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/*==========================================================================================================================================================
カメラの処理[HDR_camera.cpp]
Author:飯田洲暉 (大宮愛羅 平澤詩苑 石原颯馬)
============================================================================================================================================================*/
#include "HDR_camera.h"
#include "camera.h"
#include "input.h"
#include "HDR_player.h"
#include "camera_frame.h"
#include "input.h"
//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 CAMERA_LENGTH (375.0f) //カメラ間の距離
//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
//カメラ単体の場合の視点座標
#define ALONE_CAMERA_POS (D3DXVECTOR3(0.0f, 400.0f, 500.0f))
//2人称視点時のマクロ
#define SPS_posR_HEIGHT (100.0f) //注視点の高さ
#define SPS_posV_HEIGHT (140.0f) //視点の高さ
//カメラ準備におけるマクロ定義
#define SETUP_FLOAT_SPEED (30.0f) //カメラの上昇量 (float は「浮く」という意味
//グローバル変数
HDRCamera g_HDRCamera[NUM_HDRCAMERA]; //カメラの情報
NumCamera g_NumHDRCameraType; //カメラ分割の情報
HDR_Ready g_HDR_Ready; //カメラ準備情報
//=========================================
//カメラの位置設定処理
//Author:石原颯馬
//=========================================
void InitSetHDRCameraPos(D3DXVECTOR3 posV, D3DXVECTOR3 posR, int nNumHDRCamera)
{
//カメラのポインタ取得
HDRCamera *pCamera = &g_HDRCamera[nNumHDRCamera];
pCamera->posV = posV; //視点
pCamera->posR = posR; //注視点
//上方向ベクトルだけ固定
pCamera->vecU = VECU_OVER;
//それぞれの位置の差分を算出
float PosDiffX = powf(pCamera->posR.x - pCamera->posV.x, DIFF_TIMES);
float PosDiffZ = powf(pCamera->posR.z - pCamera->posV.z, DIFF_TIMES);
//長さの算出
pCamera->fLength = sqrtf(PosDiffX + PosDiffZ);
//角度を算出
pCamera->rot.y = 0.0f;
}
//=========================================
//カメラの初期化処理
//=========================================
void InitHDRCamera(NumCamera type)
{
Set_NumHDRCamera(type); //カメラ分割の初期化
g_HDR_Ready = HDR_Ready_SETUP;//カメラ準備中
HDRCamera *pCamera = &g_HDRCamera[0];
//カメラの情報初期化処理
for (int nCntHDRCamera = 0; nCntHDRCamera < NUM_HDRCAMERA; nCntHDRCamera++, pCamera++)
{
pCamera->ready = HDR_Ready_SETUP; //カメラを準備中に
pCamera->posV.x = 0.0f; //視点は原点にとどまる
pCamera->posR.x = GetPlayer_HDR()[nCntHDRCamera].pos.x; //注視点を各プレイヤーに
//それぞれの位置の差分を算出
float PosDiffX = powf(pCamera->posR.x - pCamera->posV.x, DIFF_TIMES);
float PosDiffZ = powf(pCamera->posR.z - pCamera->posV.z, DIFF_TIMES);
//長さの算出
pCamera->fLength = sqrtf(PosDiffX + PosDiffZ);
//角度を算出
pCamera->rot.y = -atan2f(PosDiffX, PosDiffZ);
}
}
//=========================================
//カメラの終了処理
//=========================================
void UninitHDRCamera(void)
{
}
//=========================================
//カメラの更新処理
//=========================================
void UpdateHDRCamera(void)
{
Player_HDR *pPlayer = GetPlayer_HDR(); //プレイヤーのポインターを取得
HDRCamera *pCamera = &g_HDRCamera[0]; //カメラのポインターも取得
