📄 demo13_9.cpp
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// DEMO13_9.CPP - 2D Forward Kinematic demo
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
#include <dsound.h>
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
#define ARM_ANG 2 // arm rotation angle increment
// MACROS ///////////////////////////////////////////////
#define RAND_RANGE(x,y) ( (x) + (rand()%((y)-(x)+1)))
// TYPES ///////////////////////////////////////////////
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
void Copy_Polygon2D(POLYGON2D_PTR dest, POLYGON2D_PTR source);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[256]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
POLYGON2D arm1[2], arm2[2]; // the arms of the linkage
// since the transform function modify
// the local coordites, I need two versions,
// so I can make a copy of the original object and always
// transform from there, this is just because normally
// you have a set of local coords and the transformed temp
// coords, but I saved space and made them the same, so
// this is a fix to make it work
// hence index 0 is original and 1 will be transformed
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"Forward kinematic demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping varsIable
char filename[80]; // used to build up filenames
// seed random number generate
srand(Start_Clock());
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load background image
Load_Bitmap_File(&bitmap8bit, "ARMGRID.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// hide the mouse
ShowCursor(FALSE);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
// = DSound_Load_WAV("CANNON.WAV");
// define points of arm1
VERTEX2DF arm1_vertices[4] = { -10,-10, 100,-10, 100,10, -10,10, };
// initialize arm1
arm1[0].state = 1; // turn it on
arm1[0].num_verts = 4;
arm1[0].x0 = 0; // position it
arm1[0].y0 = 0;
arm1[0].xv = 0;
arm1[0].yv = 0;
arm1[0].color = 250; // green
arm1[0].vlist = new VERTEX2DF [arm1[0].num_verts];
for (index = 0; index < arm1[0].num_verts; index++)
arm1[0].vlist[index] = arm1_vertices[index];
// define points of arm2
VERTEX2DF arm2_vertices[4] = { -10,-10, 100,-10, 100,10, -10,10, };
// initialize arm2
arm2[0].state = 1; // turn it on
arm2[0].num_verts = 4;
arm2[0].x0 = 0; // position it
arm2[0].y0 = 0;
arm2[0].xv = 0;
arm2[0].yv = 0;
arm2[0].color = 250; // green
arm2[0].vlist = new VERTEX2DF [arm2[0].num_verts];
for (index = 0; index < arm2[0].num_verts; index++)
arm2[0].vlist[index] = arm2_vertices[index];
// build the 360 degree look ups
Build_Sin_Cos_Tables();
// set clipping rectangle to screen extents so objects dont
// mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// set clipping region
min_clip_x = 0;
max_clip_x = screen_width - 1;
min_clip_y = 0;
max_clip_y = screen_height - 1;
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////////
void Copy_Polygon2D(POLYGON2D_PTR dest, POLYGON2D_PTR source)
{
// copies one poly to another
dest->state = source->state;
dest->num_verts = source->num_verts ;
dest->x0 = source->x0;
dest->y0 = source->y0;
dest->xv = source->xv;
dest->yv = source->yv;
dest->color = source->color;
// now copy vertex list
if (dest->vlist)
free (dest->vlist);
// allocate memory for new list
dest->vlist = new VERTEX2DF [dest->num_verts];
// now copy the vertex list
memcpy(dest->vlist, source->vlist, sizeof(VERTEX2DF)*dest->num_verts);
} // end Copy_Polygon2D
//////////////////////////////////////////////////////////////////////
inline int Mat_Init_3X2(MATRIX3X2_PTR ma,
float m00, float m01,
float m10, float m11,
