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SelPlayer_camera.cpp
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250 lines (204 loc) · 6.59 KB
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/*==========================================================================================================================================================
カメラの処理[camera.cpp]
Author:大宮愛羅 平澤詩苑 石原颯馬
============================================================================================================================================================*/
#include "SelPlayer_camera.h"
#include "input.h"
//注視点情報
#define POSR_SPEED (10.0f) //注視点の移動速度
#define POSR_WIDTH (0.0f) //注視点の幅
#define POSR_HEIGHT (0.0f) //注視点の高さ
#define POSR_DEPTH (0.0f) //注視点の奥行き
//視点情報
#define POSV_ROTSPEED (0.05f) //視点の回転速度
#define POSV_SPEED (10.0f) //視点の移動速度
#define POSR_ADD (8.0f) //注視点の上下移動
#define POSV_DISTANCE (100.0f) //視点の距離
#define POSV_WIDTH (0.0f) //視点の幅
#define POSV_HEIGHT (1050.0f) //視点の高さ
#define POSV_DEPTH (1000.0f) //視点の奥行き
//上方向ベクトル情報
#define VECU_OVER (D3DXVECTOR3(0.0f, 1.0f, 0.0f)) //上方向ベクトル
//カメラ情報
#define ANGLE_OF_VIEW (45.0f) //画角
//描画範囲
#define MIN_DRAW (10.0f) //最小描画範囲
#define MAX_DRAW (40000.0f) //最大描画範囲
//位置の差分を2乗
#define DIFF_TIMES (2.0f) //2乗
//3人称視点時のマクロ
#define TPS_LENGTH (150.0f) //注視点~視点間の距離
#define TPS_posV_HEIGHT (100.0f) //視点の高さ
#define TPS_posR_HEIGHT (30.0f) //注視点の高さ
//グローバル変数
Camera g_SelPlayer_Camera; //カメラの情報
//=========================================
//カメラの位置設定処理
//Author:石原颯馬
//=========================================
void InitSelPlayer_SetCameraPos(D3DXVECTOR3 posV, D3DXVECTOR3 posR)
{
//設定
g_SelPlayer_Camera.posV = posV; //視点
g_SelPlayer_Camera.posR = posR; //注視点
//上方向ベクトルだけ固定
g_SelPlayer_Camera.vecU = VECU_OVER; //上方向ベクトル
//それぞれの位置の差分を格納する変数
float PosDiffX, PosDiffZ;
PosDiffX = powf(g_SelPlayer_Camera.posR.x - g_SelPlayer_Camera.posV.x, DIFF_TIMES); //2乗
PosDiffZ = powf(g_SelPlayer_Camera.posR.z - g_SelPlayer_Camera.posV.z, DIFF_TIMES); //2乗
//長さの算出
g_SelPlayer_Camera.fLength = sqrtf(PosDiffX + PosDiffZ);
//視点の位置更新
UpdateSelPlayer_PosVCamera();
}
//=========================================
//カメラの初期化処理
//=========================================
void InitSelPlayer_Camera(void)
{
//基本情報の初期化処理
g_SelPlayer_Camera.rot = ZERO_SET;
}
//=========================================
//カメラの終了処理
//=========================================
void UninitSelPlayer_Camera(void)
{
}
//=========================================
//カメラの更新処理
//=========================================
void UpdateSelPlayer_Camera(void)
{
//カメラが使われている
if (g_SelPlayer_Camera.bUse == true)
{
//カメラの移動処理
MoveSelPlayer_Camera();
}
}
//=========================================
//カメラの設定処理
//=========================================
void SetSelPlayer_Camera(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//ビューポートの設定
g_SelPlayer_Camera.fMaxLength = MAX_DRAW; //最大描画距離設定
g_SelPlayer_Camera.viewport.X = (DWORD)0.0f; //原点Ⅹ位置代入
g_SelPlayer_Camera.viewport.Y = (DWORD)0.0f; //原点Y位置代入
g_SelPlayer_Camera.viewport.Width = SCREEN_WIDTH; //画面幅初期化