for (int nCntHDRCamera = 0; nCntHDRCamera < NUM_HDRCAMERA; nCntHDRCamera++, pCamera++, pPlayer++)
{
pCamera->posR.x = pPlayer->pos.x; //注視点
pCamera->posR.z = pPlayer->pos.z; //注視点
pCamera->posV.x = 0.0f;
//カメラが準備中
if (g_HDR_Ready == HDR_Ready_SETUP)
{
//カメラ準備
SetUpHDRCamera(pCamera, pPlayer->pos.y);
}
//準備完了
else if (g_HDR_Ready == HDR_Ready_OK)
{
//プレイヤーがゴールしたら
if (pPlayer->bGoal)
{
//プレイヤーの正面に向くように徐々に角度を補正
pCamera->rot.y += (0.0f - pCamera->rot.y) * 0.3f;
pCamera->fLength = CAMERA_LENGTH;
//視点の位置設定
UpdatePosVHDRCamera(pCamera);
}
//注視点の位置設定
SetPosRHDRCamera(pCamera, pPlayer->pos.y);
}
}
//セットアップ完了かどうか検査
SetUpCheckHDRCamera();
}
//カメラ準備処理
void SetUpHDRCamera(HDRCamera *pCamera, float PlayerPosY)
{
//視点・注視点を上昇
pCamera->posR.y += SETUP_FLOAT_SPEED;
pCamera->posV.y += SETUP_FLOAT_SPEED;
//プレイヤーの位置より、注視点が上に行った
if (PlayerPosY <= pCamera->posR.y)
{
pCamera->posR.y = PlayerPosY + SPS_posR_HEIGHT; //注視点の位置修正
pCamera->posV.y = PlayerPosY + SPS_posV_HEIGHT; //視点の位置修正
pCamera->ready = HDR_Ready_OK; //準備OK
}
}
//セットアップ完了状態検査処理
void SetUpCheckHDRCamera(void)
{
//-------------------------------------
//すでに準備完了しているなら処理しない
//-------------------------------------
if (g_HDR_Ready == HDR_Ready_OK)
{
return;
}
int nSetUpCounter = 0; //準備完了している数を格納
for (int nCntSetUp = 0; nCntSetUp < NUM_HDRCAMERA; nCntSetUp++)
{
//カメラ準備がOKかどうか
if (g_HDRCamera[nCntSetUp].ready == HDR_Ready_OK)
{
//準備完了している数を加算
nSetUpCounter++;
}
}
//準備完了している数が、カメラの台数と同じ
if (nSetUpCounter == NUM_HDRCAMERA)
{
//全カメラ準備完了
g_HDR_Ready = HDR_Ready_OK;
}
}
//カメラの移動処理
void MoveHDRCamera(HDRCamera *pCamera)
{
#ifdef _DEBUG
//----------------------
// 視点の移動
//----------------------
//視点の上下
if (GetKeyboardPress(DIK_T) == true)
{
pCamera->posV.y += POSV_SPEED;
}
if (GetKeyboardPress(DIK_B) == true)
{
pCamera->posV.y -= POSV_SPEED;
}
//視点の前後
if (GetKeyboardPress(DIK_N) == true)
{
pCamera->fLength += POSV_SPEED;
}
if (GetKeyboardPress(DIK_Y) == true)
{
pCamera->fLength -= POSV_SPEED;
}
//視点の左右
if (GetKeyboardPress(DIK_Z) == true)
{
pCamera->rot.y -= POSV_ROTSPEED;
}
if (GetKeyboardPress(DIK_C) == true)
{
pCamera->rot.y += POSV_ROTSPEED;
}
//------------------------
// 注視点の移動
//------------------------
//注視点の上下
if (GetKeyboardPress(DIK_I) == true)
{
pCamera->posR.y += POSR_ADD;
}
if (GetKeyboardPress(DIK_K) == true)
{
pCamera->posR.y -= POSR_ADD;
}
#endif // _DEBUG
}
//注視点の位置設定
void SetPosRHDRCamera(HDRCamera *pCamera, float PlayerPosY)
{
//プレイヤーの位置が、注視点よりも低かった場合
if (PlayerPosY < pCamera->posR.y - SPS_posR_HEIGHT && g_HDR_Ready == HDR_Ready_OK)
{
pCamera->posR.y = PlayerPosY + SPS_posR_HEIGHT; //対象のプレイヤーに注視点を合わせる
pCamera->posV.y = PlayerPosY + SPS_posV_HEIGHT; //対象のプレイヤーに視点を合わせる
}
}
//2人称視点
void SPS_ChaseHDRCamera(HDRCamera *pCamera)
{
//プレイヤーの正面に向くように徐々に角度を補正
pCamera->rot.y -= (0.0f - pCamera->rot.y) * 0.3f;
//視点の位置更新
pCamera->posV.x = pCamera->posR.x + sinf(D3DX_PI - pCamera->rot.y) * pCamera->fLength;
