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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 @arrayx, 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
@arrayx, y, z = value
end
def self._load args
header = args.unpack("l5")
table = args.unpack("@20s*")
puts header.inspect
puts table.inspect
resize(header[1], header[2], header[3])
i=-1
for z in 0 .. @zsize-1
for y in 0 .. @ysize-1
for x in 0 .. @xsize-1
@arrayx, y, z = table[i = i+1]
puts "array put #{table[i]}"
end
end
end
end
attr_accessor :xsize
attr_accessor :ysize
attr_accessor :zsize
end
Color 클래스의 구현
require 'java'
# use temporary namespace(module) to solve ambiguous class name
module AA
import 'java.awt.Color'
end
class Color
def initialize red, green, blue, alpha=255
puts 'hi'
@color = AA::Color.new(red, green, blue, alpha)
end
def set red, green, blue, alpha=255
@color = AA::Color.new(red, green, blue, alpha)
end
def red
return @color.getRed
end
def green
return @color.getGreen
end
def blue
return @color.getBlue
end
def alpha
return @color.getAlpha
end
def self._load args
# convert to floting point value
value = args.unpack("d4")
@color = AA::Color.new(value[0].to_i, value[1].to_i, value[2].to_i, value[3].to_i)
end
def red= r
if r > 255
r = 255
elsif r < 0
r = 0
end
set(r, green, blue, alpha)
end
def green= g
if g > 255
g = 255
elsif g < 0
g = 0
end
set(red, g, blue, alpha)
end
def blue= b
if b > 255
b = 255
elsif b < 0
b = 0
end
set(red, green, b, alpha)
end
def alpha= a
if a > 255
a = 255
elsif a < 0
a = 0
end
set(red, green, blue, a)
end
end