g_SelPlayer_Camera.viewport.Height = SCREEN_HEIGHT; //画面高さ初期化
g_SelPlayer_Camera.viewport.MinZ = 0.0f;
g_SelPlayer_Camera.viewport.MaxZ = 1.0f;
g_SelPlayer_Camera.bUse = true;
pDevice->SetViewport(&g_SelPlayer_Camera.viewport);
//プロジェクションマトリックスの初期化
D3DXMatrixIdentity(&g_SelPlayer_Camera.mtxProjection);
//プロジェクションマトリックスの作成
D3DXMatrixPerspectiveFovLH(&g_SelPlayer_Camera.mtxProjection, D3DXToRadian(ANGLE_OF_VIEW), (float)g_SelPlayer_Camera.viewport.Width / (float)g_SelPlayer_Camera.viewport.Height, MIN_DRAW, g_SelPlayer_Camera.fMaxLength);
//プロジェクションマトリックスの設定
pDevice->SetTransform(D3DTS_PROJECTION, &g_SelPlayer_Camera.mtxProjection);
//ビューマトリックスの初期化
D3DXMatrixIdentity(&g_SelPlayer_Camera.mtxView);
//ビューマトリックスの作成
D3DXMatrixLookAtLH(&g_SelPlayer_Camera.mtxView, &g_SelPlayer_Camera.posV, &g_SelPlayer_Camera.posR, &g_SelPlayer_Camera.vecU);
//ビューマトリックスの設定
pDevice->SetTransform(D3DTS_VIEW, &g_SelPlayer_Camera.mtxView);
}
//カメラの移動処理
void MoveSelPlayer_Camera(void)
{
#ifdef _DEBUG
//----------------------
// 視点の移動
//----------------------
//視点の上下
if (GetKeyboardPress(DIK_T) == true)
{
g_SelPlayer_Camera.posV.y += POSV_SPEED;
}
if (GetKeyboardPress(DIK_B) == true)
{
g_SelPlayer_Camera.posV.y -= POSV_SPEED;
}
//視点の前後
if (GetKeyboardPress(DIK_N) == true)
{
g_SelPlayer_Camera.fLength += POSV_SPEED;
}
if (GetKeyboardPress(DIK_Y) == true)
{
g_SelPlayer_Camera.fLength -= POSV_SPEED;
}
//視点の左右
if (GetKeyboardPress(DIK_Z) == true)
{
g_SelPlayer_Camera.rot.y -= POSV_ROTSPEED;
}
if (GetKeyboardPress(DIK_C) == true)
{
g_SelPlayer_Camera.rot.y += POSV_ROTSPEED;
}
//------------------------
// 注視点の移動
//------------------------
//注視点の上下
if (GetKeyboardPress(DIK_I) == true)
{
g_SelPlayer_Camera.posR.y += POSR_ADD;
}
if (GetKeyboardPress(DIK_K) == true)
{
g_SelPlayer_Camera.posR.y -= POSR_ADD;
}
#endif // _DEBUG
//視点カメラ更新
UpdateSelPlayer_PosVCamera();
}
//3人称視点
void TPS_SelPlayer_ChaseCamera(int nCntCamera, D3DXVECTOR3 rot)
{
//プレイヤーの角度の逆に設定
g_SelPlayer_Camera.rot.y = (D3DX_PI - rot.y);
//角度修正
FIX_ROT(g_SelPlayer_Camera.rot.y);
//視点の高さ設定
g_SelPlayer_Camera.posV.y = g_SelPlayer_Camera.posR.y + TPS_posV_HEIGHT;
g_SelPlayer_Camera.posR.y += TPS_posR_HEIGHT;
//注視点~視点 間の距離設定
g_SelPlayer_Camera.fLength = TPS_LENGTH;
//視点位置更新
UpdateSelPlayer_PosVCamera();
}
//視点の位置更新
void UpdateSelPlayer_PosVCamera(void)
{
//視点の位置更新
g_SelPlayer_Camera.posV.x = g_SelPlayer_Camera.posR.x + sinf(D3DX_PI - g_SelPlayer_Camera.rot.y) * g_SelPlayer_Camera.fLength;
g_SelPlayer_Camera.posV.z = g_SelPlayer_Camera.posR.z + cosf(D3DX_PI - g_SelPlayer_Camera.rot.y) * g_SelPlayer_Camera.fLength;
}
//カメラの取得
Camera *GetSelPlayer_Camera(void)
{
return &g_SelPlayer_Camera;
}
//*********************************************
//タイトル用カメラ処理
//MEMO : カメラは1番目のカメラのみを使用する
//*********************************************
void SelPlayer_CameraForTitle(void)
{
//カメラの向きY のポインタを取得
float *pRot_Y = &g_SelPlayer_Camera.rot.y;
//回転
*pRot_Y += 0.04f;
//向きが3.14を超えた
if (D3DX_PI <= *pRot_Y)
{
FIX_ROT(*pRot_Y);
}
//視点の位置更新
UpdateSelPlayer_PosVCamera();
}