pCamera->posV.z = pCamera->posR.z + cosf(D3DX_PI - pCamera->rot.y) * pCamera->fLength;
}
//視点の位置更新
void UpdatePosVHDRCamera(HDRCamera *pCamera)
{
//視点の位置更新
pCamera->posV.x = pCamera->posR.x + sinf(pCamera->rot.y - D3DX_PI) * pCamera->fLength;
pCamera->posV.z = pCamera->posR.z + cosf(pCamera->rot.y - D3DX_PI) * pCamera->fLength;
}
//=========================================
//カメラの設定処理
//=========================================
void SetHDRCamera(int nIdx)
{
//カメラが使われている
if (g_HDRCamera[nIdx].bUse == true)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//ビューポートの設定
pDevice->SetViewport(&g_HDRCamera[nIdx].viewport);
//プロジェクションマトリックスの初期化
D3DXMatrixIdentity(&g_HDRCamera[nIdx].mtxProjection);
//プロジェクションマトリックスの作成
D3DXMatrixPerspectiveFovLH(&g_HDRCamera[nIdx].mtxProjection, D3DXToRadian(ANGLE_OF_VIEW), (float)g_HDRCamera[nIdx].viewport.Width / (float)g_HDRCamera[nIdx].viewport.Height, MIN_DRAW, g_HDRCamera[nIdx].fMaxLength);
//プロジェクションマトリックスの設定
pDevice->SetTransform(D3DTS_PROJECTION, &g_HDRCamera[nIdx].mtxProjection);
//ビューマトリックスの初期化
D3DXMatrixIdentity(&g_HDRCamera[nIdx].mtxView);
//ビューマトリックスの作成
D3DXMatrixLookAtLH(&g_HDRCamera[nIdx].mtxView, &g_HDRCamera[nIdx].posV, &g_HDRCamera[nIdx].posR, &g_HDRCamera[nIdx].vecU);
//ビューマトリックスの設定
pDevice->SetTransform(D3DTS_VIEW, &g_HDRCamera[nIdx].mtxView);
}
}
//=========================================
//カメラの台数別 設定処理
//=========================================
void Set_NumHDRCamera(NumCamera type)
{
int nCntHDRCamera = 0; //カウンター初期化
g_NumHDRCameraType = type; //カメラの分割情報格納
Player_HDR *pPlayer_HDR = GetPlayer_HDR(); //プレイヤーの情報取得
HDRCamera *pCamera = &g_HDRCamera[0]; //カメラのポインタ取得
switch (type)
{
/*----------------------------------------------------------------
俯瞰で全体が見える視点の処理
----------------------------------------------------------------*/
case NumHDRCamera_ONLY:
{
pCamera->posR.x = pPlayer_HDR->pos.x; //注視点のⅩ座標設定
pCamera->posR.z = pPlayer_HDR->pos.z; //注視点のZ座標設定
pCamera->fMaxLength = MAX_DRAW; //最大描画距離設定
pCamera->viewport.X = (DWORD)0.0f; //原点Ⅹ位置代入
pCamera->viewport.Y = (DWORD)0.0f; //原点Y位置代入
pCamera->viewport.Width = SCREEN_WIDTH; //画面幅初期化
pCamera->viewport.Height = SCREEN_HEIGHT; //画面高さ初期化
pCamera->viewport.MinZ = 0.0f;
pCamera->viewport.MaxZ = 1.0f;
pCamera->bUse = true;
nCntHDRCamera++; //次のカメラへ
}
break;
/*----------------------------------------------------------------
横2分割の視点の処理
----------------------------------------------------------------*/
case NumHDRCamera_HALF_SIDE:
{
for (nCntHDRCamera; nCntHDRCamera < NUM_HDRCAMERA; nCntHDRCamera++, pPlayer_HDR++, pCamera++)
{
pCamera->posR.x = pPlayer_HDR->pos.x; //注視点のⅩ座標設定
pCamera->posR.z = pPlayer_HDR->pos.z; //注視点のZ座標設定
pCamera->fMaxLength = MAX_DRAW; //最大描画距離設定
pCamera->viewport.X = (DWORD)(SCREEN_WIDTH / 4) * nCntHDRCamera; //原点Ⅹ位置代入
pCamera->viewport.Y = (DWORD)NIL_F; //原点Y位置代入
