/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_RotateViewUpdater.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. The content herein is highly confidential and should be handled accordingly. $Revision: 31311 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(RotateViewUpdater, CameraViewUpdater); //---------------------------------------- RotateViewUpdater* RotateViewUpdater::Create(os::IAllocator* allocator) { NW_NULL_ASSERT(allocator); void* updaterMemory = allocator->Alloc(sizeof(RotateViewUpdater)); NW_NULL_ASSERT(updaterMemory); void* dataMemory = AllocateAndFill(allocator, 0); ResRotateViewUpdaterData* buffer = new(dataMemory) ResRotateViewUpdaterData(); buffer->typeInfo = ResRotateViewUpdater::TYPE_INFO; buffer->m_ViewRotate = VIEW_VIEW_ROTATE; buffer->m_Flags = 0x0; ResRotateViewUpdater resUpdater = ResRotateViewUpdater(buffer); return new(updaterMemory) RotateViewUpdater(allocator, true, resUpdater); } //---------------------------------------- RotateViewUpdater* RotateViewUpdater::Create(os::IAllocator* allocator, ResRotateViewUpdater resUpdater) { NW_NULL_ASSERT(allocator); void* updaterMemory = allocator->Alloc(sizeof(RotateViewUpdater)); NW_NULL_ASSERT(updaterMemory); return new(updaterMemory) RotateViewUpdater(allocator, false, resUpdater); } //---------------------------------------- RotateViewUpdater::RotateViewUpdater( os::IAllocator* allocator, bool isDynamic, ResRotateViewUpdater resUpdater ) : CameraViewUpdater(allocator, isDynamic), m_Resource(resUpdater) { } //---------------------------------------- RotateViewUpdater::~RotateViewUpdater() { if (this->IsDynamic() && this->m_Resource.IsValid()) { this->GetAllocator().Free(m_Resource.ptr()); } } //---------------------------------------- void RotateViewUpdater::Update( math::MTX34* viewMatrix, const math::MTX34& worldMatrix, const math::VEC3& cameraPosition) { NW_ASSERT(m_Resource.IsValid()); u32 flags = m_Resource.GetFlags(); if (ut::CheckFlag(flags, ResRotateViewUpdaterData::FLAG_INHERITING_ROTATE)) { math::MTX33 rotateMatrix; math::MTX34ToMTX33(&rotateMatrix, &worldMatrix); math::VEC3 upwardVector(0.0f,1.0f,0.0f); math::VEC3 targetPosition(0.0f,0.0f,-1.0f); // TODO: ZXY回転の最適化が必要。 math::MTX34 transformMatrix; math::MTX34 rotateMatrixX; math::MTX34 rotateMatrixY; math::MTX34 rotateMatrixZ; math::MTX34RotXYZRad(&rotateMatrixX, this->m_Resource.GetViewRotate().x, 0.0f, 0.0f); math::MTX34RotXYZRad(&rotateMatrixY, 0.0f, this->m_Resource.GetViewRotate().y, 0.0f); math::MTX34RotXYZRad(&rotateMatrixZ, 0.0f, 0.0f, this->m_Resource.GetViewRotate().z); math::MTX34Mult(&transformMatrix, &rotateMatrixY, &rotateMatrixX); math::MTX34Mult(&transformMatrix, &transformMatrix, &rotateMatrixZ); math::VEC3Transform(&upwardVector, &transformMatrix, &upwardVector); math::VEC3Transform(&upwardVector, &rotateMatrix, &upwardVector); math::VEC3Transform(&targetPosition, &transformMatrix, &targetPosition); math::VEC3Transform(&targetPosition, &rotateMatrix, &targetPosition); math::VEC3Add(&targetPosition, &targetPosition, &cameraPosition); math::MTX34LookAt( viewMatrix, &cameraPosition, &upwardVector, &targetPosition); } else { math::MTX34CameraRotateRad(viewMatrix, &cameraPosition, &this->m_Resource.GetViewRotate()); } } } // namespace gfx } // namespace nw