebuffer
		if(buffer != null)
			buffer.dispose();
		buffer = new FrameBuffer(m_width, m_height, FrameBuffer.SAMPLINGMODE_NORMAL);
	}


FillBox class

package cau.rpg.maker.object;

import java.awt.Color;

import javax.vecmath.Vector2f;

import com.threed.jpct.Object3D;

public class RMFillBox extends RMObject2D {

	public RMFillBox(float x1, float y1, float x2, float y2, Color color)
	{
		init(x1, y1, x2, y2, color);
	}
	
	public RMFillBox(Vector2f vStart, Vector2f vEnd, Color color)
	{
		init(vStart.x, vStart.y, vEnd.x, vEnd.y, color);
	}
	
	private void init(float x1, float y1, float x2, float y2, Color color)
	{
		if(x1 >= x2 || y1 >= y2)
			return;
		
		float z = -10f;
		
		float[] coords = {
			x1, y1, z,		// up left
			x1, y2, z,		// bottom left
			x2, y1, z,		// up right
			x2, y2, z		// bottom right corner
		};
		
		float[] uvs = {
			0f, 0f,
			0f, 1f,
			1f, 0f,
			1f, 1f
		};
		
		int[] indices = {
			0, 1, 2,
			2, 1, 3
		};
		
		m_polygon = new Object3D(coords, uvs, indices, getTextureIDByColor(color));
	}
}

2D line class

package cau.rpg.maker.object;

import java.awt.Color;

import javax.vecmath.Vector2f;
import javax.vecmath.Vector3f;

import com.threed.jpct.Object3D;

public class RMLine extends RMObject2D {
	
	private static final Vector3f vectorZ = new Vector3f(0, 0, -1);
	
	public RMLine(Vector2f vStart, Vector2f vEnd, float width, Color color)
	{
		float z = -10f;
		Vector3f v3Start = new Vector3f(vStart.x, vStart.y, z);
		Vector3f v3End = new Vector3f(vEnd.x, vEnd.y, z);
		
		// line vector
		Vector3f lineVector = new Vector3f();
		lineVector.sub(v3End, v3Start);
		
		// calc normal vector of line
		Vector3f normal = new Vector3f();
		normal.cross(lineVector, vectorZ);
		normal.normalize();
		normal.scale(width/2.0f);
		
		float[] coords = {
			(vStart.x + normal.x), (vStart.y + normal.y), z,
			(vStart.x - normal.x), (vStart.y - normal.y), z,
			(vEnd.x + normal.x), (vEnd.y + normal.y), z,
			(vEnd.x - normal.x), (vEnd.y - normal.y), z
		};
		
		float[] uvs = {
			0f, 0f,
			0f, 1f,
			1f, 0f,
			1f, 1f
		};
		
		int[] indices = {
			0, 2, 1,
			1, 2, 3
		};
		
		m_polygon = new Object3D(coords, uvs, indices, getTextureIDByColor(color));
	}

}

Interpolation

	public void setDepth(float depth)
	{
		float delta = depth - this.depth;
		
		// move object
		SimpleVector curPosition = m_polygon.getTransformedCenter();
		SimpleVector toCam = MainRenderer.getCamera().getPosition().calcSub(curPosition);
		float a = MainRenderer.getCamera().getPosition().z - this.depth;
		toCam.scalarMul(delta/a);
		m_polygon.translate(toCam);
		Util.LOGD("translate to " + toCam);
		
		// scale
		m_polygon.scale((a-delta)/a);
		
		this.depth = depth;
	}

Table 클래스의 구현

# Table class
# a 3-dimensional array2 stores 2Byte integer
# Uses hash table internally.
class Table
  def initialize(xsize=1, ysize=1, zsize=1)
    resize(xsize, ysize, zsize)
  end
  
  def resize xsize, ysize, zsize
    @array = Hash.new
    @xsize = xsize
    @ysize = ysize
    @zsize = zsize
  end
  
  def self.resize xsize, ysize, zsize
    #puts "resize to (#{xsize}, #{ysize}, #{zsize})"
    @array = Hash.new
    @xsize = xsize
    @ysize = ysize
    @zsize = zsize
  end

  def [] *args
    x=0
    y=0
    z=0
    if args.length > 0
      x = args[0]
    end
    if args.length > 1
      y = args[1]
    end
    if args.length > 2
      z = args[2]
    end  
    return @array[[x, y, z]]
  end
  
  def []= *args
    value = args[args.size-1]
    args.delete_at(args.size-1)
    
    x=0
    y=0
    z=0
    if args.length > 0
      x = args[0]
    end
    if args.length > 1
      y = args[1]
    end
    if args.length > 2
      z = args[2]
    end

    @array[[x, y, z]] = value
  end
  
  def self._load args
    #puts "load table"
    header = args.unpack("l5")
    table = args.unpack("@20s*")
    #puts header.inspect
    #puts table.inspect
    
    obj = Table.new(header[1], header[2], header[3])
    
    i=-1
    for z in 0 ... obj.zsize
      for y in 0 ... obj.ysize
        for x in 0 ... obj.xsize
          obj[x, y, z] = table[i = i+1]
          #puts "array put #{table[i]}"
        end
      end
    end
    
    return obj
  end

  attr_accessor :xsize
  attr_accessor :ysize
  attr_accessor :zsize
end

Color 클래스의 구현

알만툴에서 사용하는 Color 클래스이다.
내부적으로 자바의 java.awt.Color 클래스를 가지고 있으며 이를 이용하여 모든 값을 주고받는다.
루비의 Color와 자바의 Color이 이름이 같기 때문에 자바의 Color을 임시 모듈에 담아 모호성을 해결하였다.
require 'java'

# use temporary namespace(module) to solve ambiguous class name
module AA
  import 'java.awt.Color'
end

class Color
  
  attr_reader :object
  
  def initialize red, green, blue, alpha=255
    @object = AA::Color.new(red, green, blue, alpha)
  end
  
  def set red, green, blue, alpha=255
    @object = AA::Color.new(red, green, blue, alpha)
  end

  def red
    return @object.getRed
  end
  def green
    return @object.getGreen
  end
  def blue
    return @object.getBlue
  end
  def alpha
    return @object.getAlpha
  end
  
  def self._load args
    # convert to floting point value
    value = args.unpack("d4")
    return  Color.new(value[0].to_i, value[1].to_i, value[2].to_i, value[3].to_i)
  end
  
  def to_i
    return (red | (green << 8) | (blue << 16) | (alpha << 24))
  end
  
  def red= r
    r = adjust_value(r, 0, 255)
    set(r, green, blue, alpha)
  end
  
  def green= g
    g = adjust_value(g, 0, 255)
    set(red, g, blue, alpha)
  end
  
  def blue= b
    b = adjust_value(b, 0, 255)
    set(red, green, b, alpha)
  end
  
  def alpha= a
    a = adjust_value(a, 0, 255)
    set(red, green, blue, a)
  end
end