pCamera->viewport.Width = SCREEN_WIDTH / 4; //画面幅初期化
pCamera->viewport.Height = SCREEN_HEIGHT; //画面高さ初期化
pCamera->viewport.MinZ = 0.0f;
pCamera->viewport.MaxZ = 1.0f;
pCamera->bUse = true;
//注視点の位置更新
UpdatePosVHDRCamera(pCamera);
}
}
break;
/*----------------------------------------------------------------
縦2分割の視点の処理
----------------------------------------------------------------*/
case NumHDRCamera_HALF_HIGH_row:
{
for (nCntHDRCamera; nCntHDRCamera < NUM_HDRCAMERA_HALF; nCntHDRCamera++, pPlayer_HDR++, pCamera++)
{
pCamera->posR.x = pPlayer_HDR->pos.x; //注視点のⅩ座標設定
pCamera->posR.z = pPlayer_HDR->pos.z; //注視点のZ座標設定
pCamera->fMaxLength = MAX_DRAW; //最大描画距離設定
pCamera->viewport.X = (DWORD)NIL_F; //原点Ⅹ位置代入
pCamera->viewport.Y = (DWORD)(SCREEN_HEIGHT / 2) * (nCntHDRCamera % 2); //原点Y位置代入
pCamera->viewport.Width = SCREEN_WIDTH; //画面幅初期化
pCamera->viewport.Height = SCREEN_HEIGHT / 2; //画面高さ初期化
pCamera->viewport.MinZ = 0.0f;
pCamera->viewport.MaxZ = 1.0f;
pCamera->bUse = true;
//注視点の位置更新
UpdatePosVHDRCamera(pCamera);
}
}
break;
/*----------------------------------------------------------------
各プレイヤー専用のカメラの処理
----------------------------------------------------------------*/
case NumHDRCamera_FOUR_Separate:
{
for (nCntHDRCamera; nCntHDRCamera < NUM_HDRCAMERA; nCntHDRCamera++, pPlayer_HDR++, pCamera++)
{
pCamera->posR.x = pPlayer_HDR->pos.x; //注視点のⅩ座標設定
pCamera->posR.z = pPlayer_HDR->pos.z; //注視点のZ座標設定
pCamera->fMaxLength = MAX_DRAW; //最大描画距離設定
pCamera->viewport.X = (SCREEN_WIDTH / 2) * (nCntHDRCamera % 2); //原点Ⅹ位置代入
pCamera->viewport.Y = (SCREEN_HEIGHT / 2) * (nCntHDRCamera / 2); //原点Y位置代入
pCamera->viewport.Width = SCREEN_WIDTH / 2; //画面幅初期化
pCamera->viewport.Height = SCREEN_HEIGHT / 2; //画面高さ初期化
pCamera->viewport.MinZ = 0.0f;
pCamera->viewport.MaxZ = 1.0f;
pCamera->bUse = true;
//注視点の位置更新
UpdatePosVHDRCamera(pCamera);
}
}
break;
/*----------------------------------------------------------------
各プレイヤー専用のカメラの処理
----------------------------------------------------------------*/
case NumCamera_FOUR_SIDE:
{
for (nCntHDRCamera; nCntHDRCamera < NUM_CAMERA; nCntHDRCamera++, pCamera++)
{
pCamera->fMaxLength = MAX_DRAW; //最大描画距離設定
pCamera->viewport.X = (DWORD)(SCREEN_WIDTH / 4) * nCntHDRCamera; //原点Ⅹ位置代入
pCamera->viewport.Y = (DWORD)NIL_F; //原点Y位置代入
pCamera->viewport.Width = SCREEN_WIDTH / 4; //画面幅初期化
pCamera->viewport.Height = SCREEN_HEIGHT; //画面高さ初期化
pCamera->viewport.MinZ = 0.0f;
pCamera->viewport.MaxZ = 1.0f;
pCamera->bUse = true;
//注視点の位置更新
UpdatePosVHDRCamera(pCamera);
}
}
}
//画面分割の枠を設定
SetUseFrame(type);
//設定されなかったカメラを使用しないようにする
for (int nCntUse = nCntHDRCamera; nCntUse < NUM_HDRCAMERA; nCntUse++, pCamera++)
{
pCamera->bUse = false;
}
}
//カメラの取得
HDRCamera *GetHDRCamera(void)
{
return &g_HDRCamera[0];
}
//カメラ準備状態の取得
HDR_Ready *GetHDR_Ready(void)
{
//準備状態を返す
return &g_HDR_Ready;
}