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144 lines
4.2 KiB
144 lines
4.2 KiB
//-----------------------------------------------------------------------------
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// File: view.cpp
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//
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// Desc:
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//
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// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include "stdafx.h"
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: VIEW constructor
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//-----------------------------------------------------------------------------
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VIEW::VIEW()
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{
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m_bProjMode = TRUE;
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// set some initial viewing and size params
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m_zTrans = -75.0f;
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m_viewDist = -m_zTrans;
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m_numDiv = NUM_DIV;
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assert( m_numDiv >= 2 && "VIEW constructor: not enough divisions\n" );
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// Because number of nodes in a dimension is derived from (numDiv-1), and
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// can't be 0
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m_divSize = 7.0f;
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m_persp.viewAngle = D3DX_PI / 2.0f; //90.0f;
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m_persp.zNear = 1.0f;
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m_yRot = 0.0f;
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m_winSize.width = m_winSize.height = 0;
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}
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//-----------------------------------------------------------------------------
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// Name: SetProjMatrix
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// Desc: Set Projection matrix
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//-----------------------------------------------------------------------------
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void VIEW::SetProjMatrix( IDirect3DDevice8* pd3dDevice )
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{
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// Rotate the camera about the y-axis
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D3DXVECTOR3 vFromPt = D3DXVECTOR3( 0.0f, 0.0f, -m_zTrans );
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D3DXVECTOR3 vLookatPt = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
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D3DXVECTOR3 vUpVec = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
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D3DXMATRIX matView;
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D3DXMatrixLookAtLH( &matView, &vFromPt, &vLookatPt, &vUpVec );
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pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Set the projection matrix
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D3DXMATRIX matProj;
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D3DXMatrixPerspectiveFovLH( &matProj, m_persp.viewAngle, m_aspectRatio, m_persp.zNear, m_persp.zFar );
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pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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}
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//-----------------------------------------------------------------------------
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// Name: CalcNodeArraySize
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// Desc: Based on the viewing width and height, and numDiv, calculate the x,y,z array
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// node dimensions.
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//-----------------------------------------------------------------------------
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void VIEW::CalcNodeArraySize( IPOINT3D *pNodeDim )
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{
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// mf: !!! if aspect ratio deviates too much from 1, then nodes will get
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// clipped as view rotates
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if( m_winSize.width >= m_winSize.height )
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{
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pNodeDim->x = m_numDiv - 1;
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pNodeDim->y = (int) (pNodeDim->x / m_aspectRatio) ;
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if( pNodeDim->y < 1 )
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pNodeDim->y = 1;
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pNodeDim->z = pNodeDim->x;
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}
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else
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{
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pNodeDim->y = m_numDiv - 1;
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pNodeDim->x = (int) (m_aspectRatio * pNodeDim->y);
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if( pNodeDim->x < 1 )
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pNodeDim->x = 1;
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pNodeDim->z = pNodeDim->y;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: SetWinSize
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// Desc: Set the window size for the view, derive other view params.
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// Return FALSE if new size same as old.
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//-----------------------------------------------------------------------------
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BOOL VIEW::SetWinSize( int width, int height )
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{
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if( (width == m_winSize.width) &&
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(height == m_winSize.height) )
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return FALSE;
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m_winSize.width = width;
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m_winSize.height = height;
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m_aspectRatio = m_winSize.height == 0 ? 1.0f : (float)m_winSize.width/m_winSize.height;
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if( m_winSize.width >= m_winSize.height )
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{
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m_world.x = m_numDiv * m_divSize;
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m_world.y = m_world.x / m_aspectRatio;
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m_world.z = m_world.x;
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}
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else
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{
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m_world.y = m_numDiv * m_divSize;
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m_world.x = m_world.y * m_aspectRatio;
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m_world.z = m_world.y;
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}
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m_persp.zFar = m_viewDist + m_world.z*2;
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Name: SetSceneRotation
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// Desc:
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//-----------------------------------------------------------------------------
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void VIEW::IncrementSceneRotation()
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{
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m_yRot += 9.73156f;
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if( m_yRot >= 360.0f )
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// prevent overflow
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m_yRot -= 360.0f;
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}
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