1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: gfx_LookAtTargetViewUpdater.cpp
4
5 Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain proprietary
8 information of Nintendo and/or its licensed developers and are protected by
9 national and international copyright laws. They may not be disclosed to third
10 parties or copied or duplicated in any form, in whole or in part, without the
11 prior written consent of Nintendo.
12
13 The content herein is highly confidential and should be handled accordingly.
14
15 $Revision: 31311 $
16 *---------------------------------------------------------------------------*/
17
18 #include "precompiled.h"
19 #include <nw/gfx/gfx_LookAtTargetViewUpdater.h>
20 #include <nw/os/os_Memory.h>
21
22 namespace nw
23 {
24 namespace gfx
25 {
26
27 NW_UT_RUNTIME_TYPEINFO_DEFINITION(LookAtTargetViewUpdater, CameraViewUpdater);
28
29 //----------------------------------------
30 LookAtTargetViewUpdater*
Create(os::IAllocator * allocator)31 LookAtTargetViewUpdater::Create(os::IAllocator* allocator)
32 {
33 NW_NULL_ASSERT(allocator);
34
35 void* updaterMemory = allocator->Alloc(sizeof(LookAtTargetViewUpdater));
36 NW_NULL_ASSERT(updaterMemory);
37
38 void* dataMemory
39 = AllocateAndFill<ResLookAtTargetViewUpdaterData>(allocator, 0);
40
41 ResLookAtTargetViewUpdaterData* buffer =
42 new(dataMemory) ResLookAtTargetViewUpdaterData();
43
44 buffer->typeInfo = ResLookAtTargetViewUpdater::TYPE_INFO;
45 buffer->m_TargetPosition = VIEW_TARGET_POSITION;
46 buffer->m_UpwardVector = VIEW_UPWARD_VECTOR;
47 buffer->m_Flags = 0x0;
48
49 ResLookAtTargetViewUpdater resUpdater = ResLookAtTargetViewUpdater(buffer);
50
51 return new(updaterMemory) LookAtTargetViewUpdater(allocator, true, resUpdater);
52 }
53
54 //----------------------------------------
55 LookAtTargetViewUpdater*
Create(os::IAllocator * allocator,ResLookAtTargetViewUpdater resUpdater)56 LookAtTargetViewUpdater::Create(os::IAllocator* allocator, ResLookAtTargetViewUpdater resUpdater)
57 {
58 NW_NULL_ASSERT(allocator);
59
60 void* updaterMemory = allocator->Alloc(sizeof(LookAtTargetViewUpdater));
61 NW_NULL_ASSERT(updaterMemory);
62
63 return new(updaterMemory) LookAtTargetViewUpdater(allocator, false, resUpdater);
64 }
65
66 //----------------------------------------
LookAtTargetViewUpdater(os::IAllocator * allocator,bool isDynamic,ResLookAtTargetViewUpdater resUpdater)67 LookAtTargetViewUpdater::LookAtTargetViewUpdater(
68 os::IAllocator* allocator,
69 bool isDynamic,
70 ResLookAtTargetViewUpdater resUpdater)
71 : CameraViewUpdater(allocator, isDynamic),
72 m_Resource(resUpdater)
73 {
74 }
75
76 //----------------------------------------
~LookAtTargetViewUpdater()77 LookAtTargetViewUpdater::~LookAtTargetViewUpdater()
78 {
79 if (this->IsDynamic() && this->m_Resource.IsValid())
80 {
81 this->GetAllocator().Free(m_Resource.ptr());
82 }
83 }
84
85 //----------------------------------------
86 void
Update(math::MTX34 * viewMatrix,const math::MTX34 & worldMatrix,const math::VEC3 & cameraPosition)87 LookAtTargetViewUpdater::Update(
88 math::MTX34* viewMatrix,
89 const math::MTX34& worldMatrix,
90 const math::VEC3& cameraPosition)
91 {
92 NW_ASSERT(m_Resource.IsValid());
93
94 u32 flags = m_Resource.GetFlags();
95 math::VEC3 targetPosition(this->m_Resource.GetTargetPosition());
96 math::VEC3 upwardVector(this->m_Resource.GetUpwardVector());
97
98 if (ut::CheckFlagOr(
99 flags,
100 ResLookAtTargetViewUpdaterData::FLAG_INHERITING_TARGET_ROTATE |
101 ResLookAtTargetViewUpdaterData::FLAG_INHERITING_TARGET_TRANSLATE |
102 ResLookAtTargetViewUpdaterData::FLAG_INHERITING_UP_ROTATE))
103 {
104 math::MTX33 rotateMatrix;
105 math::MTX34ToMTX33(&rotateMatrix, &worldMatrix);
106
107 if (ut::CheckFlag(flags, ResLookAtTargetViewUpdaterData::FLAG_INHERITING_UP_ROTATE))
108 {
109 math::VEC3Transform(&upwardVector, &rotateMatrix, &upwardVector);
110 }
111 if (ut::CheckFlag(flags, ResLookAtTargetViewUpdaterData::FLAG_INHERITING_TARGET_ROTATE))
112 {
113 math::VEC3Transform(&targetPosition, &rotateMatrix, &targetPosition);
114 }
115 if (ut::CheckFlag(flags, ResLookAtTargetViewUpdaterData::FLAG_INHERITING_TARGET_TRANSLATE))
116 {
117 math::VEC3Add(&targetPosition, &targetPosition, &cameraPosition);
118 }
119 }
120
121 NW_ASSERT(cameraPosition != targetPosition);
122 NW_ASSERT(!upwardVector.IsZero());
123
124 // 視線ベクトルとアップベクトルが平行ではいけない
125 NW_ASSERT(!math::VEC3().Cross(upwardVector, targetPosition - cameraPosition).IsZero());
126
127 math::MTX34LookAt(
128 viewMatrix,
129 &cameraPosition,
130 &upwardVector,
131 &targetPosition);
132 }
133
134 } // namespace gfx
135 } // namespace nw
136