float m20, float m21)
{
// this function fills a 3x2 matrix with the sent data in row major form
ma->M[0][0] = m00; ma->M[0][1] = m01;
ma->M[1][0] = m10; ma->M[1][1] = m11;
ma->M[2][0] = m20; ma->M[2][1] = m21;
// return success
return(1);
} // end Mat_Init_3X2
///////////////////////////////////////////////////////////////////////
int Translate_Polygon2D_Verts_Mat(POLYGON2D_PTR poly, float dx, float dy)
{
// this function translates the local coordinates of the polygon at the vertex
// level rather than the center point
// test for valid pointer
if (!poly)
return(0);
MATRIX3X2 mt; // used to hold translation transform matrix
// initialize the matrix with translation values dx dy
Mat_Init_3X2(&mt,1,0, 0,1, dx, dy);
// loop and translate each point
for (int curr_vert = 0; curr_vert < poly->num_verts; curr_vert++)
{
// scale and store result back
// create a 1x2 matrix to do the transform
MATRIX1X2 p0 = {poly->vlist[curr_vert].x, poly->vlist[curr_vert].y};
MATRIX1X2 p1 = {0,0}; // this will hold result
// now translate via a matrix multiply
Mat_Mul1X2_3X2(&p0, &mt, &p1);
// now copy the result back into vertex
poly->vlist[curr_vert].x = p1.M[0];
poly->vlist[curr_vert].y = p1.M[1];
} // end for curr_vert
// return success
return(1);
} // end Translate_Polygon2D_Verts_Mat
//////////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
static int curr_angle1 = -90,
curr_angle2 = 45 ; // current link angles
// start the timing clock
Start_Clock();
// clear the drawing surface
//DDraw_Fill_Surface(lpddsback, 0);
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
// unlock back surface
DDraw_Unlock_Back_Surface();
// read keyboard
DInput_Read_Keyboard();
// test for arm1 rotation
if (keyboard_state[DIK_A])
{
curr_angle1-=ARM_ANG;
} // end if
else
if (keyboard_state[DIK_S])
{
curr_angle1+=ARM_ANG;
} // end if
// test for arm2 rotation
if (keyboard_state[DIK_D])
{
curr_angle2-=ARM_ANG;
} // end if
else
if (keyboard_state[DIK_F])
{
curr_angle2+=ARM_ANG;
} // end if
// test for overflow
if (curr_angle1 >= 360)
curr_angle1-=360;
else
if (curr_angle1 < 0)
curr_angle1+=360;
if (curr_angle2 >= 360)
curr_angle2-=360;
else
if (curr_angle2 < 0)
curr_angle2+=360;
// first arm1
// first copy arms to transform polygon
Copy_Polygon2D(&arm1[1], &arm1[0]);
// rotate
Rotate_Polygon2D_Mat(&arm1[1], curr_angle1);
// now translate
Translate_Polygon2D_Verts_Mat(&arm1[1], 324, 400);
// now arm2
// first copy arms to transform polygon
Copy_Polygon2D(&arm2[1], &arm2[0]);
// rotate
Rotate_Polygon2D_Mat(&arm2[1], curr_angle2);
// and rotate around link 1
Rotate_Polygon2D_Mat(&arm2[1], curr_angle1);
// now translate to link 1
Translate_Polygon2D_Verts_Mat(&arm2[1], (arm1[1].vlist[1].x+arm1[1].vlist[2].x)/2,
(arm1[1].vlist[1].y+arm1[1].vlist[2].y)/2 );
// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();
// draw arms
Draw_Polygon2D(&arm1[1], back_buffer, back_lpitch);
Draw_Polygon2D(&arm2[1], back_buffer, back_lpitch);
// unlock back surface
DDraw_Unlock_Back_Surface();
// draw the title
Draw_Text_GDI("Forward Kinematic DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback);
Draw_Text_GDI("<A>, <S> to adjust Arm 1, <D>, <F> to adjust Arm 2",10, 25, RGB(255,255,255), lpddsback);
sprintf(buffer, "Arm 1 Angle=%d, Arm 2 Angle=%d", 360-curr_angle1, 360-curr_angle2);
Draw_Text_GDI(buffer,10, 60, RGB(255,255,255), lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
DSound_Stop_All_Sounds();
// do a screen transition
Screen_Transitions(SCREEN_DARKNESS,NULL,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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